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sizraide

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Posts posted by sizraide


  1. 10 hours ago, pierremgi said:

    First, it's a magazine. Second, there is no picture for that, so you can't have a paa drawn in inventory, definitely. You can add it in a box, you can't see a picture in inventory.

     

    in config Viewer, compare:
    configfile >> "CfgMagazines" >> "8Rnd_82mm_Mo_shells"    (picture = "";) So, no picture

    and

    configfile >> "CfgMagazines" >> "75rnd_762x39_AK12_Arid_Mag_F" (picture = "\a3\Weapons_F_Enoch\MagazineProxies\data\UI\icon_75rnd_762x39_AK12_Arid_Mag_F_CA.paa";)

     

    I understand, thanks for the response.

     

    Can I put my own picture in there?


  2. Hello, I made this tiny script that adds mortar HE shells inside two containers.

     

    Quote

    _ammo = "8Rnd_82mm_Mo_shells";

    { _x addItemCargo [_ammo, ([1,2] call BIS_fnc_RandomInt)]; } forEach [box1, box2];

     

    It works, but when I open the containers it says that the .paa file of the ammo type is missing.

     

    I'm using these shells from this mortar.
    https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_WEST#B_Mortar_01_F


  3. 15 hours ago, pierremgi said:

    If you absolutely want to name a group this way, make it simple:


     

    
    _groupIndex = 2; //example
    
    missionNameSpace setVariable ["septemberGroup"+str _groupIndex, [getMarkerPos (selectRandom _spawnMarkers), east, (configFile >> 'CfgGroups' >> 'East' >> 'CUP_O_RU' >> 'Infantry_Ratnik_Summer' >> 'InfAssault')] call BIS_fnc_spawnGroup, TRUE];   // group is created and named septemberGroup2
    private _enemyGroup = missionNameSpace getVariable ("septemberGroup"+str _groupIndex);  // same as septemberGroup2....
    

     

     

    If I want to refer to that group, I can type _enemyGroup?
    For example if I type _enemyGroup setSpeedMode "FULL" it will refer to septemberGroup2?


  4. 2 hours ago, beno_83au said:

    A variable is a container or a reference for some kind of information.

     

    _enemyGroup is a variable that contains some kind of data. The data that is held within _enemyGroup is what would be a string, or number, or object, or array, etc......

     

    That's a pretty basic way of looking at it. But Revo is right. You're defining _enemyGroup as 'septemberGroup0' then just creating a group over the top of _enemyGroup so that _enemyGroup now just references that group.

     

     

     

    How can I create a new group to spawn after the previous group has less than 5 units living? By using new variables?


  5. Hello people, I'm making a COOP mission and I have a trigger that spawns in AI in waves.

     

    Quote

    _spawnMarkers = ['enemySpawn_4', 'enemySpawn_5', 'enemySpawn_6'];
            attackingGroup_3 = createGroup [east, false];
            while{true} do {
                _groupIndex = 0; //index
                _enemyGroup = 'septemberGroup' + (str _groupIndex);  //add index to string
                _enemyGroup = createGroup [east, true];

            
                _enemyGroup = [getMarkerPos (selectRandom _spawnMarkers), east, (configFile >> 'CfgGroups' >> 'East' >> 'CUP_O_RU' >> 'Infantry_Ratnik_Summer' >> 'InfAssault')] call BIS_fnc_spawnGroup; //spawn group using new variable group name
                
                _SADwp = _enemyGroup addWaypoint [getPos waveTrg3, 0];
                _SADwp setWaypointType 'SAD';

                { if(_x inArea waveTrg3 && alive _x) then {_enemyGroup reveal _x} } forEach allUnits;
                {attackingGroup_3 reveal _x} forEach allPlayers;

                {defend3 reveal _x; apc4 reveal _x;} forEach units _enemyGroup;
                
                {_x forcespeed 10; _x setSkill 0.8; _x allowFleeing 0;} forEach units _enemyGroup;
                _enemyGroup setBehaviour 'COMBAT'; _enemyGroup setSpeedMode 'FULL';
                
                waitUntil { {alive _x} count units _enemyGroup < 5 }; //waits for previous group to have less than 5 units alive
                _groupIndex = _groupIndex + 1; //add +1 to index number for new group to be created
                sleep 1;
            };


    The string is _enemyGroup where it holds septemberGroup0, septemberGroup1, septemberGroup2, etc... It creates a group every time the previous group has less than 5 units alive. So, the new group would be septemberGroup + new index at the end of the while loop.

