Kanas Kanas
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Posts posted by Kanas Kanas
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9 hours ago, JurassicG said:Vytvořil jsem seznam aktiv pro soukromý server, než který hostuji, pro použití na vojevůdcích, ale nevím, jak jej použít na vojevůdcích
https://community.bistudio.com/wiki/Arma_3:_MP_Warlords
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It might help.
params ["_sector" , "_side", "_oldSide"];
_scoreReward = ((_this select 0) getvariable ["ScoreReward",0]) call bis_fnc_parsenumber;
[(_this select 1), _scoreReward] call BIS_fnc_respawnTickets;
[(_this select 2), - (_scoreReward)] call BIS_fnc_respawnTickets; -
https://steamcommunity.com/sharedfiles/filedetails/?id=2899185153&searchtext=Warlords+Save+%26+Load
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Adds 100 points to the player.
player setVariable ["BIS_WL_funds", (player getVariable "BIS_WL_funds") + 100, TRUE];
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I'm sorry, this can't be fixed. You must play the same unit as before saving. Function is enabled in description.EXT (joinUnassigned = 0); , so that when entering the hall, the last unit is automatically selected.
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I updated the mission at the steam workshop. Everything should work.
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26 minutes ago, Kanas Kanas said:
openMap [FALSE, FALSE];
// --- handle map icons hover actionsaddMissionEventHandler ["GroupIconOverEnter", {
_grp = _this # 1;
_sector = _grp getVariable "BIS_WL_sector";
if (!isNil {_sector getVariable "Name"} || isPlayer _sector) then {
[_sector, "hover"] call BIS_fnc_WLSectorIconUpdate;
};
}];addMissionEventHandler ["GroupIconOverLeave", {
BIS_WL_hoverPlayed = FALSE;
BIS_WL_hoverAnimated = FALSE;
_grp = _this # 1;
_sector = _grp getVariable "BIS_WL_sector";
if (!isNil {_sector getVariable "Name"} || isPlayer _sector) then {
[_sector, "default"] call BIS_fnc_WLSectorIconUpdate;
};
}];"BIS_WL_newlySelectedSector" addPublicVariableEventHandler {
_sector = _this # 1;
if !(_sector getVariable "BIS_WL_handleClientRunning") then {
_sector call BIS_fnc_WLsectorHandle;
if (BIS_WL_scanEnabled == 1) then {[_sector, side group player] call BIS_fnc_WLsectorScanHandle};
};
};{
_x addAction [localize "STR_A3_WL_action_dismiss_teammate", {_unit = (_this select 0); if (vehicle _unit == _unit) then {deleteVehicle _unit} else {(vehicle _unit) deleteVehicleCrew _unit}}, [], -20, FALSE, TRUE, "", "_this == leader _target || _this == _target", -1, FALSE];
_x addEventHandler ["Fired", BIS_WL_mineRestrictionCode];
} forEach ((units group player) - [player]);{
_x addAction [localize "STR_A3_WL_menu_remove_item", {{_x setPos position _x} forEach crew (_this select 0); deleteVehicle (_this select 0)}, [], -20, FALSE, TRUE, "", "vehicle _this != _target && _target in ((group _this) getVariable ['BIS_WL_groupVehs', []])", -1, FALSE];
} forEach (((group player) getVariable ["BIS_WL_groupVehs", []]) select {alive _x && !isNull _x});
sleep 0.01;
while {count waypoints group player > 1} do {deleteWaypoint (waypoints group player # 1);};if (isNil {player getVariable "BIS_WL_selectedSector"}) then {
player setVariable ["BIS_WL_selectedSector", objNull, TRUE];
};player setVariable ["BIS_WL_sectorSide", side group player];
player enableSimulationGlobal FALSE;
player hideObjectGlobal TRUE;
startLoadingScreen [""];_null = [] spawn {
scriptName "WLClientInit (loading)";
if (isMultiplayer) then {
_i = 0;
while {_i < 1} do {
if (_i < 0.5) then {
startLoadingScreen [""];
};
progressLoadingScreen _i;
_i = _i + 0.075;
sleep 0.1;
};
};
player enableSimulationGlobal TRUE;
