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HonzaVinCZ

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About HonzaVinCZ

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  1. HonzaVinCZ

    setMarkerAlpha for one side

    Well, thank you. But I still don't know how to set that alpha just for one side.
  2. HonzaVinCZ

    setMarkerAlpha for one side

    I'm not sure how to create that local marker or more markers just for OPFOR, could you tell me please? It's a mp mission so players are going to join and leave.
  3. Hello, I'm working with editor placed markers and I need to set marker alpha to 1 just for BLUFOR when OPFOR enters trigger area and then to 0 when OPFOR leaves the area. I have done it by trigger but marker alpha is set to all players and that's what I don't want. I have script that sets the marker alpha for BLUFOR and OPFOR on the mission init, here it is: if (!isDedicated) then { {_x setMarkerAlphaLocal 0} forEach ["OMHQ_1M","BMHQ_1M","iedfacm_1","weapfacm_1","weapfacm_2","bluM_1","bluM_2","bluM_3","bluM_4","bluM_5","bluM_6","bluM_7","opfM_1","opfM_2","opfM_3","opfM_4","opfM_5","opfM_6","opfM_7","bluMZ_1"]; waitUntil {!isNull player}; switch (side player) do { case WEST: { {_x setMarkerAlphaLocal 1} forEach ["BMHQ_1M","bluM_1","bluM_2","bluM_3","bluM_4","bluM_5","bluM_6","bluM_7","bluMZ_1"]; }; case EAST: { {_x setMarkerAlphaLocal 1} forEach ["OMHQ_1M","opfM_1","opfM_2","opfM_3","opfM_4","opfM_5","opfM_6","opfM_7","iedfacm_1","weapfacm_1","weapfacm_2"]; }; }; }; but it works only to markers that doesn't change their own alpha. Marker zone I want to make is called "bluMZ_1".
  4. HonzaVinCZ

    SVBIED

    I'm suprised how easy is that. I didn't realize I can use event handler. Thank you a lot! That's my script after edit: if (!isServer) exitWith {}; _vehicle = _this select 0; _vehicle addEventHandler ["GetIn", {hint "This is SVBIED vehicle"}]; while {alive _vehicle} do { if ((player in _vehicle) and (west countSide (getPos _vehicle nearEntities 15) >0)) then { "Bo_GBU12_LGB" createVehicle getPos _vehicle; }; waitUntil {!(player in _vehicle)}; };
  5. HonzaVinCZ

    SVBIED

    Hey! Thank you for answer. Basically whole game was broken and it showed error on that 12 line. There was in the error something like " };|#| " like something missing. I tried to edit it but even simple script that loops nothing didn't work. So I restarted game and then it finally worked as it should. I did small mistake in script anyway but my current script looks like this: if (!isServer) exitWith {}; _vehicle = _this select 0; while {alive _vehicle} do { if ((player in _vehicle) and (west countSide (getPos _vehicle nearEntities 15) >0)) then { "Bo_GBU12_LGB" createVehicle getPos _vehicle; }; sleep 1; }; I'd like to add hint on vehicle enter that shows only to that player who enters the vehicle. If possible only to east side, something like hint "This is SVBIED vehicle". But I don't know how to manage it to add it without repeating that message in that "while" condition.
  6. HonzaVinCZ

    SVBIED

    Hello, I need you to help me with my small simple script that doesn't work. It always shows error in line 12 and I have no idea why. It should work but it doesn't. It's called in vehicle init by: vehbomb = [this] execVM "scripts\iedTruck.sqf"; This is iedTruck.sqf: if (!isServer) exitWith {}; _vehicle = _this select 0; while {alive _vehicle} do { sleep 1; if ({alive _x} count _vehicle < 1) then { if (west countSide (getPos _vehicle nearEntities 15) >0) then { "Bo_GBU12_LGB" createVehicle getPos _vehicle; }; }; }; *EDIT* I'd like to ask someone to move this thread to Arma 3 Editing and scripting. Created it here by mistake, thank you!
  7. HonzaVinCZ

    BIS Dynamic Groups doesn't work.

