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brainboy

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Everything posted by brainboy

  1. { [_x, "LOCKED"] remoteExec ["setVehicleLock"]; _x addAction [ if (locked _x < 2) then {"unlock"} else {"lock"}, { params ["_target", "_caller", "_actionId", "_arguments"]; if (locked _target < 2) then { [_target,2] remoteExec ["lock",_target]; [_target, "carlock"] remoteExec ["say3D"]; _target setUserActionText [_actionId, "unlock"]; [_target,true] remoteExec ["setPilotLight",_target]; [_target,true] remoteExec ["engineOn",_target]; sleep 0.5; [_target,false] remoteExec ["setPilotLight",_target]; } else { [_target,0] remoteExec ["lock",_target]; [_target, "carunlock"] remoteExec ["say3D"]; _target setUserActionText [_actionId, "lock"]; [_target,true] remoteExec ["setPilotLight",_target]; [_target,false] remoteExec ["engineOn",_target]; sleep 0.5; [_target,false] remoteExec ["setPilotLight",_target]; //null= execVM "inventoryon.sqf"; } }, [], 2, true, true, "", "('ToolKit' in items _this) or (if ( count ( ( _target nearObjects 7 ) select { ( getItemCargo _x select 0 select 0 ) find 'ToolKit' >= 0 } ) > 0 ) then { true } else { false })" ]; }forEach vehicles; I wrote with the help of friends a line that I can open and close in the car with a remote control, but now I intend to have it locked the door car as it is written in this script, do not open the inventory, and when unlocked the inventory has work and it will be repeated, and when someone does it, it will happen to everyone?
  2. thank you man it work I had a question in order to be able to completely delete the inventory action. On a car, I have to write a line?
  3. { _x addAction [ if (locked _x < 2) then {"Lock"} else {"Unlock"}, { params ["_target", "_caller", "_actionId", "_arguments"]; if (locked _target < 2) then { [_target,2] remoteExec ["lock",_target]; [_target, "car"] remoteExec ["say3D"]; _target setUserActionText [_actionId, "Unlock"]; [_target setPilotLight true,true,false] call BIS_fnc_MP; [_target engineOn true,true,false] call BIS_fnc_MP; sleep 0.5; [_target setPilotLight false,true,false] call BIS_fnc_MP; } else { [_target,0] remoteExec ["lock",_target]; [_target, "car"] remoteExec ["say3D"]; _target setUserActionText [_actionId, "Lock"]; [_target setPilotLight true,true,false] call BIS_fnc_MP; [_target engineOn false,true,false] call BIS_fnc_MP; sleep 0.5; [_target setPilotLight false,true,false] call BIS_fnc_MP; } }, [], 2, true, true, "", "('ToolKit' in items _this) or (if ( count ( ( _target nearObjects 7 ) select { ( getItemCargo _x select 0 select 0 ) find 'ToolKit' >= 0 } ) > 0 ) then { true } else { false })" ]; }forEach vehicles; Alright. The script works well and I've added some extra lines to make the remote unlock the vehicle, turn the engine on and make the lights blink. All of these functions works very well localy but in multiplayer turned out players can't see the lights turnning on and the engines goes off immediately after turning on. The thing is players can see these effects while using them but others can't can you help me for this?
  4. { _x addAction [ if (locked _x < 2) then {"Lock"} else {"Unlock"}, { params ["_target", "_caller", "_actionId", "_arguments"]; if (locked _target < 2) then { [_target,2] remoteExec ["lock",_target]; [_target, "car"] remoteExec ["say3D"]; _target setUserActionText [_actionId, "Unlock"]; if (!isEngineOn _target) then { _target engineOn true; }; //if (!isEngineOn _target) then { _target engineOn true; }; sleep 0.5; //if (!isPilotLight _target) then { _target PilotLight false; }; } else { [_target,0] remoteExec ["lock",_target]; [_target, "car"] remoteExec ["say3D"]; _target setUserActionText [_actionId, "Lock"]; //if (!isPilotLight _target) then { _target PilotLight true; }; //sleep 0.5; //if (!isPilotLight _target) then { _target PilotLight false; }; if (isEngineOn _target) then { _target engineOn false; }; } }, [], 2, true, true, "", "('ToolKit' in items _this) or (if ( count ( ( _target nearObjects 7 ) select { ( getItemCargo _x select 0 select 0 ) find 'ToolKit' >= 0 } ) > 0 ) then { true } else { false })" ]; }forEach vehicles; do you think i writte this right for engine on and light on?
  5. My problem with the script that the writer solved is just when I'm lock/unlock the car i need to flash the light car when lock/unlock do you scrip for that?
  6. { _x addAction} forEach vehicles. [ if (locked this < 2) then {"Lock"} else {"Unlock"}, { params ["_target", "_caller", "_actionId", "_arguments"]; if (locked _target < 2) then { [_target,2] remoteExec ["lock",_target]; [_target, "car"] remoteExec ["say3D"]; _target setUserActionText [_actionId, "Unlock"]; } else { [_target,0] remoteExec ["lock",_target]; [_target, "car"] remoteExec ["say3D"]; _target setUserActionText [_actionId, "Lock"]; } }, [], 2, true, true, "", "('ToolKit' in items _this) or (if ( count ( ( _target nearObjects 7 ) select { ( getItemCargo _x select 0 select 0 ) find 'ToolKit' >= 0 } ) > 0 ) then { true } else { false })" ]; is that right?
  7. ok Can it be added to the script that when the car is opened and closed, the car lights up a flash?
  8. Can it be added to the script that when the car is opened and closed, the car lights up a flash?
  9. But I want to run it automatically and I do not need to name cars to work that scrip
  10. all vehicles in editor
  11. It can be done for all the vehicle inside the game, but every one have the toolkit can lock/unlock the car? can this work for any mod like rhs or cup or only work for defult arma?
  12. can you do for every vehicle in arma to show lock state?
  13. If it's hard for the civilian machines, It is not a problem for all the machines to show the lock state
  14. 1.yes in my description named car1 for open and car2 for close 2.yes but Just for all civilian car Because this script can only be used for a car
  15. its work man its great thank you I took your time today and thank for that, I have just two questions 1.Is it possible to play a sound to open and sound to close permanently to work beautifully? *I know how to work with sound. I just do not know how to run it in this line* 2.Is it possible for this line to run from the beginning for all civilian cars and only the person who has the item(toolkit) can open and close it?
  16. It's great if it can be a item inventory
  17. yes thats all i need the item with specified class name to i can use for remot the car to some one has that item can lock/unlock the car
  18. yes now work thanks man thnaks very much I need someone to have a item With specified class name in the bag or in ground to open and close the car just someone to have this item
  19. pencil just for example i need to change the class name Whatever i want no item can be in bag in ground and...
  20. I need someone to have a item With specified class name in the bag to open and close the car for Example Whenever a person has a pencil in his bag, he can open and close the car
  21. not working eror missing ] line 23
  22. I'm intending to make an object (with specific class name) the requirement for that to lock/unlock the car Like a car-shop owner who has the key for vehicles Where should this text be the name of the specific class name that needs to be only the class name to the person to be able to open and close the lock car? Can you write an example to the top lines you wrote me?
  23. Your first script changes the color of the fog. Is there anyway to use it for clouds?
  24. Thank you. But this only changes players view color against the environment. All I need is just changing the clouds colors. Do you have anything for that matter?
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