    My question is if this is the correct way of converting strings to variables for group names?

    I could just use the same group name and spawn the same group every time the group has less than 5 units but from spectating the AI behavior they act really weird and stray away from their waypoint for some reason when the group respawns.


     


  6. 1 hour ago, sil.lau@free.fr said:

    hi,

     

    i want to define same condition  for two objets  ("obj1" and "obj2") and scripted in one condition: "if"

     

    \\i've tryed this:

    if (obj1 or obj2 distance player < 20) then {....    \\but "or" gone wrong !

     

    \\i don' t want to repeat condition for each obj like this:

    if (obj1 distance player < 20 ) then {...     

    if (obj2 distance player < 20) then {...

     

    thanks for help !

     

     


     

    Quote

    if(player distance obj1 < 20 OR player distance obj2 <20) then { };


    You can use OR or || for both conditions.

    EDIT:

    Your if condition doesn't work because when you wrote obj1 OR obj2 distance player < 20. the condition is basically saying if variable "obj1" returns true OR obj2 is less than 20m from the player.

    You must type the whole condition and separate them using alias, like OR, AND, or isEqualTo.
    Your second if statement is correct, you just need to combine both conditions together using alias. Like I mentioned.

    • Like 3

  7. 8 hours ago, wogz187 said:

    @sizraide,

    
    _markerArray = ["l_1", "l_2", "l_3", "l_4", "l_5", "l_6", "l_7", "l_8", "l_9", "l_10"];
    _IEDarray = ["IEDUrbanSmall_Remote_Ammo","IEDLandSmall_Remote_Ammo","IEDUrbanBig_Remote_Ammo","IEDLandBig_Remote_Ammo"];
    
    _markerArray apply {
    	private _veh= (selectRandom _iedArray) createVehicle (getMarkerPos _x);
    	_veh spawn {
    		waitUntil {	sleep 1;
    			if !((_this nearEntities ["Man", 20]) select {_x in allPlayers} isEqualTo []) then {_this setDamage 1};
    			!alive _this
    		}
    	};
    	_veh
    };
     

    Create an IED at each marker position. Detonation radius is set to 20 which you may change as you please.

    Have fun!

     

    Works awesome, except I would like it to spawn multiple IED's around the marker in 200m radius in random position and have the nearEntities applied to all of them. Is that possible?

    As seen here.

    Quote

     

        _posIED = [[[getMarkerPos _chosenMarker, 200]],[]] call BIS_fnc_randomPos;

        _isEmpty = !(_posIED isFlatEmpty  [20, -1, -1, -1, -1, false, player] isEqualTo []);

     

     


  8. 8 hours ago, pierremgi said:

    You can give an area to markers and making them invisible, so they are like triggers with a looped code.

    Personally I'd place triggers because that doesn't hurt. You can set an interval cooling down them and even delete them (which should be always the case for non-repeatable ones, especially with complex conditions).
     

      Reveal hidden contents

     

    I recently tested the enableSimulation on them, playing on EL Alamein map (CUP) with more than 12,000 wired fences! Just for fun, I created a trigger on each fence! As is, the FPS drop is just unplayable. If stated as enabled sim false , then enabling the closer ones with players move, that works flawless.

    But, it's not the best solution. The best one is to create them on the fly (then delete them). You can also make them local, for local treatment, so you don't have to broadcast them.

    To conclude, there are many  way to make things work. The demand on resource is the way you are scripting.

     

     


     

    Quote

     

    for "_i" from 0 to 300 do

    {

        _chosenIED = selectRandom _IEDarray;

        _chosenMarker = selectRandom _markerArray;

     

        _posIED = [[[getMarkerPos _chosenMarker, 200]],[]] call BIS_fnc_randomPos;

        _isEmpty = !(_posIED isFlatEmpty  [20, -1, -1, -1, -1, false, player] isEqualTo []);

     

        if(_isEmpty) then 

        { 

            createIED = _chosenIED createVehicle _posIED; 

            iedTrg = createTrigger ["EmptyDetector", _posIED, true];

            iedTrg setTriggerStatements ["this", "createIED setDamage 1; deleteVehicle iedTrg;"]; 

            iedTrg setTriggerArea [3, 3, 45, false, 5];

            iedTrg setTriggerActivation ["ANYPLAYER", "PRESENT", false];

        };

        sleep 0.01;

    };

     



    I'm very inexperienced with scripting, would this work? I assume it wouldn't because all of the IED's have the same variable name so if one trigger is set off all IED's will explode wouldn't it?

