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_-xXShArK_OGXx-_

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About _-xXShArK_OGXx-_

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  1. _-xXShArK_OGXx-_

    Crate is spawning under floor

    nice just what I needed 🙂
  2. _-xXShArK_OGXx-_

    SOLVED Finding UXO's

    [SOLVED] ->> Script was tweaked. BIG SHOUT OUT to @soldierXXXX thx for your help and for finding the errors in the script. and thx @Leopard20 this tip will help in other places too.
  3. _-xXShArK_OGXx-_

    SOLVED Finding UXO's

    Hi,, yeahh I'm trying to fix a mod, I will test is later and get back to you.
  4. _-xXShArK_OGXx-_

    SOLVED Finding UXO's

    debug works fine now, but is running from the game start in the main menu is that intended or an init error? this seems to work, but on all mines: EODS_MDET_fnc_getNearestMine = { private ["_found", "_nearestMine", "_DetectionPoint", "_allMines", "_mine", "_distance"]; _found = false; _nearestMine = []; //_allMines = allMines; if (currentWeapon player in ["EODS_Detector_Weapon", "EODS_VMH3CS_Weapon"]) then //Checks Player Weapon { _DetectionPoint = "Helper_Base_F" createVehicleLocal getPos Player; // create detection point _DetectionPoint attachto [player,[-0.4,0.8,-0.8],"granat"]; // attach point to player memorypoint "granat" , we can use "granat2" , "LeftHand" , "RightHand" and maybe "aimPoint".... //hideObjectGlobal _DetectionPoint ; //Hiding point.... _allMines = (player nearEntities ["EODS_base_ied_cellphone", 10]) + (player nearEntities ["EODS_Fake_Base", 10]) + allmines ; //EODS_base_ied_Pressure. Custom IEDS. Add Bolts Etc? for "_i" from 0 to ((count _allMines) - 1) do { _mine = _allMines select _i; _distance = _DetectionPoint distance _mine; if (_distance <= EODS_MDET_var_radius) then { if ([getPos player, getDir player, EODS_MDET_var_angle, getPos _mine] call BIS_fnc_inAngleSector) then { if (_found) then { if ((_nearestMine select 1) > _distance) then { _nearestMine = [_mine, _distance]; }; } else { _found = true; _nearestMine = [_mine, _distance]; }; }; }; }; deleteVehicle _DetectionPoint; _nearestMine; }; };
  5. _-xXShArK_OGXx-_

    SOLVED Finding UXO's

    thx. Almost working I think. if I place down a UXO in Editor within 10 m the dbug finds it and hints the Infos 🙂 if I start more than 10 meters I get a hin nothing found 🙂 but if I move closer to the UXO nothing happens other than a big Bang 😞 last part of the script, not sure if this affects the other part 🙂 EODS_MDET_fnc_playSound = { private "_percentage"; _percentage = _this / EODS_MDET_var_radius * 100; switch (true) do { case (_percentage > 80 && _percentage < 100): { playSound "MDS_1" }; case (_percentage > 60 && _percentage < 80): { playSound "MDS_2" }; case (_percentage > 40 && _percentage < 60): { playSound "MDS_3" }; case (_percentage > 20 && _percentage < 40): { playSound "MDS_4" }; case (_percentage > 10 && _percentage < 20): { playSound "MDS_5" }; case (_percentage > 0 && _percentage < 10): { playSound "MDS_6" }; }; }; //Uxo EODS_MDET_fnc_UxoInRange = { private "_distance"; _distance = _this select 1; if (EODS_MDET_var_rnd_radius) then { _distance = _distance call EODS_MDET_fnc_randomize; }; _distance call EODS_MDET_fnc_playSound; ////// MINE IS IN RANGE AND IN CORRECT ANGLE ////// //systemChat format["Explosive detected in radius: %1m", round _distance]; };
  6. _-xXShArK_OGXx-_

