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Taylor1984

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Everything posted by Taylor1984

  1. Thank you, that scipt worked great!
  2. I tried it out and it was really cool Grumpy Old Man but can you make it so that addactions appear instead of drawIcon3D so you can choose whether to go up on the roof? That would be good for if you were walking close to the building and just wanted to go past it and not actually access the roof at that point.
  3. I started by trying Crazy_Man's script and it worked like a charm. The VR object at the door was a fun touch but since I'm aiming for realism I would need to have something invisible for the 'door' instead. What I usually do when I place an object that when you add an action to doesn't show the action when you look at it (for instance a manhole) is that I instead check the distance between the player and the object and then add the action to the player when the player is like 3 meters away and then remove it when he is farther than 3 meters from the object. I know it's not as good since it's easy to miss the action being added but I don't know any other way. This is however what I had in mind for this script, but I don't really know how to add this feature to Crazy_Man's script even though I'm trying at the moment. Thanks
  4. Wow, you guys are the best. I've tried scripting in Flashpoint and Arma since 2002 but I still get stuck all the time. I'll try to put a script together from what you wrote and then get back to you. Thanks
  5. Hi I want to make a destroyed quadcopter explode once it hits the ground, a building, rock, tree and any other object that's in the way of its fall. I know how to use getPosATL quadcopter select 2 <= 1 to detect when it hits the ground but for eg buildings nothing happens once it hits the roof. I thought ATL would work for any terrain. Thanks
  6. Taylor1984

    Detect if object hits roof etc

    Velocity _drone select 2 did the trick. Thanks.
  7. Hi How would I go about remoteexec a cuttext message to only one specific client? Thanks
  8. Hi I'm having problems getting units to move when you click the map in multiplayer when clients use onmapsingleclick. It seems you can't remoteexec the _pos that onmapsingleclick uses? Thankful for help
  9. Hi! Does anyone know how to check the name of the _bullet in the "fire" eventhandler? You can easily check what kind of weapon is used by the unit firing by: _weapon=="throw" but the following doesn't seem to work: _bullet=="smokeshell" Any ideas? Thanks
  10. Taylor1984

    Daytime question

    Thanks. Daytime worked by checking the time between one hour and the next and so on.
  11. Hi How would you go about triggering something after X in-game time (the time you change with skiptime not the actual IRL time). Let's say for instance that the in-game time is X (any point in time in game that is) and I want something to happen after 1 hour of in-game time, how would I do that? I know how to trigger something at a certain in-game time but not how to count from a certain in-game time point to another. Thanks
  12. Hi I'm having problem giving a format cuttext message color and larger size. The following works but then of course there is no color or large size: cuttext [format ["The time is now %1 so two hours from now would be %2.",([dayTime, "HH:MM"] call BIS_fnc_timeToString),([dayTime+2, "HH:MM"] call BIS_fnc_timeToString)],"PLAIN DOWN",1]; I try to add color and size by the method I usually use on cuttext but with format it doens't seem to work the way I do it: cuttext [format ["<t color='#FFFF00' size='3'>It's %1 now so that would be %2, hah-hah.</t>",([dayTime, "HH:MM"] call BIS_fnc_timeToString),([dayTime+2, "HH:MM"] call BIS_fnc_timeToString)],"PLAIN DOWN",1]; The whole thing just ends up as white small text. Any ideas? Thanks
  13. Ok, thanks, buts that's what I want to do. I was unclear in my request because what I really want is to delete all items of a specific type in the WH, on this case radios I have noticed in MP when using ACRE and some WW2 mods multiple vanilla radios can appear in the inventory and make you able to use the radios even though you don't have a WW2 radio.
  14. Hi Can you look for a specific item in a weaponholder on ground and delete the item? Thanks
  15. Hi Is there a way to make it impossible for the player to drop a specific item? Maybe it's possible to delete the item as soon as the player drops it or puts it in a container and at the same time add the same type of item to the inventory? Thanks
  16. Hi! I have this script that I run from onmapsingleclick that makes a group move to the click position. However this only works for the server player in MP since I guess everyhing in onmapsingleclick is local because when a client runs the script the group won't move and moves need to be handled by the server, right? I guess I would need to execute the script using BIS_fnc_execVM and spawn BIS_fnc_MP, which I've managed to do for other scripts but I can't understand how to do that using onmapsingleclick. Could you please help me? Thanks
  17. Hi! I'm making a trigger using _f1 setTriggerActivation ["ANY", "PRESENT", true] and this works like a charm, for all units except for units who are set to captives. They won't set off the trigger. Is there any way to make these guys set off the trigger? Thanks
  18. I know, right? But can't it be because I'm creating the trigger in a script instead of placing one in the editor? I have to create it btw
  19. OK, that's wierd :( I guess I don't know what's wrong, then. Thanks anyway
  20. Hi! I'm 'teleporting' this trigger around and I would like it to stop if it ends up inside a rock, house, wall, car etc, in short any object. Is there anyway to do this? Thanks
  21. Taylor1984

    Find if trigger is on object

    Thanks guys. It's probably a bit too complicated for me to get it to work, though. I've read about lineintersect but I don't understand how to use it. Maybe nearestobjects is easier.
  22. Taylor1984

    Find if trigger is on object

    I use modeltoworld... it's a flamethrower haha.. I've made it so that burning triggers shoot out of the flamethrower and if a unit gets caught in a trigger he starts to burn.. it sounds crazy I know but it actually works very well... no performance issues... I've made it so that when the trigger(fire) hits the ground it stops.. only problem is the fire will go right through objects like houses etc of course it's a crazy solution because I'm not that good at editing but...
  23. Taylor1984

    Campfire smoke?

    Just what I needed! Thanks!
  24. Hi! Is there a way to have white smoke bellowing from the campfire in arma 3? Thanks
  25. Taylor1984

    Dark room effect?

    Wow cool thanks!
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