    Is there a way I can convert strings to use them as variable names so I could have a different name for every IED created, including the trigger?

    Like createIED1, createIED2, createIED3
    and iedTrg1, iedTrg2, eidTrg3... and so on.

    EDIT: I've looked into toArray but that's all I can find.


  9. I'm creating a COOP mission.

    And I made a little script that spawns IED around a bunch of markers.

    Hardest part is how do I make it so when the player is very near to the IED it explodes?

     

    Here is my script, it is incomplete.

    Quote

    _markerArray = ["l_1", "l_2", "l_3", "l_4", "l_5", "l_6", "l_7", "l_8", "l_9", "l_10"];

    _IEDarray = ["IEDUrbanSmall_Remote_Ammo","IEDLandSmall_Remote_Ammo","IEDUrbanBig_Remote_Ammo","IEDLandBig_Remote_Ammo"];

     

    for "_i" from 0 to 200 do

    {

        _chosenIED = selectRandom _IEDarray;

        _chosenMarker = selectRandom _markerArray;

     

        _posIED = [[[getMarkerPos _chosenMarker, 250]],[]] call BIS_fnc_randomPos;

        _isEmpty = !(_posIED isFlatEmpty  [15, -1, -1, -1, -1, false, player] isEqualTo []);

     

        if(_isEmpty) then 

        { 

            createIED = _chosenIED createVehicle _posIED; 

        };

        sleep 0.01;

    };

    while {true} do

    {

        {

            _nearIED = _x nearestObject ["IEDUrbanSmall_Remote_Ammo","IEDLandSmall_Remote_Ammo","IEDUrbanBig_Remote_Ammo","IEDLandBig_Remote_Ammo"];

            if(_nearIED < 1) then {

                //Don't know if what I'm typing is even correct here

            };

        } forEach allPlayers;

        sleep 1;

    };


    EDIT: IEDs only explode when a player shoots at them.


  10. 23 hours ago, pierremgi said:

    You can use the global variable like gc8 wrote so the variable is workable in any other script on the PC.

    or use the arguments. That should looks like:

     

    
    private _deadUnits = [dead1,dead2,dead3,dead4,dead5,dead6,dead7];
    {
      [
        _x,
        "Check pulse",
        "",
        "",
        "true",
        "true",
        {titleText ["<t align = 'center' shadow = '2' color='#ffffff' size='1.5' font='PuristaMedium' >Checking pulse...</t>", "PLAIN DOWN", -1, true, true];},
        {},
        {
          titleText ["<t align = 'center' shadow = '2' color='#ffffff' size='1.5' font='PuristaMedium' >No pulse detected.</t>", "PLAIN DOWN", -1, true, true];
          titleFadeOut 2;
          _deadUnits = _this #3#0;
          _deadUnits deleteAt (_deadUnits find _target);
          if (_deadUnits isEqualTo []) then {hint "all are dead!"}  
        },
        {},
        [_deadUnits],
         3.5,
         0,
         true,
         false
       ] call bis_fnc_holdActionAdd
     } forEach _deadUnits
     

     

    BIKI is your friend

     

    NOTE: in MP, you will have to publicVariable the array: deadUnits

     


    Appreciate it!


  11. 2 hours ago, pierremgi said:
    
    private _deadUnits = [dead1,dead2,dead3,dead4,dead5,dead6,dead7];
    
    {
      [
        _x,
        "Check pulse",
        "",
        "",
        "true",
        "true",
        {titleText ["<t align = 'center' shadow = '2' color='#ffffff' size='1.5' font='PuristaMedium' >Checking pulse...</t>", "PLAIN DOWN", -1, true, true];},
        {},
        {
          titleText ["<t align = 'center' shadow = '2' color='#ffffff' size='1.5' font='PuristaMedium' >No pulse detected.</t>", "PLAIN DOWN", -1, true, true];
          titleFadeOut 2;
        },
        {},
        [""],
        3.5,
        0,
        true,
        false
      ] call bis_fnc_holdActionAdd
    } forEach _deadUnits;
     

     

    NOTE: removeCompleted is set to true, you don't need to deleteAt in the _deadUnits array for this purpose.


    How can I make it when the players checked all the dead units something executes? 


  12. Hello, deleteAt doesn't work in this for loop I typed.

    I want it to work when the the player performs the hold action, the hold action will delete the variable from the array.

