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Stormmy1950

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  1. No need for infinite loops or anything like that. You can have MEH EntityCreated And apply texture there. You can read more about MEH EntityCreated here: https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#EntityCreated And here is example how code would look like. You can put this in Init or InitServer.sqf or create your own fnc its up to you. addMissionEventHandler ["EntityCreated", { params ["_entity"]; switch (true) do { case (_entity isKindOf "BWA3_Leopard2_Fleck"): { _entity setObjectTextureGlobal [0, "files\FinTex\FDF_MBT.paa"]; }; case (_entity isKindOf "BWA3_Puma_Fleck"): { _entity setObjectTextureGlobal [0, "files\FinTex\FDF_IFV.paa"]; }; default {}; }; }]; P.S. SO if you are gonna have respawning vehicle then you need to call MEH EntityRespawned. Instead. You can read more about that here: https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#EntityRespawned
  2. Ok so if you want to get animations from a object best way i found it is like this. Place a object on a map and take a control of a unit. Once in game look at the object and put this code in Debug Console: private _animations = animationNames cursorTarget; copyToClipboard str _animations; Then open notepad or what ever IDE you are using and just paste the outcome and there you will have animation names: now to play animation on a object you can use command animate: https://community.bistudio.com/wiki/animate cursorTarget animate ["animation Name put here", 1];
  3. Stormmy1950

    GetAllMissiles

    Ty very much. This helps a lot. Edit:NameSound will only return the vehicle missiles and not on foot i manage to make it with every missile here is example: private _getAllMissiles = ("toLowerANSI getText (_x >> 'simulation') == 'shotMissile'"configClasses (configfile >> "CfgAmmo")) apply {configName _x};
  4. Hi guys i have a question. Basicly i want all the missile magazine names in array from everything that can shoot a missile. Beaing on foot,turret,vehicle,aircraft ect... How i can do that. And pls dont tell me look at https://community.bistudio.com/wiki/configClasses i know about configClasses but what i would take from config to get a nice array of all missiles in game beaing moded or not.
  5. https://community.bistudio.com/wiki/flyInHeight aircraft flyInHeight [altitude, forced] this is in 2.14 witch is still not out.
  6. After you run that code you can check if the object is hidden with (isObjectHidden https://community.bistudio.com/wiki/isObjectHidden ) and its not visual glich or something else. Also in footnotes of hideObjectGlobal is this:
  7. https://community.bistudio.com/wiki/setObjectScale Scales an attached object or a Simple Object's model - see Example 3 for various configurations' examples. You need to either disable simulation of a object that you want to scale or attach it to a invisible object then set scale.
  8. Stormmy1950

    Bind SIDE to a Key

    Here is a little Script that i wrote in 5 min. Dont know if it works in multiplayer. It should. Also if you want to change key binds you can do that as well. Steps to make it work. 1.In Eden Editor place down Game Master Module with a eye icon. 2.Double click Module and in Init of the Module Place this Code: 3.If you dont like current keybinds you can change them just by changing numbers in if(_key == number) here is a list of all keys: https://community.bistudio.com/wiki/DIK_KeyCodes 4.Current setup is NumPad numbers from 1 to 4 they will change players sides. 5.When you are happy with keybinds just delete hint lines. If you are anoyed with hints. 6.Also becouse of this forum When you copy the script from here make sure there is no hidden characters so it wouldnt throw error in eden. this addEventHandler["CuratorObjectRegistered",{ 0 spawn { waitUntil {!(isNull (findDisplay 312))}; (findDisplay 312) displayAddEventHandler["keyDown",{ params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; if (_key == 79) then { hint format ["Player Pressed numpad 1 \nKeyCode: %1 \nPlayer Side Set to BlueFor.",_key]; private _west = createGroup blufor; private _players = allPlayers - entities "HeadlessClient_F"; {[_x] joinSilent _west;} foreach _players; }; if (_key == 80) then { hint format ["Player Pressed numpad 2 \nKeyCode: %1\nPlayer Side Set to Opfor.",_key]; private _opfor = createGroup opfor; private _players = allPlayers - entities "HeadlessClient_F"; {[_x] joinSilent _opfor;} foreach _players; }; if (_key == 81) then { hint format ["Player Pressed numpad 3 \nKeyCode: %1\nPlayer Side Set to Independet.",_key]; private _independent = createGroup independent; private _players = allPlayers - entities "HeadlessClient_F"; {[_x] joinSilent _independent;} foreach _players; }; if (_key == 75) then { hint format ["Player Pressed numpad 4 \nKeyCode: %1\nPlayer Side Set to Civilian.",_key]; private _civilian = createGroup civilian; private _players = allPlayers - entities "HeadlessClient_F"; {[_x] joinSilent _civilian;} foreach _players; }; }]; }; }];
  9. If you are making a singlePlayer mission its in game difficulty setting you can adjust that in Settings > Game Options more info here: https://community.bistudio.com/wiki/Arma_3:_Difficulty_Settings If you are making a mission for a server just know that on the server you need to ajdust difficulty settings and apply it before playing a game.
  10. Also i just noticed are you sure when you play the mission the boat is not going up becouse those pictures are in Eden editor witch objects are not simulated ?
  11. 0 spawn { private _boat = this; private _crewIn = fullCrew _boat; while {count _crewIn < 1} do { private _pos = getPosASL _boat; _pos set [2,2]; //2, is Z axis and 2 is how many meters above SeaLevel you would like to be in this case 2m. _boat setPosASL _pos; uiSleep 0.2; }; }; Myb try something like this in Init of a vehicle. Also I havent tested this and its like super ugly way of doing something like this. Also when you copy in Init of a vehicle dont forget to remove //
  12. Myb try putting SetTimeMultiplier to the lowest possible value for a slower "transition time". https://community.bistudio.com/wiki/setFog - taken from Notes here. https://community.bistudio.com/wiki/setTimeMultiplier
  13. Here is a video Tutorial for you.
  14. radiojammer = { params ["_jammer"]; private _unitInJammerArea = []; private _allUnits = allPlayers - entities "HeadlessClient_F"; while {alive _jammer} do { _unitInJammerArea = nearEntities [_jammer, ["CAManBase"], 300]; private _notInJammerArea = _allUnits - _unitInJammerArea; if (count _notInJammerArea isNotEqualTo 0) then { { _x setVariable ["tf_receivingDistanceMultiplicator", 1]; _x setVariable ["tf_sendingDistanceMultiplicator", 1]; } foreach _notInJammerArea; }; if (count _unitInJammerArea isNotEqualTo 0) then { { _x setVariable ["tf_receivingDistanceMultiplicator", 0]; _x setVariable ["tf_sendingDistanceMultiplicator", 0]; } foreach _unitInJammerArea; }; sleep 5; }; { _x setVariable ["tf_receivingDistanceMultiplicator", 1]; _x setVariable ["tf_sendingDistanceMultiplicator", 1]; } foreach _allUnits; }; Try this. Also dont forget to delete Hidden characters when you copy from here.
  15. Stormmy1950

    Picture sizes?

    https://community.bistudio.com/wiki/ImageToPAA Paa pictures only work in 2x2 Format. And here is a good website for quick paa convertion https://paa.gruppe-adler.de/ i usually do 1024x1024
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