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Posts posted by Cysiu
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They used color correction PP Effect. Might find it later if you want
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Use say3D or playSound3D, you can specify max distance at which the sound can be heard.
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GVAR(confirmedKills) = 0; addMissionEventHandler ["EntityKilled", { params ["_unit"]; if !(_unit isKindOf "CAManBase") exitWith {}; private _side = side (group _unit); if (_side isEqualTo civilian) then { GVAR(confirmedKills) = GVAR(confirmedKills) + 1; }; }];
In my case GVAR(confirmedKills) expands to Krzyc_confirmedKills, so it's possible to use it somewhere else.
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serverside:
QuoteaddMissionEventHandler ["EntityKilled", {
params ["_unit"];
if !(_unit isKindOf "CAManBase") exitWith {};
private _side = side (group _unit);
if (_side isEqualTo civilian) then {
hint "A civilian has been killed! Be more careful Marines!";
};
}];
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You might try to create just models of cutters. They will work, and there should be little to no impact on performance. Something like this:
private _cutter = createSimpleObject ["a3\structures_f\system\cluttercutter_medium_f.p3d", _targetPos, false];
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Great job, anyway
nopop = true;
is enough most of the time.
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Maybe something based on diwakoo ambient fog script?
https://github.com/diwako/beesting.Enoch/blob/master/scripts/mission/fn_ambientFog.sqf
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As i understand, you have preplaced them in editor? If so, i would add them to layer, and list them with "getMissionLayerEntities".
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https://github.com/Krzyciu/Missions/tree/master/ExportSimpleObjects
Export layer data to rpt. Copy to data_map. Spawn with replaceObjects.sqf
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4 hours ago, miguel_roman_96@hotmail.com said:NVMD, i figured out, and it works perfectly. Thank you so much, now i can do the tac ops briefings in multiplayer dedicated servers!
Enjoy :)
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23 minutes ago, zagor64bz said:Sorry for "pirating" this post and taking advantage of your knowledge... I have more or less about 20 holdActions/addActions in one of my WIP mission (SP/Tanoa); should I be worried and convert them to the "trigger-solution" you suggested?
Thank you.
Arma Wiki:
QuoteIf action is added to an object (and not to player) condition will only get evaluated IF player is closer than ~50m to the object surface AND is looking at the object.
So doing it trigger way is needless.
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Use function viewer in editor
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3 hours ago, miguel_roman_96@hotmail.com said:Ok, the problem is that the functions that are used to move the markers are argument global and effects global. And as far as I read in the wiki (the local markers page) it says this:
"Local markers have own set of local commands "xxmarkerxxLocal" to work with. If you use global marker command on a local marker, the local marker will become global marker."
my question is: Is BIS_fnc_cancelMarker (an example of the multiple functions) considered a global marker command? Does it change the local markers to global? If yes, how can I make it to stay in local (the markers)? Is it something related to remoteExec a solution?
My next idea was to use something similar in the movements of markers:
["nato1",(getMarkerPos "avance1"),4] remoteExec ["call BIS_fnc_moveMarker", -2, JIP];
But idk if it is gonna work. Anyway, thank you all for the help.
I would open BIS_fnc_cancelMarker in function viewer and make my own version, that make use of local commands.
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You are right. Make sure you create all the markers beforhand locally and then adjust the functions to use local marker commands. For efficiency if you want global marker update, you want to do all local changes first and have only the last change be global. Otherwise every change generates a network traffic with the full marker info.
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8 hours ago, Canzandridas said:Well, no. I want to use this in the normal editor. Isn't there a way of doing it without contact?
I don't think it's possible to do that scripted way
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Working perfectly fine for me. You started your game with contact loaded yup?
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Not sure. I only checked mission file.
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They are not turning sights off. Just replacing with:
Quoteplayer removePrimaryWeaponItem "optic_Aco";
player addPrimaryWeaponItem "optic_Aco_broken";- 2
Global Illumination like in DLC Contact
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
2nd mission takes place at 3rd July 2039, 22:24