    SOLVED Finding UXO's

    Your code works like a charm, but I still can't get it to work when put it in with the script. fnc--->> (I tried to fill in your code) EODS_MDET_fnc_getNearestUxo = { private ["_found", "_nearestUxo", "_DetectionPoint", "_allUxo", "_Uxo", "_distance",_uxoType]; _uxoType = ["rhsusf_uxo_blu97","BombCluster_03_UXO1_F","BombCluster_02_UXO1_F","BombCluster_01_UXO1_F","BombCluster_03_UXO4_F", "BombCluster_02_UXO4_F","BombCluster_01_UXO4_F","BombCluster_03_UXO2_F","BombCluster_02_UXO2_F","BombCluster_01_UXO2_F", "BombCluster_03_UXO3_F","BombCluster_02_UXO3_F","BombCluster_01_UXO3_F","rhs_uxo_ao1_1","rhs_uxo_ao1_2", "rhs_uxo_ao1_3","rhs_uxo_ptab1m_1","rhs_uxo_ptab1m_2","rhs_uxo_ptab1m_3","rhs_uxo_ptab25ko_1","rhs_uxo_ptab25ko_2", "rhs_uxo_ptab25ko_3","rhs_uxo_ptab25m_1","rhs_uxo_ptab25m_2","rhs_uxo_ptab25m_3","rhs_ammo_uxo_blu97","BombCluster_03_UXO1_Ammo_F", "BombCluster_02_UXO1_Ammo_F","BombCluster_01_UXO1_Ammo_F","BombCluster_03_UXO4_Ammo_F","BombCluster_02_UXO4_Ammo_F", "BombCluster_01_UXO4_Ammo_F","BombCluster_03_UXO2_Ammo_F","BombCluster_02_UXO2_Ammo_F","BombCluster_01_UXO2_Ammo_F", "BombCluster_03_UXO3_Ammo_F","BombCluster_02_UXO3_Ammo_F","BombCluster_01_UXO3_Ammo_F","rhs_ammo_uxo_ao1_1","rhs_ammo_uxo_ao1_2","rhs_ammo_uxo_ao1_3", "rhs_ammo_uxo_ptab1m_1","rhs_ammo_uxo_ptab1m_2","rhs_ammo_uxo_ptab1m_3","rhs_ammo_uxo_ptab25ko_1","rhs_ammo_uxo_ptab25ko_2","rhs_ammo_uxo_ptab25ko_3", "rhs_ammo_uxo_ptab25m_1","rhs_ammo_uxo_ptab25m_2","rhs_ammo_uxo_ptab25m_3" ]; _found = false; _nearestUxo = []; _DetectionPoint = "Helper_Base_F" createVehicleLocal getPos Player; // create detection point _DetectionPoint attachto [player,[-0.4,0.8,-0.8],"granat"]; // attach point to player memorypoint "granat" , we can use "granat2" , "LeftHand" , "RightHand" and maybe "aimPoint".... _allUxo = position player nearObjects ["mineBase",10]; ArrUXOs = []; { if (typeOf _x in _uxoType) then {ArrUXOs pushBack _x}; } forEach _Nuxos; for "_i" from 0 to ((count ArrUXOs) - 1) do { _Uxo = ArrUXOs select _i; _distance = _DetectionPoint distance _Uxo; if (_distance <= EODS_MDET_var_radius) then { if ([getPos player, getDir player, EODS_MDET_var_angle, getPos _Uxo] call BIS_fnc_inAngleSector) then { if (_found) then { if ((_nearestUxo select 1) > _distance) then { _nearestUxo = [_Uxo, _distance]; }; } else { _found = true; _nearestUxo = [_Uxo, _distance]; }; }; }; }; deleteVehicle _DetectionPoint; _nearestUxo; };
  7. _-xXShArK_OGXx-_

