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Posts posted by Antman2o1o
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Janez thanks for the suggestion...I was hoping to find someone to help with this Way beyond my current skill set.
I will try the information you posted.
Ant
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That is way nice Pierre
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Hey, folks super stuck here maybe one of you Arma Dev Gods can help finish this off.
PURPOSE OF CODE:
I am trying to build a mini-map like in the game Squad. So you don't have to come out of the game to check your map.
WHY:
This would be extremely helpful to folks who are flying in jets so they don't crash when they come out of the game to check their map.
I have most of the map working to include positioning. I just can't figure out how to create an open and close feature to call the map. I am not sure how to bind a key to open or close the map.
There is also a map line marker error I can't figure out as well. So maybe someone with more skill can finish this out and share the code.
THOUGHTS:
This would have to work multiplayer for each faction player. Maybe triggered from onPlayerRespawn.sqf
Credit Goes To Larrow for map code
Any help highly appreciated
ANT
CODE BELOW:
init.sqf
fnc_updateMiniMap = {
_map = _this select 0;
_map ctrlMapAnimAdd [0, 0.05, player];
ctrlMapAnimCommit _map;
};waitUntil { time > 0 };
//Show MiniMap
( [ "myMiniMap" ] call BIS_fnc_rscLayer ) cutRsc [ "myMap", "PLAIN", 1, false ];_____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
description.ext
#include "basedefines.hpp"
class RscTitles
{
#include "minimap.hpp"
};_________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
minimap.hpp
class myMap
{idd = 20000;
duration = 1e10;
fadein = 0;
fadeout = 0;class controlsBackground
{class theMiniMap : RscMapControl
{idc = 38555;
type = 101;
style = 48;
moveOnEdges = 0;
x = 0.2 * safeZoneX;
y = 0.2 * safeZoneY;
w = 0.6 * safeZoneW;
h = 0.6 * safeZoneH;
widthRailWay = 1;onDraw = "_this call fnc_updateMiniMap";
};};
};____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
basedefines.hpp
///////////////////////////////////////////////////////////////////////////
/// Styles
///////////////////////////////////////////////////////////////////////////// Control types
#define CT_MAP_MAIN 101
#define ST_PICTURE 48
///////////////////////////////////////////////////////////////////////////
/// Base Classes
///////////////////////////////////////////////////////////////////////////
class RscMapControl
{
moveOnEdges = 0;
shadow = 0;
ptsPerSquareSea = 5;
ptsPerSquareTxt = 20;
ptsPerSquareCLn = 10;
ptsPerSquareExp = 10;
ptsPerSquareCost = 10;
ptsPerSquareFor = 9;
ptsPerSquareForEdge = 9;
ptsPerSquareRoad = 6;
ptsPerSquareObj = 9;
showCountourInterval = 0;
scaleMin = 0.001;
scaleMax = 1.0;
scaleDefault = 0.16;
maxSatelliteAlpha = 0.85;
alphaFadeStartScale = 2;
alphaFadeEndScale = 2;
colorBackground[] = {0.969,0.957,0.949,1.0};
colorText[] = {0,0,0,0};
colorSea[] = {0.467,0.631,0.851,0.5};
colorForest[] = {0.624,0.78,0.388,0.5};
colorForestBorder[] = {0.0,0.0,0.0,0.0};
colorRocks[] = {0.0,0.0,0.0,0.3};
colorRocksBorder[] = {0.0,0.0,0.0,0.0};
colorLevels[] = {0.286,0.177,0.094,0.5};
colorMainCountlines[] = {0.572,0.354,0.188,0.5};
colorCountlines[] = {0.572,0.354,0.188,0.25};
colorMainCountlinesWater[] = {0.491,0.577,0.702,0.6};
colorCountlinesWater[] = {0.491,0.577,0.702,0.3};
colorPowerLines[] = {0.1,0.1,0.1,1.0};
colorRailWay[] = {0.8,0.2,0.0,1.0};
colorNames[] = {0.1,0.1,0.1,0.9};
colorInactive[] = {1.0,1.0,1.0,0.5};
colorOutside[] = {0.0,0.0,0.0,1.0};
colorTracks[] = {0.84,0.76,0.65,0.15};
colorTracksFill[] = {0.84,0.76,0.65,1.0};
colorRoads[] = {0.7,0.7,0.7,1.0};
colorRoadsFill[] = {1.0,1.0,1.0,1.0};
colorMainRoads[] = {0.9,0.5,0.3,1.0};
colorMainRoadsFill[] = {1.0,0.6,0.4,1.0};
