Stormmy1950
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help Applying a custom texture to every vehicle of a certain class in mission
Stormmy1950 replied to Tochka-U's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
2.14 update how to enable the trigger animations ?
Stormmy1950 replied to zukov's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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]; -
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};
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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.
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flyInHeight doesn't work for support
Stormmy1950 replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/flyInHeight aircraft flyInHeight [altitude, forced] this is in 2.14 witch is still not out. -
A3 Mission Firing a script on Multiplayer Server
Stormmy1950 replied to GODSPEEDSNAKE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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: -
Setting random scale for all IsKindOf objects
Stormmy1950 replied to tommytom1's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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. -
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; }; }]; }; }];
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Disabling High command 3D(not map) enemy icons
Stormmy1950 replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Syncing Editor placed boat with tidal system from Utes.
Stormmy1950 replied to EO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 ? -
Syncing Editor placed boat with tidal system from Utes.
Stormmy1950 replied to EO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 // -
Weather Forecast and Time of Changes slider.
Stormmy1950 replied to EO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Why won't this desciption.ext work?
Stormmy1950 replied to frogtop's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here is a video Tutorial for you. -
TFAR Radio Jamming Script not working correctly.
Stormmy1950 replied to Gacku's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
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