    Any help please? Created two days ago and still no help.
  8. Hello, I'd like to ask you for help with this thing. I use Light Vehicle Respawn Script and I don't know how to keep vehicle name and init after respawn. I tried its functions but unsuccessfully. It doesn't save the vehicle name and it shows error on vehicle respawn if I use following: functions.sqf: /* Register new vehicle init functions here - (see hunterInit below and fn_hunterInit.sqf) */ class LVR { class vehInitFncs { file = "LVR\functions"; class vehRespawn {}; //main respawn function - Do Not Delete class OHQ {}; // Example - Can Be Deleted }; }; fn_OHQ.sqf: /* Example Vehicle Init - Can Be deleted */ _this = [this, 1000, east, "LIGHT"] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf"; _this = [ this, 120, 60, LVR_fnc_OHQ ] spawn LVR_fnc_vehRespawn; And this is my teleport script: _dest = (_this select 3) select 0; if (alive _dest && west countSide (getPos _dest nearEntities 300) ==0) then { _dir = random 359; _spot = getPosATL _dest; cutText ["","BLACK OUT",4]; [parseText "<t font='PuristaBold' size='1.6'>Moving in progress...</t><br />Hold on soldier", true, nil, 4, 0.7, 0] spawn BIS_fnc_textTiles; sleep 5; player setDir _dir; player SetPosATL (_spot vectorAdd [10 - random 10, 10 - random 10,0]); cutText ["","BLACK IN",2]; } else { [parseText "<t font='PuristaBold' size='1.6'>HQ is unavaible</t>", true, nil, 3, 0.7, 0] spawn BIS_fnc_textTiles; }; OHQ1 vehicle init: _this = [this, 1000, east, "LIGHT"] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf"; _this = [ this, 120, 60, LVR_fnc_OHQ ] spawn LVR_fnc_vehRespawn; It shows some error on OHQ1 respawn. It respawns successfully but name and init of that vehicle is lost. Is there any other way how to make it save the name and init please? I'm not very friendly with editor respawn module because it respawns vehicles by very weird way and it keeps crashing vehicles to each others when they respawn.
  9. Hello there. I'd like to ask you for help with BIS Dynamic Groups. This is what I use: initPlayerLocal.sqf ["InitializePlayer", [player]] call BIS_fnc_dynamicGroups; initServer.sqf ["Initialize"] call BIS_fnc_dynamicGroups; The problem is that when I press "U" it shows the menu but when I press create group button it doesn't do anything. Mission is hosted on dedicated server and everyone who joins has the same problem. All other scripts I use works well. Any ideas please?
  10. HonzaVinCZ

    daytime

    So there is my final script. It changes weather every hour depending on game time acceleration. This is my first script I did by myself. I'm so happy. But there could be some better way how to write this, am I right? Can be this stressful for server? _weather = true; // Set dynamic weather on/off. Value: true/false. Default: true _timeMultiplier = 24; // Set time acceleration. Value: 0.1-120. Default: 1 _delay1Hour = 3600 / _timeMultiplier; _delay1HourFloored = floor _delay1Hour; _delayHalfHour = _delay1HourFloored / 2; _delayHalfHourFloored = floor _delayHalfHour; setTimeMultiplier _timeMultiplier; while {_weather} do { _daytime = floor daytime; _value = selectRandom [0.1, 0.2, 0.3, 0.4, 0.5]; if (_daytime == 1) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 2) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 3) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0.5; }; if (_daytime == 4) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 5) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 6) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 7) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 8) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 9) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 10) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 11) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 12) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0.0; }; if (_daytime == 13) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 14) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 15) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 16) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0.0; }; if (_daytime == 17) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 18) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0.0; }; if (_daytime == 19) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 20) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 21) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0; }; if (_daytime == 22) then { _delayHalfHourFloored setOvercast 1; _delayHalfHourFloored setRain 1; _delayHalfHourFloored setFog 0.5; }; if (_daytime == 23) then { _delayHalfHourFloored setOvercast 1; _delayHalfHourFloored setRain 1; _delayHalfHourFloored setFog 0.5; }; if (_daytime == 24) then { _delayHalfHourFloored setOvercast _value; _delayHalfHourFloored setRain 0; _delayHalfHourFloored setFog 0.3; }; sleep _delayHalfHourFloored; };
  11. HonzaVinCZ