colorGrid[] = {0.1,0.1,0.1,0.6};
colorGridMap[] = {0.1,0.1,0.1,0.6};
font = "TahomaB";
sizeEx = 0.040000;
fontLabel = "PuristaMedium";
sizeExLabel = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
fontGrid = "TahomaB";
sizeExGrid = 0.02;
fontUnits = "TahomaB";
sizeExUnits = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
fontNames = "EtelkaNarrowMediumPro";
sizeExNames = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8) * 2";
fontInfo = "PuristaMedium";
sizeExInfo = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
fontLevel = "TahomaB";
sizeExLevel = 0.02;
text = "#(argb,8,8,3)color(1,1,1,1)";
class Legend
{
x = "SafeZoneX + ( ((safezoneW / safezoneH) min 1.2) / 40)";
y = "SafeZoneY + safezoneH - 4.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
w = "10 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
h = "3.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
font = "PuristaMedium";
sizeEx = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)";
colorBackground[] = {1,1,1,0.5};
color[] = {0,0,0,1};
};
class Task
{
icon = "\A3\ui_f\data\map\mapcontrol\taskIcon_CA.paa";
iconCreated = "\A3\ui_f\data\map\mapcontrol\taskIconCreated_CA.paa";
iconCanceled = "\A3\ui_f\data\map\mapcontrol\taskIconCanceled_CA.paa";
iconDone = "\A3\ui_f\data\map\mapcontrol\taskIconDone_CA.paa";
iconFailed = "\A3\ui_f\data\map\mapcontrol\taskIconFailed_CA.paa";
color[] = {"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])","(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])","(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])","(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"};
colorCreated[] = {1,1,1,1};
colorCanceled[] = {0.7,0.7,0.7,1};
colorDone[] = {0.7,1,0.3,1};
colorFailed[] = {1,0.3,0.2,1};
size = 27;
importance = 1;
coefMin = 1;
coefMax = 1;
};
class Waypoint {
icon = "\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa";
color[] = {0.00, 0.00, 0.00, 1.00};
size = 24;
importance = 1.00;
coefMin = 1.00;
coefMax = 1.00;
};
class WaypointCompleted {
icon = "\A3\ui_f\data\map\mapcontrol\waypointCompleted_ca.paa";
color[] = {0.00, 0.00, 0.00, 1.00};
size = 24;
importance = 1.00;
coefMin = 1.00;
coefMax = 1.00;
};
class ActiveMarker {
color[] = {0.30, 0.10, 0.90, 1.00};
size = 50;
};
class CustomMark
{
icon = "\A3\ui_f\data\map\mapcontrol\custommark_ca.paa";
size = 24;
importance = 1;
coefMin = 1;
coefMax = 1;
color[] = {0,0,0,1};
};
class Command
{
icon = "\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa";
size = 18;
importance = 1;
coefMin = 1;
coefMax = 1;
color[] = {1,1,1,1};
};
class Bush
{
icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa";
color[] = {0.45,0.64,0.33,0.4};
size = "14/2";
importance = "0.2 * 14 * 0.05 * 0.05";
coefMin = 0.25;
coefMax = 4;
};
class Rock
{
icon = "\A3\ui_f\data\map\mapcontrol\rock_ca.paa";
color[] = {0.1,0.1,0.1,0.8};
size = 12;
importance = "0.5 * 12 * 0.05";
coefMin = 0.25;
coefMax = 4;
};
class SmallTree
{
icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa";
color[] = {0.45,0.64,0.33,0.4};
size = 12;
importance = "0.6 * 12 * 0.05";
coefMin = 0.25;
coefMax = 4;
};
class Tree
{
icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa";
color[] = {0.45,0.64,0.33,0.4};
size = 12;
importance = "0.9 * 16 * 0.05";
coefMin = 0.25;
coefMax = 4;
};
class busstop
{
icon = "\A3\ui_f\data\map\mapcontrol\busstop_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {1,1,1,1};
};
class fuelstation
{
icon = "\A3\ui_f\data\map\mapcontrol\fuelstation_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {1,1,1,1};
};
class hospital
{
icon = "\A3\ui_f\data\map\mapcontrol\hospital_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {1,1,1,1};
};
class church
{
icon = "\A3\ui_f\data\map\mapcontrol\church_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {1,1,1,1};
};
class lighthouse
{
