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Tochka-U

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  1. Could you share the actual script you used in its complete form, I cant seem to get it to work. This is how I've tried to run it, among other options like trying to do it from the Init field of the object without a remoteExec as you suggested and from the 3den Enhanced HoldAction attribute window, they ran into the same issues The error I'm getting:
  2. Intention and some context: I'm making a mission where the players (Multiplayer) need to open a door using a "Dual key lock" Mechanism (like those nuclear launch mechanisms where two keys must be turned at the same time to launch). I believe the best way to go about this is two Holdactions on two separate terminals (KeyReader_North / KeyReader_South in this instance) each activating a variable (VarNorth / VarSouth) and a trigger to check if they're both active at the same time. I've also tried putting a small delay after the Holdaction activates its variable before it turns it back off and resets. [ KeyReader_North, "Scan Card", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "_this distance _target < 3", "'Wallet_ID' in ((vestItems _caller) + (uniformItems _caller) + (backpackItems _caller))", //Checks if the player has a "Keycard" {}, {}, {_this call Gut_fnc_NorthKey;}, //calls the function to confirm the other variable is activated or to reset the action {}, [], 1, 1000, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, KeyReader_North]; [ KeyReader_South, "Scan Card", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "_this distance _target < 3", "'Wallet_ID' in ((vestItems _caller) + (uniformItems _caller) + (backpackItems _caller))", {}, {}, {_this call Gut_fnc_SouthKey;}, {}, [], 1, 1000, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, KeyReader_South]; Gut_fnc_SouthKey = { //Im not exactly sure if im using functions correctly, kinda my first time trying them out VarSouth = true; Sleep 5; if(VarNorth == true) exitWith {true}; VarSouth = False; [ KeyReader_South, "Scan Card", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "_this distance _target < 3", "'Wallet_ID' in ((vestItems _caller) + (uniformItems _caller) + (backpackItems _caller))", {}, {}, {_this call Gut_fnc_SouthKey;}, {}, [], 1, 1000, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, KeyReader_South]; }; Gut_fnc_NorthKey = { VarNorth = true; Sleep 5; if(VarSouth == true) exitWith {true}; VarNorth = False; [ KeyReader_North, "Scan Card", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "_this distance _target < 3", "'Wallet_ID' in ((vestItems _caller) + (uniformItems _caller) + (backpackItems _caller))", {}, {}, {_this call Gut_fnc_NorthKey;}, {}, [], 1, 1000, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, KeyReader_North]; }; The problem I cant figure why, but the holdactions work as intended separately but I cant get them to activate simultaneously. I activate one, then turn to activate the other and see the holdaction icon but I cannot actually activate it until the function runs its course.
  3. Tochka-U

    Help with script

    thanks a lot, seems to work!
  4. I made a script which attaches an object to the to the player who interacts with the object through Hold action, but I want the object to detach and "reset" (Be able to be picked up again with the same hold action) if the carrying player dies. This is what I'm using to attach the object to the player: [ Package, //Package being the object "Grab the package", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 2", "_caller distance _target < 2", {}, {}, {Package attachTo [_caller,[-0.23,-0.16,0],"Spine3",true];}, {}, [], 3, 1, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, package]; I've tried assigning the player who picks up the object a unique Variable name but couldn't figure it out. Also thought about using the Attached and Killed EH but I don't know how to work with EH.
  5. So I want to make a script that checks the mission every set amount of time (30 seconds??) for new vehicles of a certain class and then applies a custom texture to those specific vehicles. I'm at beginner level and I really want to make this work. this what I've managed to make so far: { while {true} do { private _VicData = []; //Array made of all vehicles in the mission by class _VicData resize (count vehicles); for "_i" from 0 to (count vehicles) -1 do { _VicData set [_i, typeof (vehicles select _i)]; }; switch (true) do { case (_x iskindof "BWA3_Leopard2_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MBT.paa"]; }; case (_x iskindof "BWA3_Puma_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_IFV.paa"]; }; case (_x iskindof "B_T_APC_Wheeled_01_cannon_F") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_APC.paa"]; }; case (_x iskindof "Fennek_Flektarn") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MRAP.paa"]; }; case (_x iskindof "Fennek_Flektarn_HMG") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MRAP.paa"]; }; case (_x iskindof "Fennek_Flektarn_GMG") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MRAP.paa"]; }; case (_x iskindof "O_Truck_02_covered_F") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Truck_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_Truck_02.paa"]; }; case (_x iskindof "UK3CB_AAF_B_Gripen_G") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Jet.paa"]; }; case (_x iskindof "ffaa_ea_ef18m") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_F18_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_F18_02.paa"]; }; case (_x iskindof "BWA3_NH90_TTH_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Heli_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_Heli_02.paa"]; }; case (_x iskindof "BWA3_NH90_TTH_M3M_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Heli_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_Heli_02.paa"]; }; } foreach _VicData; sleep 30; } }; //didnt work for me
  6. Tochka-U

    Arma 3 Apex: Old Man Feedback

    An image of the probelm , not much to explain, fast traveled to the safe house at 070-097 walked out and saw a 2 man patrol both of them wearing AAF gear
  7. So i want some players to get into a boat drive it a bit forward and then the screen fades to black, it teleports them and it fades out with them continuing to drive, sort of a seamless teleport. I tried this script that i made (im very much a starter with scripting):
  8. so i want to make a small brief session where the players are in a static c-130 (the cup object) and can only move their head (il appreciate if you can help me with that as well) and when they are in an animation but when i start the mission the player just falls into prone position instead of actually playing the animation ive tried to change the "switchmove" command to "playmove"/"playmovenow" (idk if that even should work) so anyway please help
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