    SOLVED Finding UXO's

    thx Champ, it seems like something i can use, ill give it a shot and report back here 🙂
  8. Hi all. Could you help me with the right format for finding UXO's near the player?? i like to find these in a 10m radius of the player: uxoType = ["rhsusf_uxo_blu97","BombCluster_03_UXO1_F","BombCluster_02_UXO1_F","BombCluster_01_UXO1_F","BombCluster_03_UXO4_F", "BombCluster_02_UXO4_F","BombCluster_01_UXO4_F","BombCluster_03_UXO2_F","BombCluster_02_UXO2_F","BombCluster_01_UXO2_F", "BombCluster_03_UXO3_F","BombCluster_02_UXO3_F","BombCluster_01_UXO3_F","rhs_uxo_ao1_1","rhs_uxo_ao1_2", "rhs_uxo_ao1_3","rhs_uxo_ptab1m_1","rhs_uxo_ptab1m_2","rhs_uxo_ptab1m_3","rhs_uxo_ptab25ko_1","rhs_uxo_ptab25ko_2", "rhs_uxo_ptab25ko_3","rhs_uxo_ptab25m_1","rhs_uxo_ptab25m_2","rhs_uxo_ptab25m_3" ]; I have tryed: Nuxos = position player nearObjects [uxoType,10]; ->> no luck nObject = position player nearObjects [(iskindOf uxoType),500]; ->> no luck nObject = getPos player nearestObject uxoType; ->> no luck and a bunch of other combos, but I'm not sure of the format. i also noticed that there are other names for the objects like: "rhs_uxo_ptab25m_2" ->> "rhs_ammo_uxo_ptab25m_2" and "rhs_uxo_ao1_2" ->> "rhs_ammo_uxo_ao1_2" if I use this in Debug Console I see them and myself nObject = player nearObjects 10; hint str nObject; please help. thx.
  9. Hi MrWolfire1. eventually yes 🙂 But if you put down an IED with Presureplate and sync it to the 'ARM IED' module it often works for me..
  10. Hi PTV-Jobo. We are working on the Talon to try to remove some of these bugs. 🙂 the next update should have a better driving Talon with no Error when you place it in Editor. atm the arm is working and you can place a demolition charge next to the IEDs.
  11. Hi. I'm trying to make a light selection for my driver on my new UGV. I would like to have an option to turn on/off a spotlight and turn on/off the driving light. But it ain't working, I can only turn off/on the drive light? class AnimationSources: AnimationSources { class DriveLight { source="light"; animPeriod=1; initPhase=0; selection="left"; useSource=1; }; class SpotLight { source="light"; animPeriod=1; initPhase=0; selection="Right"; useSource=1; }; }; class UserActions { class drive_LightOn { displayName = "Drive Light On"; displayNameDefault = ""; radius=2; position="PiP1_pos"; onlyForplayer = false; condition = "alive this && (!(isLightOn this))"; statement = "this setPilotLight true;"; }; class drive_LightOff: drive_LightOn { displayName = "Drive Light"; position=""; radius=2; condition = "alive this && isLightOn this"; statement = "this setPilotLight false;"; }; class spot_LightOn { displayName = "Drive Light On"; displayNameDefault = ""; radius=2; position="PiP1_pos"; onlyForplayer = false; condition = "alive this && (!(isLightOn this))"; statement = "this animate [""SpotLight"", 1];"; class spot_LightOff: drive_LightOn { displayName = "Drive Light"; position=""; radius=2; condition = "alive this && isLightOn this"; statement = "this animate [""SpotLight"", 0];"; }; }; class Reflectors { class Left { color[] = {1900, 1800, 1700}; ambient[] = {5, 5, 5}; position = "Light_L"; direction = "Light_L_end"; hitpoint = "Light_L"; selection = "Light_L"; size = 1; innerAngle = 100; outerAngle = 179; coneFadeCoef = 10; intensity = 1; useFlare = 1; dayLight = 1; flareSize = 1.000000; class Attenuation { start = 1.000000; constant = 0; linear = 0; quadratic = 0.250000; hardLimitStart = 30; hardLimitEnd = 60; }; }; class Right: Left { color[] = {1900, 1800, 1700}; ambient[] = {5, 5, 5}; position = "Light_R"; direction = "Light_R_end"; hitpoint = "Light_R"; selection = "Light_R"; size = 1; innerAngle = 100; outerAngle = 179; coneFadeCoef = 10; intensity = 1; useFlare = 1; dayLight = 1; flareSize = 1.000000; class Attenuation { start = 1.000000; constant = 0; linear = 0; quadratic = 0.250000; hardLimitStart = 30; hardLimitEnd = 60; }; }; }; aggregateReflectors[] = {"DriveLight", "SpotLight"};
  12. Hi, when will the Civilian interaction be fixed??
  13. _-xXShArK_OGXx-_

    Need help adding my mod to my mission

    instead of packing it as a pbo, maby you could place it in the mission folder and include it in the init?
  14. _-xXShArK_OGXx-_

    Ai Respawn with same Init

    what if you add _unitNew disableAI "ALL"; ?? maby like: _unitNew = _unitGroup createUnit [_unitType, _unitPos, [], 0, "CAN_COLLIDE"]; // recreate the unit as a UNIT, not a VEHICLE. _unitNew disableAI "ALL"; _unitNew setVehicleVarName _unitVarName; // re-add the unit variable name. _unitNew setPos _unitPos; // set the position to the original. _unitNew setDir _unitDir; // set the direction of the original. [_unitNew,_unitPos,_unitDir,_unitType,_unitGroup,_respawnAllAtOnce] spawn unitRespawner; // spawn a new thread for the global function 'unitRespawner' for the recreated unit.
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