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bendingbanana101

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Posts posted by bendingbanana101


  1. On 11/20/2022 at 11:12 PM, _foley said:

    For testing I recommend this demo mission, it allows you to adjust these parameters in real time and then it generates a script for you.

    Combined with the wiki Harzach linked, you should get a good understanding of the parameters. But beware it's hella time consuming 😉

    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. 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. 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. 1 hour ago, Harzach said:

    Depending on where that is running (but why in the first place?) it will execute that code wherever it is told, which might be everywhere.

     

    You already have the trigger with the condition in it, just put your playSound in the On Activation field. 

    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?

     


  6. 14 minutes ago, Harzach said:

    Wait, I'm confused. You have the condition Y inArea t1 in the trigger, but you are also checking that condition in an external script loop? 

    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.


  7. 23 minutes ago, beno_83au said:

    Probably running on all clients I assume? Where is it being executed? 

     

    Considering that, try this:

    
    if (player == Y) then {
      []spawn {
        while {true} do {
          if (Y inArea t1) then {
          	playSound "geiger"; uiSleep 1.6;
          };
        };
      };
    };

     

    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.


  8. 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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