player hideObjectGlobal FALSE;
endLoadingScreen;
titleCut ["", "BLACK IN", 1];
1 fadeSound 1; 1 fadeRadio 1; 1 fadeSpeech 1;
sleep 1;
"Initialized" call BIS_fnc_WLSoundMsg;
[toUpper localize "STR_A3_WL_popup_init"] spawn BIS_fnc_WLSmoothText;
//BIS_WL_selectionFSM = player call BIS_fnc_WLsectorSelectionHandle;
sleep 3;
};
_null = [] spawn {
scriptName "WLClientInit (group icons)";
while {TRUE} do {
setGroupIconsVisible [TRUE,FALSE];
setGroupIconsSelectable TRUE;
sleep 5;
};
};openMap [true, true];
Player addEventHandler ["Fired", BIS_WL_mineRestrictionCode];
_null = [] spawn BIS_fnc_WLReputation;
_null = [] spawn BIS_fnc_WLOSD;
_null = [] spawn BIS_fnc_WLFundsInfo;
_null = "init" spawn BIS_fnc_WLPurchaseMenu;
_null = [] spawn BIS_fnc_WLPlayersTracking;
_null = [] spawn {
scriptName "WLClientInit (cursor swap)";
disableSerialization;
while {TRUE} do {
waitUntil {BIS_WL_currentSelection != ""};
_ctrl = (findDisplay 12) displayCtrl 51;
_ctrl ctrlMapCursor ["Track", "HC_move"];
waitUntil {BIS_WL_currentSelection == "" && visibleMap};
_ctrl ctrlMapCursor ["Track", "Track"];
};
};if (BIS_WL_playersAlpha > 0) then {
_null = [] spawn {
scriptName "WLClientInit (iconDrawArray update)";
while {TRUE} do {
_tempArray = +BIS_WL_allWarlords select {side group _x == side group player};
BIS_WL_iconDrawArrayMap = _tempArray;
BIS_WL_iconDrawArray = _tempArray select {_x != player && isPlayer _x && _x distance2D player < 75};
sleep 2;
};
};
};[] spawn {
while {TRUE} do {
_autonomous = player getVariable ["BIS_WL_autonomousPool", []];
_autonomousAlive = _autonomous select {alive _x};
player setVariable ["BIS_WL_autonomousPool", _autonomousAlive];
sleep 1;
};
};[] spawn {
waitUntil {!isNull findDisplay 46};
sleep 2;
(findDisplay 46) displayAddEventHandler ["KeyDown", {
_key = _this # 1;
if (_key in actionKeys "Gear" && !(missionNamespace getVariable ["BIS_gearKeyPressed", FALSE]) && !(player getVariable ["BIS_WL_toSwitchSides", FALSE]) && (player getVariable ["BIS_WL_friendlyFirePunishmentEnd", 0]) == 0) then {
if !(isNull (uiNamespace getVariable ["BIS_WL_purchaseMenuDisplay", displayNull])) then {
"close" call BIS_fnc_WLPurchaseMenu;
} else {
BIS_gearKeyPressed = TRUE;
[] spawn {
_t = time + 0.5;
waitUntil {!BIS_gearKeyPressed || time >= _t};
if (time < _t) then {
if (isNull findDisplay 602) then {
if (vehicle player == player) then {
if (cursorTarget distance player <= 5 && !(cursorTarget isKindOf "House") && (!alive cursorTarget || !(cursorTarget isKindOf "Man"))) then {
player action ["Gear", cursorTarget];
} else {
player action ["Gear", objNull];
};
} else {
vehicle player action ["Gear", vehicle player];
};
} else {
closeDialog 602;
};
} else {
if (BIS_gearKeyPressed) then {
if (BIS_WL_currentSelection in ["", "voted"]) then {
"open" spawn BIS_fnc_WLPurchaseMenu;
} else {
playSound "AddItemFailed";
_action = switch (BIS_WL_currentSelection) do {
case "voting": {localize "STR_A3_WL_popup_voting"};
case "fastTravel": {localize "STR_A3_WL_action_destination_select"};
case "drop": {localize "STR_A3_WL_action_dropzone"};
case "scan": {localize "STR_A3_WL_action_scan_select"};
};
[toUpper format [(localize "STR_A3_WL_another_action") + " (%1).", _action]] spawn BIS_fnc_WLSmoothText;
};
};
};
};
};
TRUE
};
}];
(findDisplay 46) displayAddEventHandler ["KeyUp", {
_key = _this # 1;
if (_key in actionKeys "Gear") then {
BIS_gearKeyPressed = FALSE;
};
}];
};[] spawn {
_enemySide = if (side group player == WEST) then {EAST} else {WEST};
_enemyTargetOld = objNull;
_enemyVotingResetVarID = format ["BIS_WL_sectorVotingReset_%1", _enemySide];
while {TRUE} do {
_enemyTarget = missionNamespace getVariable [format ["BIS_WL_currentSector_%1", _enemySide], objNull];