     

    Quote

    private _deadUnits = 

    [

    dead1,

    dead2,

    dead3,

    dead4,

    dead5,

    dead6,

    dead7

    ];

     

    for "_i" from 0 to (count _deadUnits) - 1 do

    {

     

    _chosenUnit = _deadUnits select _i;

     

    params ["_object"];

    [

    /* 0 object */              _chosenUnit,

    /* 1 action title */            "Check pulse",

    /* 2 idle icon */           "",

    /* 3 progress icon */           "",

    /* 4 condition to show */       "true",

    /* 5 condition for action */        "true",

    /* 6 code executed on start */      {titleText ["<t align = 'center' shadow = '2' color='#ffffff' size='1.5' font='PuristaMedium' >Checking pulse...</t>", "PLAIN DOWN", -1, true, true];},

    /* 7 code executed per tick */      {},

    /* 8 code executed on completion */ {

                                            _deadUnits deleteAt _i;

                                            titleText ["<t align = 'center' shadow = '2' color='#ffffff' size='1.5' font='PuristaMedium' >No pulse detected.</t>", "PLAIN DOWN", -1, true, true];

                                            titleFadeOut 2;

                                        },

    /* 9 code executed on interruption */   {},

    /* 10 arguments */          [""],

    /* 11 action duration */        3.5,

    /* 12 priority */           0,

    /* 13 remove on completion */       true,

    /* 14 show unconscious */       false

    ] call bis_fnc_holdActionAdd;

     

    };

     

    waitUntil { count _deadUnits == 0 };

    hint "All identified";

     


  13. 3 hours ago, sizraide said:


    Works! Thanks for the help.


    For anyone who wants to use it.

    Here it is:
     

    Quote

    /*

    Extra sounds you can add in _gSoundList:

     

    "A3\Sounds_F\environment\ambient\battlefield\battlefield_heli1.wss"

    "A3\Sounds_F\environment\ambient\battlefield\battlefield_heli2.wss"

    "A3\Sounds_F\environment\ambient\battlefield\battlefield_heli3.wss"

    "A3\Sounds_F\environment\ambient\battlefield\battlefield_jet1.wss"

    "A3\Sounds_F\environment\ambient\battlefield\battlefield_jet2.wss"

    "A3\Sounds_F\environment\ambient\battlefield\battlefield_jet3.wss"

    */

     

    private _gSoundList = 

    [

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions1.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions2.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions3.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions4.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions5.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight1.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight2.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight3.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight4.wss"

    ];

     

    private _gTarget = player; // Sound source (sound position).

    private _gSoundObject = player; // Object - the object emitting the sound. If sound position is specified this param is ignored.

    private _gVolume = 3; // Volume of sound.

    private _gSoundPitch = 1; // Sound Pitch (Number) - 1: Normal, 0.5: Darth Vader, 2: Chipmunks, etc. Default: 1.

    private _gSoundDistance = 0; // Sound distance from object, default = 0.

    private _maxCountSleep = 15; // How much maximum time between sounds played.

     

    private _gMinDistance = 200; // Minimum distance from sound.

    private _gMaxDistance = 700; // Maximum distance from sound.

    private _gMedDistance = 400; // Average or medium random distance (Number) you wish the sound to eminate from.

     

    while {true} do 

    {

        _dir = round random 360; 

        _dis = round random [_gMinDistance,_gMedDistance,_gMaxDistance];

     

        private _gSoundPosition = _gTarget getRelPos [_dis, _dir];

        private _gSound = selectRandom _gSoundList;

     

        playSound3D [_gSound, _gSoundObject, false, _gSoundPosition, _gVolume, _gSoundPitch, _gSoundDistance];

     

        private _sleepRandom = round random _maxCountSleep;

        sleep _sleepRandom;

    };

     


  14. 8 hours ago, beno_83au said:

    _cpbSoundNumber = random count _cpbSoundList;

     

    This is getting a random number that is almost always going to have a decimal, and I don't know how well select goes with that. But also, it looks like there's 9 sounds there (sorry, I'm on my phone) and so running random on 9 could result in a number greater than 8, which is a problem because arrays are counted from a 0 index. So if soundNumber were to be 9 (again, decimals and select, never done it) then select will try and select a non-existing array index. 

     

    Easy solution, use https://community.bistudio.com/wiki/selectRandom to pick the sound file instead of counting and randomising etc.


    Works! Thanks for the help.