icon = "\A3\ui_f\data\map\mapcontrol\lighthouse_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {1,1,1,1};
};
class power
{
icon = "\A3\ui_f\data\map\mapcontrol\power_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {1,1,1,1};
};
class powersolar
{
icon = "\A3\ui_f\data\map\mapcontrol\powersolar_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {1,1,1,1};
};
class powerwave
{
icon = "\A3\ui_f\data\map\mapcontrol\powerwave_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {1,1,1,1};
};
class powerwind
{
icon = "\A3\ui_f\data\map\mapcontrol\powerwind_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {1,1,1,1};
};
class quay
{
icon = "\A3\ui_f\data\map\mapcontrol\quay_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {1,1,1,1};
};
class transmitter
{
icon = "\A3\ui_f\data\map\mapcontrol\transmitter_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {1,1,1,1};
};
class watertower
{
icon = "\A3\ui_f\data\map\mapcontrol\watertower_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {1,1,1,1};
};
class Cross
{
icon = "\A3\ui_f\data\map\mapcontrol\Cross_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {0,0,0,1};
};
class Chapel
{
icon = "\A3\ui_f\data\map\mapcontrol\Chapel_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {0,0,0,1};
};
class Shipwreck
{
icon = "\A3\ui_f\data\map\mapcontrol\Shipwreck_CA.paa";
size = 24;
importance = 1;
coefMin = 0.85;
coefMax = 1.0;
color[] = {0,0,0,1};
};
class Bunker
{
icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa";
size = 14;
importance = "1.5 * 14 * 0.05";
coefMin = 0.25;
coefMax = 4;
color[] = {0,0,0,1};
};
class Fortress
{
icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa";
size = 16;
importance = "2 * 16 * 0.05";
coefMin = 0.25;
coefMax = 4;
color[] = {0,0,0,1};
};
class Fountain
{
icon = "\A3\ui_f\data\map\mapcontrol\fountain_ca.paa";
size = 11;
importance = "1 * 12 * 0.05";
coefMin = 0.25;
coefMax = 4;
color[] = {0,0,0,1};
};
class Ruin
{
icon = "\A3\ui_f\data\map\mapcontrol\ruin_ca.paa";
size = 16;
importance = "1.2 * 16 * 0.05";
coefMin = 1;
coefMax = 4;
color[] = {0,0,0,1};
};
class Stack
{
icon = "\A3\ui_f\data\map\mapcontrol\stack_ca.paa";
size = 20;
importance = "2 * 16 * 0.05";
coefMin = 0.9;
coefMax = 4;
color[] = {0,0,0,1};
};
class Tourism
{
icon = "\A3\ui_f\data\map\mapcontrol\tourism_ca.paa";
size = 16;
importance = "1 * 16 * 0.05";
coefMin = 0.7;
coefMax = 4;
color[] = {0,0,0,1};
};
class ViewTower
{
icon = "\A3\ui_f\data\map\mapcontrol\viewtower_ca.paa";
size = 16;
importance = "2.5 * 16 * 0.05";
coefMin = 0.5;
coefMax = 4;
color[] = {0,0,0,1};
};
}; -
Thanks Stan still looking into it
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Maybe changing the setmarker Alpha would be it though not sure if it can be done by trigger
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Stan thanks for the response i have not added any additional tracking scripts and i know you can turn everything off in veteren mode... not what I am asking.
I guess for clarity what i am asking is ....is it possible to remove the player map icons / markers when a player enters a specific area that has a trigger. I am not trying to take them out on the whole map only in a specific area that a trigger area represents when a player is in that area.
Not sure if possible
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The ones on the map that shows player location so blue force tracker i suppose.
I am not trying to take them out on the whole map only in a specific area that a trigger area represents when a player is in that area .
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Does anyone know of a trigger script that would turn off the player's current position marker on the map when they enter a certain area? The effect would be dictated by the radius of the trigger?
The script would need to work in multiplayer. Been searching and have not found anything.