if (_enemyTarget != _enemyTargetOld && !isNull _enemyTarget) then {_enemyTargetOld = _enemyTarget};
if (missionNamespace getVariable [_enemyVotingResetVarID, FALSE]) then {
if !(isServer) then {
missionNamespace setVariable [_enemyVotingResetVarID, FALSE];
};
if (!isNull _enemyTargetOld && (_enemyTargetOld == (missionNamespace getVariable [format ["BIS_WL_currentSector_%1", side group player], objNull]) || (_enemyTargetOld getVariable "BIS_WL_sectorSide") == side group player)) then {
[toUpper format [localize "STR_A3_WL_popup_voting_reset_user", _enemySide call BIS_fnc_WLSideToFaction]] spawn BIS_fnc_WLSmoothText;
};
};
sleep 1;
};
};addMissionEventHandler ["Draw3D", {
if (BIS_WL_markersAlpha > 0) then {
_curSector = if (side group player == WEST) then {BIS_WL_currentSector_WEST} else {BIS_WL_currentSector_EAST};
if !(isNull _curSector) then {
_color = BIS_WL_sectorColors # (BIS_WL_sidesPool find (_curSector getVariable "BIS_WL_sectorSide"));
_dist = player distance _curSector;
_units = "m";
_dist = round _dist;
if (_dist > 1000) then {_dist = _dist / 100; _dist = round _dist; _dist = _dist / 10; _units = "km"};
drawIcon3D [
if !(_curSector in [BIS_WL_base_WEST, BIS_WL_base_EAST]) then {BIS_WL_sectorIcon} else {BIS_WL_baseIcon},
[_color # 0, _color # 1, _color # 2, BIS_WL_markersAlpha],
[(position _curSector) # 0, (position _curSector) # 1, 3],
1,
1,
0,
"",
0,
0,
"PuristaSemibold",
"center",
TRUE
];
drawIcon3D [
"",
[1, 1, 1, BIS_WL_markersAlpha],
[(position _curSector) # 0, (position _curSector) # 1, 3],
0,
0.5,
0,
format ["%1%2 %3", _dist, if (_dist % 1 == 0 && _units == "km") then {".0"} else {""}, if (_units == "m") then {BIS_WL_localized_m} else {BIS_WL_localized_km}],
2,
0.0325,
"PuristaSemibold"
];
};
};
if (BIS_WL_playersAlpha > 0) then {
{
drawIcon3D [
"A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa",
[1, 1, 1, BIS_WL_playersAlpha],
if (vehicle _x == _x) then {
(_x modelToWorldVisual (_x selectionPosition "head")) vectorAdd [0,0,0.75];
} else {
getPosATLVisual _x
},
0,
0,
0,
name _x,
2,
0.0325,
"PuristaSemibold",
"center",
FALSE
];
} forEach (BIS_WL_iconDrawArray);
};
{
drawIcon3D [
"\A3\ui_f\data\map\groupicons\selector_selectable_ca.paa",
[1, 1, 1, 0.5],
(getPosATLVisual _x) vectorAdd [0,0,1],
1,
1,
0,
_x getVariable ["BIS_WL_iconText", ""],
2,
0.0325,
"PuristaSemibold",
"center",
FALSE
];
} forEach BIS_WL_recentlyPurchasedAssets;
}];
waitUntil {visibleMap};BIS_colorDrawE = BIS_WL_sectorColors # 0; BIS_colorDrawE set [3, 0.5];
BIS_colorDrawW = BIS_WL_sectorColors # 1; BIS_colorDrawW set [3, 0.5];
BIS_colorDrawESel = [0.75, 0.75, 0.75, 1];
BIS_colorDrawWSel = [0.75, 0.75, 0.75, 1];(findDisplay 12 displayCtrl 51) ctrlAddEventHandler ["Draw", {
if !(isNull BIS_WL_currentSector_EAST) then {
(_this # 0) drawIcon [
"A3\ui_f\data\map\groupicons\selector_selectedMission_ca.paa",
BIS_colorDrawE,
BIS_WL_currentSector_EAST,
60,
60,
if (side group player == EAST || BIS_WL_currentSector_EAST != BIS_WL_currentSector_WEST) then {0} else {45},
"",
if (side group player == EAST || BIS_WL_currentSector_EAST != BIS_WL_currentSector_WEST) then {2} else {1}
];
};
if !(isNull BIS_WL_currentSector_WEST) then {
(_this # 0) drawIcon [
"A3\ui_f\data\map\groupicons\selector_selectedMission_ca.paa",
BIS_colorDrawW,
BIS_WL_currentSector_WEST,
60,
60,
if (side group player == WEST || BIS_WL_currentSector_EAST != BIS_WL_currentSector_WEST) then {0} else {45},
"",
if (side group player == WEST || BIS_WL_currentSector_EAST != BIS_WL_currentSector_WEST) then {2} else {1}
];
};
if (BIS_WL_playersAlpha > 0) then {
{
(_this # 0) drawIcon [
"A3\ui_f\data\igui\cfg\islandmap\iconplayer_ca.paa",
if (_x == player) then {[1, 0, 0, BIS_WL_playersAlpha]} else {[1, 1, 1, BIS_WL_playersAlpha]},