  15. I got a script that creates ambient battle noises around the player.

    I got this script from DayZ Medic from YouTube but just edited to suit my needs.

    And when I execute it I randomly get unknown expression variables for variable "_cpbSound"

    Any ideas why this is occuring?

     

    Quote

    private _cpbSoundList = 

    [

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions1.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions2.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions3.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions4.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions5.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight1.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight2.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight3.wss",

        "A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight4.wss"

    ];

     

    private _cpbTarget = player; 

    private _cpbSoundObject = player;

     

    private _cpbMinDistance = 100;

    private _cpbMaxDistance = 800;

    private _cpbMedDistance = 400;

     

    while {true} do 

    {

        _dir = round random 360; 

        _dis = round random [_cpbMinDistance,_cpbMedDistance,_cpbMaxDistance];

     

        private _cpbSoundPosition = _cpbTarget getRelPos [_dis, _dir];

        private _cpbSoundNumber = random count _cpbSoundList;

        private _cpbSound = _cpbSoundList select _cpbSoundNumber;

     

        playSound3D [_cpbSound, _cpbSoundObject, false, _cpbSoundPosition, 5, 1, 0];

     

        private _sleepRandom = random 12;

        sleep _sleepRandom;

    };

     


  16. 2 hours ago, sarogahtyp said:

    I guess we get closer.

    show al_vehicle_fire.sqf !

     

    Quote

    // by ALIAS

     

    private ["_unit_afect","_life_time","_kill_vik","_crew_fire"];

     

    if (!isServer) exitwith {};

    params ["_unit_afect","_life_time","_kill_vik","_crew_fire"];

     

    if (!isNil {_unit_afect getVariable "on_alias_fire"}) exitWith {};

    _unit_afect setVariable ["on_alias_fire",true,true];

    waitUntil {!isNil "allPlayers_on"};

     

    //waitUntil {!(canMove _unit_afect)};

    waitUntil {(((_unit_afect) getHitPointDamage "hitEngine") >0.7)||(((_unit_afect) getHitPointDamage "HitFuel") >0.5)};

    sleep (random 7);

     

    [[_unit_afect,_life_time,_crew_fire],"AL_fire\al_vehicle_fire_sfx.sqf"] remoteExec ["execvm",0,true];

     

    [_unit_afect,_life_time,_kill_vik] spawn 

    {

        params ["_unit_afect","_life_time","_kill_vik"];    

        sleep _life_time;//_unit_afect setVariable ["on_alias_fire",nil,true];

        sleep 0.5;

        if (_kill_vik) then {_unit_afect setDamage 1}

    };

     

    if ((_crew_fire)and(_kill_vik)) then 

    {

        _unit_afect setHitPointDamage ["hitEngine",1];

        _pasageri = fullCrew _unit_afect;

        if (count _pasageri > 0) then 

        {

            {

                if (isPlayer (_x select 0)) then {(_x select 0) setVariable ["set_on_fire",true,true]} else {_life_time= 5+random 10; [_x select 0,_life_time,15,_unit_afect] execvm "AL_fire\al_unit_fire_car.sqf"; doGetOut _x; /*_x leaveVehicle _unit_afect*/}

            } forEach _pasageri

        };

    };

     


  17. 45 minutes ago, pierremgi said:

    If you are in MP context, just avoid remoteExecuting all stuff for nuts. Most of the time the code could be ready on all PCs (especially all hints or HUDs or effects) just waiting for few parameters and/or set variable to trigger.

    publicVariable lists is probably a non-sense. remoteExecuting entire titleText script... can lead to no result in heavy script context.

     


    I use execVM instead, does it make a difference?


  18. 2 minutes ago, Smart Games said:

    @sarogahtyp, I totally agree with you.

     

    I'd like to add, that I had a lot of problems with TitleText as well. 

     

    For example I had to call it in a separate function to make it work. 

    God knows, why. I still do not understand the problem. 

     

    @sizraide, your code seems to be correct. It's most likely something else. 

    I'd recommend you to try my approach:

    Put the code in a separate function and spawn it. 

     

     

     

    Im a newbie in scripting, could you tell me how to script that?


  19. 5 minutes ago, sarogahtyp said:

    I don't like to quote myself, but sometimes there is no way around it.

     

    I found it, so basically im using two scripts made by ALIAS.