Any help highly appreciated
Ant
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Thanks Pierre I will ask him
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Pierre thank you for the response would the code look like this? ..... Yes the ""nukeme"" are empty map markers named nukeme, nukeme1 etc... How would the blast size be defined?
Will this code work on a dedicated server for multiplayer?
0 = [] spawn {
possiblelocations = ["nukeme", "nukeme1", "nukeme2","nukeme3","nukeme4","nukeme5","nukeme6"];
while {true} do {
private _location = possibleLocations deleteAt (floor random count possibleLocations);
[_location,nukeme,nukeme,nukeme1,nukeme2,nukeme3,nukeme4,nukeme5,nukeme6] execvm "Al_Nuke\alias_nuke.sqf";
sleep 3000;
};
};
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Hey folks I am working on a script below and I am not a very skilled coder especially working with arrays and subtracting locations from an array. The main goal would be to have the script trigger a nuke blast in a set time limit with various blast radiuses in a loop. Ideally, I would like to drop a map marker on the location of the blast that is removed after a certain amount of time but just trying to get this working with what I got now.
So here goes....At the end of the day, the script should select from a random location for the nuke blast defined by possible locations listed in the array named "nukeme" then remove whatever location it used from the array list so it does not trigger in the same place twice. The triggered nuke blast script should run every 3000 seconds in random locations. So I have a basic understanding of what it does or needs to do not sure if my syntax is correct or even in the ballpark.
As always any help appreciated and I am in no way a skilled coder.
Script below
if ((!isServer) && (player != player)) then {waitUntil {player == player};};
while {true} do {
_location = selectrandom possiblelocations;
possiblelocations = [nukeme, nukeme1, nukeme2,nukeme3,nukeme4,nukeme5,nukeme6],-_location; /*to make sure one location is not used twice*/
[_location,nukeme,nukeme,nukeme1,nukeme2,nukeme3,nukeme4,nukeme5,nukeme6] execvm "Al_Nuke\alias_nuke.sqf";
place marker;
sleep 3000+random 1000;
} -
You Guys are Awesome
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Guys thanks for the response I am just not skilled enough to convert it into a function.
Its a great script maybe someone can take lead here.
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Jboy I am trying to incorporate this on a dedicated sever mission with various playable units from different teams Blufor, Opfor, & Independent ....PVP. Everything shows up though when a player walks up to a tree they can't climb up it. The prompt to climb the tree shows but the player does not climb the tree. Any ideas....Please help I would love to add this to our server.
Great script bye the way.
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Looking forward to the release of this...Congrats on the release Kenny
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Hello Bohemia Community. I found this post on reddit and was wondering if the code shown below would raise the sea level of a map like Stratis. I wanted to try this for myself but I was not sure of where to place the code below....My goal would be to flood parts of Stratis map by script.
Would the code go in the init file? Any help pointing me in the right direction would be highly appreciated.
If you want to try it out, here is the code from the post below
class CfgPatches{
`class BONESCRAP_Tides{` `author="BonesCrap";` `name="Arma 3 - Tides";` `url="`[`http://www.arma3.com`](http://www.arma3.com)`";` `requiredAddons[]=` `{` `"A3_Data_F",` `"A3_Map_Data",` `"A3_Map_Altis",` `"A3_Map_Stratis",` `"A3_Map_Tanoabuka",` `"A3_Map_Malden"` `};` `requiredVersion=0.1;` `units[]={};` `weapons[]={};` `};`
};
class CfgWorlds {
`class DefaultWorld {};` `class CAWorld: DefaultWorld {};` `class Stratis: CAWorld {` `class Sea {` `MaxTide=200;` `};` `};` `class Altis: CAWorld {` `class Sea {` `MaxTide=200;` `};` `};` `class Tanoa: CAWorld {` `class Sea {` `MaxTide=5;` `};` `};` `class Malden: CAWorld {` `class Sea {` `MaxTide=-200;` `};` `};`
Ant
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H that did not work either its like the script doesnt run not sure if it should be triggered from the main mission init?
