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bendingbanana101

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  1. bendingbanana101

    How do PPEffectAdjust parameters work?

    Certainly less time consuming than make an edit in the editor, starting a mission, and then closing it to make adjustments again.
  2. "colorCorrections" ppEffectAdjust [1,1,0,[0,0,0,0],[1,1,1,1], [1, 1, 1, 1]]; I've had a lot of confusion for a long while over this command, and the best explanation I've seen of it comes from a post made in 2009 for Arma 2: Most of this still applies in Arma 3, however it is still unclear what a lot of the parameters actually do. In the post, Tajin's description of "[R, G, B, multiplier], [R, G, B, multiplier], [R, G, B, multiplier]" seems to be inaccurate or just doesn't apply in Arma 3. Typically I just mess around with the numbers until something sticks. Does anyone have a better understanding?
  3. bendingbanana101

    Bomb Defusal

    Attempting to create a simple bomb defusal script for a large-scale multiplayer mission, so far I've tried multiple approaches most of which have failed for various reasons. Pretty much I want it to work as follows: 1. Have a countdown from a specified time, in my case 15 minutes 2. the timer needs to stop at zero 3. the timer also needs to stop in the event the bomb is defused 4. I also want certain triggers to activate at certain times e.g. music at 180 seconds private "_time"; _time = _this select 0; while {time_running} do { while {_time > 0} do { _time = _time - 1; hintSilent format["Time Until Detonation: \n %1", [((_time)/60)+.01,"HH:MM"] call BIS_fnc_timetostring]; sleep 1; }; }; This is my script for now (timer.sqf), I then have the defusal set up to a trigger with this in the on act: time_running = false; hint "Bomb defused"; Anyone have any ideas?
  4. bendingbanana101

    Play sound for one person.

    Hi, I'm making this now for anyone in future looking for something similar. Here's my trigger: Condition: (SL inArea t1); On act: if (player == SL) then { []spawn { while {true} do { if (SL inArea t1) then { SL say3D "g"; uiSleep 2; }; }; }; }; Set the trigger to repeatable and the type/activation to none. What does this do? When the player "SL" enters the trigger radius, they will begin to hear the tick of the geiger counter, which only stops when they leave. Only they can hear this sound. The only flaw is that the uisleep must match up with the exact length of the sound effect, which is two seconds in this case, if not the sound will play even after the player exits the trigger. This is also (unsurprisingly) a drain on performance if you place too many of these triggers.
  5. bendingbanana101

    Play sound for one person.

    Seems to be working fine, thanks for the help guys.
  6. bendingbanana101

    Play sound for one person.

    For the reasoning, it's a recurring sound, it's a tick of a Geiger counter belonging to one of the players when they near a "radioactive" object. How do I change if it activates locally or globally?
  7. bendingbanana101

    Play sound for one person.

    The idea is that the trigger activates from the presence of Y, and the second line being executed in the "on activation" section, will continue to loop as long as Y is still present.
  8. bendingbanana101

    Play sound for one person.

    Thanks, it does seem to be working however I can't really test as I am doing this in singleplayer. This line is being executed in the "on activation" section of the trigger. It is set to repeatable and it is not server only.
  9. bendingbanana101

    Play sound for one person.

    Yes, when Y enters the trigger zone, the sound can be heard by other players.
  10. Hi, I'm currently trying to create a trigger that will play sound for locally for one specific player who will enter it. This is being made for a multiplayer mission. My current trigger: []spawn { while {true} do { if (Y inArea t1) then { playSound "geiger"; uiSleep 1.6; }; }; }; The trigger activation is set to a custom condition. (Y inArea t1) My player is "Y", the trigger is "T1" and the sound which I'm looping is "geiger". Help.
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