Jump to content

Stormmy1950

Member
  • Content Count

    95
  • Joined

  • Last visited

  • Medals

Everything posted by Stormmy1950

  1. Sorry for double posting but i just rememberd you can do something like this instead of in lobby you could use team switch in game and so players could choose who to play while they are in game: https://community.bistudio.com/wiki/Category:Command_Group:_Team_Switch Here is a video of how it works:
  2. To my knowledge to mess with the lobby and how it functions you cant do that with EventScripts you will have to make a custom mod for that. There is a way to create custom lobby and do what you want but its way to trublesome to be created for 1 time use. Here is a example of custom lobby that commy2 made but this was made 7 years ago and i am almost 100% certian that somethings might be broken but if you want to continue this way its a good place to start: https://github.com/commy2/Arma-3-Scripted-Lobby
  3. 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
  4. 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];
  5. 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.
  6. 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};
  7. https://community.bistudio.com/wiki/flyInHeight aircraft flyInHeight [altitude, forced] this is in 2.14 witch is still not out.
  8. 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:
  9. 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.
  10. 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; }; }]; }; }];
  11. 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.
  12. 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 ?
  13. 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 //
  14. 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
  15. Here is a video Tutorial for you.
  16. 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.
  17. Stormmy1950

    DrawLine

    Hi guys so i was watching dislexy video on yt and i noticed that he has a line on GPS for refrence go to 1:49 seconds you can see that( ) where basicly points in where waypoints is but i cant find anything like that online that is finished. So i tried to recreate it and this is what i have but it gives me error and i cant figure it what actually is: onMapSingleClick " (findDisplay 12 displayCtrl 51) ctrlAddEventHandler ['Draw',' (_this select 0) drawLine[getpos player,_pos,[1,1,1,1]]; ']; true; "; I have error 0 elements provided expeted 3 and error type Number expeted bool. Anyhelp would be awsome ty.
  18. 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
  19. Hi guys. So i was wondering is it possible to Select between 1 or multiple respawn templates. I want for players when they are in lobby to select if they want Perma death or not. if Yes When player dies he goes to Spectator mode until all players are dead and then end Scenario. But if not If they select normal respawn i want them to have the MenuPosition respawn template. So i have this so far. In Description.ext: saving = 0; disabledAI = 0; respawn = "BASE"; respawnTemplates[] = { "MenuPosition", "Spectator" }; respawnOnStart = -1; class Params { class PermaDeath { title = "Do you want to enable PermaDeath ? [0 - FALSE, 1 - TRUE]"; values[] = {0,1}; default = 0; file = "CustomRespawn.sqf"; }; }; And CustomRespawn.sqf: PermaDeathEnabled = ["PermaDeath",1] call BIS_fnc_getParamValue; if(PermaDeathEnabled == 1) then { hint "True"; //now how to change respawn tamplate depending on what players choose in lobby screen ? }else { hint "False"; };
  20. Stormmy1950

    Select Respawn Tameplate

    I am confusion? i am aware that logged admin or host can change mission parameters and that is what i want basicly i want for who ever is logged in admin or a host to be able to choose to play mission eather on Perma Death or just normal Menu position spawning. I manage to make custom Mission parameters that will be eather true or false depending on what admin or host chooses. But the Problem that i have is how to switch between 2 diffrent respawn templates.
  21. What MadRussian said you could use https://community.bistudio.com/wiki/lineIntersectsSurfaces. Here is a example i got from a mod called: Anti Wall Glitch Fix by Nerexis Check for is unit gliching: if (NER_antiWallGlitch_checkHead) then { _obstacles = lineIntersectsSurfaces [ [(eyePos _unit select 0) + (eyeDirection _unit select 0)*NER_antiWallGlitch_distance_head, (eyePos _unit select 1) + (eyeDirection _unit select 1)*NER_antiWallGlitch_distance_head, (eyePos _unit select 2) + (eyeDirection _unit select 2)*NER_antiWallGlitch_distance_head], eyePos _unit, _unit, objNull, false, NER_antiWallGlitch_checkMaxResultsCount, NER_antiWallGlitch_checkGeom, NER_antiWallGlitch_checkGeom, true ]; _isGlitching = count _obstacles > 0; }; And here is a teleport fnc that will teleport unit if he is glitching: params["_unit"]; private _force = NER_antiWallGlitch_punishByTeleport_strength; private _oppositeVelocity = vectorNormalized ( (velocity _unit) vectorMultiply -1); private _oppositeVelocityWithForce = _oppositeVelocity vectorMultiply _force; _unit setPos ((getPos _unit) vectorAdd _oppositeVelocityWithForce);
  22. Stormmy1950