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What i have now is that does not work ...when i try in multiplayer...not sure if it is triggered from the main mission init.
emp.sqf
_AOE = _this select 0;
_Drones = nearestObjects [_AOE , ["B_UAV_01_F", "I_UAV_01_F","O_UAV_01_F"], 150];
_DamageOFF = 0.95;
_DamageON = 0.00;
_Vehicles = nearestObjects [(getpos _AOE), ["Car", "UAV"], 150];_CountLights = count _Lights;
(_Lights select 0) say3D "electricity_loop";
sleep (floor(random 3) +2);for "_i" from 0 to _CountLights do //this will run 1 extra time
//replace 0 with 1 or _CountLights with (_CountLights - 1)
{
if (getDammage (_Lights select _i) < 0.90) then
{
(_Lights select _i) setDamage _DamageOFF;
sleep 0.1;
(_Lights select _i) setDamage _DamageON;
sleep 0.1;
(_Lights select _i) setDamage _DamageOFF;
sleep 0.1;
};
};
{
if (isEngineOn _x) then {_x setHit ["motor", 1]}
} foreach _Vehicles;main mission init.sqf
player addEventHandler ["Fired",
{
if (_this select 5 == "B_IR_Grenade")
then {
_this spawn {
_bullet = _this select 6;
_newpos = getPosATL _bullet;
while {(_newpos select 2) > .1}
do {
_newpos = getPos _bullet;
sleep 0.1;
};
[_bullet] execVM "addons\scripts\emp.sqf";
};
};
}];Any Help Appreciated
Ant
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Hey guys still lost here H had a good idea about draining the fuel. I am still not sure how the parts of code tie together.
Ant
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Thank You Mr. H for trying to help.
Ant
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Sorry for the typo's earlier now i am way lost from your last post?
I have not been able to find the demining drone class name.... i come up with the backpack in which you assemble the drone from so not sure.
I know the class names for the regular drones i believe they are ["B_UAV_01_F", "I_UAV_01_F","O_UAV_01_F"]
I guess if we could make it work for one of the regular drones then adding the class name later would be simple.
Still not sure on your code reference and how that goes together... I am an extreme noob to coding and dont know all the snytax.
Ant
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Hey Wogz thanks for taking time out of your day. Quick question is the code you provided be the entire script once the drone names are added or does it need to be added to the original script i provided?
Sorry to ask I am not that good at coding but trying to figure it out.
Any insight or appreciated
Ant
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Little help If I can get it. Hey folks i am trying to put together an EMP Script that is assigned to the NATO I.R. Grenade.
With little to no luck. Not sure if I am on the right track here at all. Maybe someone with more skill can help guide this to become something.
Got Idea from HallyG's post
The goal of the script is to toss a NATO IR grenade out to help combat the Drone Kiddies who sit with de-mining drones limiting everyone's ability to move anywhere on the map.
I could not find the de-mining drone class name so not sure about that either. The script needs to work in a multi-player environment.
So here goes.
emp.sqf
AOE = _this select 0;
_Drones = nearestObjects [_AOE , ["B_UAV_01_F", "I_UAV_01_F","O_UAV_01_F"], 50];
_DamageOFF = 0.95;
_DamageON = 0.00;
_Vehicles = nearestObjects [(getpos _AOE), ["Car", "Drones"], 50];_CountLights = count _Lights;
(_Lights select 0) say3D "electricity_loop";
sleep (floor(random 3) +2);for "_i" from 0 to _CountLights do //this will run 1 extra time
//replace 0 with 1 or _CountLights with (_CountLights - 1)
{
if (getDammage (_Lights select _i) < 0.90) then
{
(_Lights select _i) setDamage _DamageOFF;
sleep 0.1;
(_Lights select _i) setDamage _DamageON;
sleep 0.1;
(_Lights select _i) setDamage _DamageOFF;
sleep 0.1;
};
};
{
if (isEngineOn _x) then {_x setHit ["motor", 1]}
} foreach _Vehicles;main mission init.sqf
player addEventHandler ["Fired",
{
if (_this select 5 == "B_IR_Grenade")
then {
_this spawn {
_bullet = _this select 6;
_newpos = getPosATL _bullet;
while {(_newpos select 2) > .1}
do {
_newpos = getPos _bullet;
sleep 0.1;
};
[_bullet] execVM "addons\scripts\emp.sqf";
};
};
}];Any Help Appreciated
Ant
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Does anyone know of a script for a an EMP grenade that is associated to the IR grenade that would take out a demining drone flying above?
Any ideas or suggestions appreciated Ant.
JBOY Giant v1
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Way AWESOME MAN