getPosVisual _x,
20,
20,
0,
if (_x == player) then {""} else {format [" %1", name _x]},
2,
0.05,
"EtelkaNarrowMediumPro",
"right"
];
} forEach (BIS_WL_iconDrawArrayMap);
};
if (cheatsEnabled) then {
if (cheat5) then {
{
_leader = _x;
{
(_this # 0) drawLine [
position _x,
position _leader,
[0,1,0,1]
];
if !(isNull assignedVehicle _x) then {
(_this # 0) drawLine [
position _x,
position assignedVehicle _x,
[0,0,1,1]
];
};
(_this # 0) drawLine [
position _x,
(expectedDestination _x) # 0,
[1,0,0,1]
];
} forEach units group _leader;
} forEach (BIS_WL_allWarlords select {!isPlayer _x});
{
(_this # 0) drawIcon [
"A3\ui_f\data\map\markers\military\dot_CA.paa",
[1, 1, 0, 0.5],
getPosVisual _x,
20,
20,
0,
typeOf _x,
2,
0.05,
"RobotoCondensed",
"right"
];
} forEach allDeadMen;
};
};
}];
_sector = (entities "ModuleWLSector_F") # 0;
_side = _Sector getVariable "BIS_WL_sectorSide";[_sector, _side] call BIS_fnc_WLsectorUpdate;
0 setFog 0;
openMap [FALSE, FALSE];
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I fixed the LoadGame.sqf script. Repeated messages are deleted.
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I'm going to do a vanilla mission at a steam workshop. You can then copy.
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35 minutes ago, Markkos26 said:Dokážete najít způsob, jak zachránit pokrok hry, včetně cp? Můžete mě naučit, jak to udělat, prosím?
//Save player CP
_list = [];
{player getVariable "BIS_WL_funds"]} forEach save_funds;
profileNamespace setVariable ["save_funds",_list];saveProfileNamespace;
//Load player CP{_x params ["_funds"]; player setVariable ["BIS_WL_funds",_funds, TRUE];
} forEach (profileNamespace getVariable ["save_funds",[]]); -
The Blacklist (WLAIRequisitonBlacklist) function is for drives only. It would be good to use it on vehicles. UAV vehicles make problems with AI.
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Hi, when playing in LAN mode, after a certain time, some playable units will not be restored after death. Only a low (respawn Delay = 1;) setting is preceded by this problem.
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Maybe you can help set the sector size to negative values. [- 200]
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play more!
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.......
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Save progress?
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I'm sorry, I can not speak English.
Example: AI team has two soldiers.
If the co-commander (AI) dies and the other is alive, the commander teleports to the unit's position after respawnu. They'll both be there again, and that's a three problem. This code will remove the subordinate soldier. -
Please consider using this code when respawn AI.
It will be more realistic.
WL: AI Coreif ({alive _x} count units _this > 1 && !(_base in [BIS_WL_currentSector_WEST,BIS_WL_currentSector_EAST])) then {
_this setPos position ((units _this) select 1),deleteVehicle ((units _this) select 1);
};or maybe
((units _this) select 1) setDamage 1;
We will not be afraid to kill the first commander of the team.
Thank you.
Change Scope Zoom to mouse wheel up and down
in Arma Reforger - Questions & Answers
Posted
It can be changed in the file named (InputUserSettings).
This is how I set up the mouse wheel for scrolling through the inventory.
Action Inventory_PrevPage {
InputSource InputSourceSum "{5DF76AF925E2DA0B}" {
Sources {
InputSourceValue "{5DF76AF925E2C52B}" {
FilterPreset "up"
Input "mouse:wheel+"
}
}
}
}
Action Inventory_NextPage {
InputSource InputSourceSum "{5DF76AF927520BD0}" {
Sources {
InputSourceValue "{5DF76AF927520AF8}" {
FilterPreset "down"
Input "mouse:wheel-"
}
}
}
}