    IntroVideo

    Hi guys. So i am currently working on a SCP Scenario the intro in the scenario and i have next problem. So in Intro script i have a Video that plays when players load in and that works great but the problem is the next part. So basicly in intro i have 2 parts 1. is the video that plays shoort introduction and 2. is the text done with titleText and sleep commands. But the problem is in trasnition between video to text part. There is like a split second that shows players gun and stance (normal arma view) and i would like to remove that if possible. PS. Allready tried to put Titletext before the video but what happends is the video gets coverd by title Text so you are unable to see the video if titletext is befor that. Code: /* _video = "Media\Video\SCP_Logo_Animation.ogv"; _screen = "Land_TripodScreen_01_large_F" createVehicle (player modelToWorld [0,10,0]); _screen setObjectTexture [0, _video]; [_video, [10, 10]] call BIS_fnc_playVideo; */ if (!hasInterface) exitWith {}; waitUntil{sleep 0.1; time > 0}; //0 fadeSpeech 0; //0 fadeRadio 0; //0 fadeSound 0; private _video = ["Media\Video\SCP_Logo_Animation.ogv"] spawn BIS_fnc_playVideo; waitUntil {scriptDone _video}; //in this line is where the transition happening and where you are able to see split second of a normal arma view private _intro = [] spawn { //sleep 1; playMusic "EventTrack01_F_EPC"; titletext["<t color='#ffffff' size='2.5' font='EtelkaMonospaceProBold' align='center'>We die in the dark, so you can live in the light.<br/> <t size='1' color='#8b0000' font='EtelkaMonospaceProBold' >~ Another unofficial motto of the Foundation.</t> </t>","BLACK FADED",10,true,true]; sleep 5; titleText ["","BLACK FADED",10]; sleep 1; titleText["<t color='#ffffff' size='2.5' font='EtelkaMonospaceProBold' align='center'>You will be defined not just by what you achive, <br/>but by how you survive.</t><br/> <t color='#8b0000' size='1' font='EtelkaMonospaceProBold'>~ Sheryl Sandberg</t>","BLACK FADED",10,true,true]; sleep 7; titleText ["","BLACK FADED",10]; titleText["<t color='#ffffff' size='2' font='EtelkaMonospaceProBold' align='center'>In the middle of the journey of our life <br/> I found myself within a dark woods<br/> where the straight way was lost</t><br/> <t color='#8b0000' size='1' font='EtelkaMonospaceProBold'>~ Dante Alighieri, Inferno </t>","BLACK FADED",10,true,true]; sleep 8; titleText ["","BLACK FADED",10]; sleep 1; titleText ["<t color='#8b0000' size='5' align='center'>Legion Presents</t>","BLACK FADED",10,true,true]; sleep 5; titleText ["","BLACK FADED",10]; //Picture _TAG_Picture = findDisplay 46 ctrlCreate ["RscPicture", 200000]; _TAG_Picture ctrlSetPosition [0, 0, 1,1]; _TAG_Picture ctrlCommit 0; _TAG_Picture ctrlSetTextColor [1, 1, 1, 1]; _TAG_Picture ctrlSetText "Media\Images\SCP_LOGO1024x1024_IntroLogo.paa"; sleep 7; ctrlDelete ((findDisplay 46) displayCtrl 200000); }; /* titleText ["","BLACK FADED",10]; _TAG_Picture = findDisplay 46 ctrlCreate ["RscPicture", 200000]; _TAG_Picture ctrlSetPosition [0, 0, 1,1]; _TAG_Picture ctrlCommit 0; _TAG_Picture ctrlSetTextColor [1, 1, 1, 1]; _TAG_Picture ctrlSetText "Media\Images\SCP_LOGO1024x1024_IntroLogo.paa"; titleText ["","BLACK IN",10]; this setObjectTextureGlobal [0,"Media\Images\van_body_Vrana_CO2.paa"]; */ waitUntil {sleep 0.1; scriptDone _intro}; titleText ["","BLACK IN",10]; _camera = "camera" camCreate (getpos player); _camera cameraeffect ["terminate", "back"]; camDestroy _camera; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [50]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 2;
  23. Hi guys so i am curious how these 2 fnc work. Where they store capture data and how to extract that Data in game if possible. Basicly i am looking for AAR that could be played on the map in Game and not using thrd party program. 1 fnc: https://community.bistudio.com/wiki/BIS_fnc_diagAAR 2 fnc: https://community.bistudio.com/wiki/BIS_fnc_diagAARrecord
  24. Stormmy1950

    Position

    Yo my man. Ty very much.
  25. Stormmy1950

    Position

    Hi guys so i made a script 3dcompass that only shows in targeting pods and checks the zoom level of targeting pod and adjust the size of the compass. That works great. Only thing that is kinda bothering me is when you are in the plane the compass is going up and down depending on the terrain is there any way i can disable that of going up and down. Code: https://sqfbin.com/gopivayehubibuwixela I know i need to add something to this line: _center = positionCameraToWorld [0,0,3];
×