    daytime

    Oh I didn't realised the ; must be after }s. I also didn't realised what did you mentioted by ";s" I think it's a smile. :-) Seems it works now. Thank you a lot!
  12. HonzaVinCZ

    daytime

    Oh I see. Thank you. I'm sorry for "spam", I didn't want to spam in any way but I wanted just different thing now. If I was able delete the "old" thread I would do it but it's not in my permission here. I'm not very experienced with scripting so that's why I asking here. Do you think you could help me with it please? To get the daytime into script to make it work?
  13. HonzaVinCZ

    daytime

    Hello, I'm trying to get the server gametime into the script but it won't work for me. This is Weather.sqf and game shows error in _time = daytime; . When I tried to make _hour = floor daytime; it again shows error. I'm really lost with this. Could anyone help me please? while {true} do _time = daytime; _hour = floor _time; _delayOvercast = 1800; _delayRain = 1800; _delayFog = 1800; _value = selectRandom [0.1, 0.2, 0,3]; if (_hour == 2) then { _delayOvercast setOvercast _value; _delayRain setRain 0; _delayFog setFog 0; } if (_hour == 4) then { _delayOvercast setOvercast _value; _delayRain setRain 0; _delayFog setFog 0.5; }; if (_hour == 5) then { _delayOvercast setOvercast _value; _delayRain setRain 0; _delayFog setFog 0.0; } if (_hour == 12) then { _delayOvercast setOvercast _value; _delayRain setRain 0; _delayFog setFog 0.0; } if (_hour == 16) then { _delayOvercast setOvercast _value; _delayRain setRain 0; _delayFog setFog 0.0; } if (_hour == 18) then { _delayOvercast setOvercast _value; _delayRain setRain 0; _delayFog setFog 0.0; } if (_hour == 22) then { _delayOvercast setOvercast 1; _delayRain setRain 1; _delayFog setFog 0.5; } if (_hour == 24) then { _delayOvercast setOvercast _value; _delayRain setRain 0; _delayFog setFog 0.3; } sleep 1800; };
  14. Hello, I'm working on dynamic weather for Takistan map and I've done following code: while {true} do { _dayTime = dayTime; _hour = floor _dayTime; _delayOvercast = selectRandom [1800, 2100, 2400, 2700]; _delayRain = _delayOvercast + 300; _delayFog = _delayRain; _delay = _delayFog; _value = selectRandom [0.1, 0.2, 0,3]; if (_hour == 4) then { _delayOvercast setOvercast _value; _delayRain setRain 0; _delayFog setFog 0.5; }; if (_hour == 6) then { _delayOvercast setOvercast _value; _delayRain setRain 0; _delayFog setFog 0.0; } if (_hour == 12) then { _delayOvercast setOvercast _value; _delayRain setRain 0; _delayFog setFog 0.0; } if (_hour == 16) then { _delayOvercast setOvercast _value; _delayRain setRain 0; _delayFog setFog 0.0; } if (_hour == 18) then { _delayOvercast setOvercast _value; _delayRain setRain 0; _delayFog setFog 0.0; } if (_hour == 22) then { _delayOvercast setOvercast 1; _delayRain setRain 1; _delayFog setFog 0.5; } if (_hour == 2) then { _delayOvercast setOvercast 0; _delayRain setRain 0; _delayFog setFog 0.5; } sleep _delay; }; The problem is that, I need to refresh this code like every 5 minutes without changing the weather. "sleep" value is set to _delay because if I set 5 minutes, it would still change the delay of weather changes and I don't want that. I need this script recognize what's the ingame time and refresh it every 5 minutes to get _dayTime but I don't have any idea how to do that. Or if possible start weather changes when it hits given hour. Maybe addEventHandler? Propably there are some mistakes in this script, this is my very first script I did by myself.
  15. So I tested it and it works perfectly. Big thanks @damsous and @pierremgi!
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