     

    Disabling this entire script made titleText work properly

     

    Quote

    player_onFire_from_vanillafire = true;  // if true the player will take fire from vanilla assets like camp fire, burning vehicle

    publicVariable "player_onFire_from_vanillafire";

     

    damage_playeron_fire = 0.01;    // amount of damage players will take from fire script

    publicVariable "damage_playeron_fire";

     

    set_vik_fire = false;          // if true by default all mission vehicles will be set in fire when they are disabled

    publicVariable "set_vik_fire";

     

    // animations used by players to get rid of fire

    off_fire = ["amovppnemstpsraswrfldnon_amovppnemevaslowwrfldl","amovppnemstpsraswrfldnon_amovppnemevaslowwrfldr","amovppnemstpsnonwnondnon_amovppnemevasnonwnondl","amovppnemstpsnonwnondnon_amovppnemevasnonwnondr","amovppnemstpsraswpstdnon_amovppnemevaslowwpstdl","amovppnemstpsraswpstdnon_amovppnemevaslowwpstdr"];

    publicVariable "off_fire";

     

    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

     

    list_vegetation = ["TREE","SMALL TREE","BUSH","FOREST BORDER","FOREST TRIANGLE","FOREST SQUARE","FOREST"];

    publicVariable "list_vegetation";

     

    vik_list = ["CAR","TANK","PLANE","HELICOPTER","Motorcycle","Air","Ship"];

    publicVariable "vik_list";

     

    street_lapms = ["Land_fs_roof_F","Land_TTowerBig_2_F","Land_TTowerBig_1_F","Lamps_base_F","PowerLines_base_F","PowerLines_Small_base_F","Land_LampStreet_small_F"];

    publicVariable "street_lapms";

     

    buildings_list = ["BUILDING","HOUSE","CHURCH","CHAPEL","FUELSTATION","HOSPITAL","RUIN","BUNKER"];

    publicVariable "buildings_list";

     

    list_man = ["Civilian","SoldierGB","SoldierEB","SoldierWB"];

    publicVariable "list_man";


     

    /////////////////////// DO NOT EDIT LINES BELOW ---------------------------------------------------------------------------------

     

    [] spawn {

        if (isNil "allPlayers_on") then 

        {

            chk_players = true;

            while {chk_players} do 

            {

                allPlayers_on = call BIS_fnc_listPlayers;

                //allPlayers_on = allPlayers_on - entities "HeadlessClient_F";

                publicVariable "allPlayers_on";

                sleep 60;

            };

        }

    };

     

    if (set_vik_fire) then 

    {

        chk_vik=true;

        while {chk_vik} do 

        {

            all_car = allMissionObjects "CAR";

            all_tank = allMissionObjects "TANK";

            all_moto = allMissionObjects "Motorcycle";

            all_viks = all_car+all_tank+all_moto;

            publicVariable "all_viks";

            if (count all_viks>0) then {

                {if (isNil{_x getVariable "on_alias_fire"}) then {_life_time_fire = 10+random 60;[_x,_life_time_fire,true,true] execVM "AL_fire\al_vehicle_fire.sqf"}} foreach all_viks

            };

            sleep 300

        };

    };

     

     

    This is the FIRE script by Alias, just to add ambient fire.

    I have no idea whats on here and other dozen files in this script thats making titleText act abnormally.


  20. 2 hours ago, beno_83au said:

     

    I would imagine that Sarogahtyp could do the same thing and show it working as he's described, so you showing a video of working code not working for you probably won't change much.

     

    I don't think there's any doubt from anyone here that you're not getting the result you want. The issue is that you're not getting that result with code that works. Try starting a fresh scenario, no mods, and just get in and see how it runs from the debug console.


    Okay so it works perfectly normal on a new scenario with the same mods.

    The question is, is there anything that can affect titleText? I only have two large scripts and they are ambient fire and ambient battles by ALIAS.


  21. 7 minutes ago, sarogahtyp said:

    As I already told you. Your shown code is working perfectly. Try it yourself in debug console!

     

    This is working there:

    
    private _dummy = [] spawn
    {
    
     if(!isDedicated) then
    
     {
       addCamShake [2, 2.5, 20]; 
     
        sleep 0.05; 
     
        titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 1</t>", "PLAIN DOWN", -1, true, true]; 
     
        sleep 8; 
     
        titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 2</t>", "PLAIN DOWN", -1, true, true];
     };
    };
     

    There is no problem with your shown code. Maybe it is the code you did not show, who knows?


    Perhaps I could provide a video to show you how it looks like?

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