Necropaulo
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Everything posted by Necropaulo
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Flashing screen - Sector Module & Notification
Necropaulo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, at the moment I'm editing a mission that uses the game's Sector control module (not Warlords). I wanted to change the way the notifications work and everything seems to be working fine, except that when I get a notification linked to one of the sector control modules, I get the flash of a screen that appears very quickly. See this video for an example In the video, the first notification works without a hitch, but when the module's notification is triggered, the flash appears. As you can see on the screenshot, it's a flash of the loading screen. Does anyone have any idea where this flash is coming from? For information, my modules consist of : - 2 camp game logics - the sector control module - 1 Area game logic - 1 trigger area I've modified the module notifications so that only the BLUEFOR notifications appear, using Larrow's solution in this topic. Below is my description.ext class CfgNotifications { class Default { title = ""; iconPicture = ""; iconText = ""; description = ""; color[] = {1,1,1,1}; duration = 5; priority = 0; difficulty[] = {}; }; //breaking sector module notification class SectorCapturedCIV : default { difficulty[] = {"NoShowNotification"}; }; class SectorCapturedEAST : SectorCapturedCIV {}; class SectorCapturedWEST : default { title = "$STR_A3_CfgNotifications_SectorCapturedWEST_0"; iconPicture = "%3"; iconText = "%4"; colorIconPicture[] = {"(profilenamespace getvariable ['Map_BLUFOR_R',0])","(profilenamespace getvariable ['Map_BLUFOR_G',1])","(profilenamespace getvariable ['Map_BLUFOR_B',1])","(profilenamespace getvariable ['Map_BLUFOR_A',0.8])"}; colorIconText[] = {0,0,0,1}; description = "$STR_A3_CfgNotifications_SectorCapturedWEST_1"; priority = 4; sound = "sectorCaptured"; }; class SectorCapturedGUER : SectorCapturedCIV {}; class SectorLostCIV : default { difficulty[] = {"NoShowNotification"}; }; class SectorLostEAST : SectorLostCIV {}; class SectorLostWEST : SectorLostCIV {}; class SectorLostGUER : SectorLostCIV {}; }; If anyone has any idea why or how, I'd love to hear from you, thanks in advance! 🧐 -
Hi everyone, I'm having a problem with the MP again. In my mission, I planned a helicopter crash, called by a script. In SP everything works perfectly, but I'm not sure how to make sure it works in MP. My chopper is called heli1, its pilots heli1D and heli1G and my group Grognon. Just before the crash, I force a change in time and weather via two triggers: for time: OnAct for weather : OnAct Then, the chopper passes a trigger to call the crash script: OnAct Maybe using remoteExec is better, but i'm affraid it didn't work well with a multiple "same script ate same time". Crash.sqf Does this seem like an appropriate way of proceeding, or am I missing something? Thanks in advance for your replies!
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Hi, with an holdaction like this, i use something like that : /* Code executed when action starts */ [_caller,"Acts_carFixingWheel"] remoteExec ["playMove", 0]; /* Code executed on completion */ [_caller,""] remoteExec ["switchMove", 0]; /* Code executed on interrupted */ [_caller,""] remoteExec ["switchMove", 0]; It works fine and with remoteExec, it's MP-proof. You need to start the move, then disable it, if not, you will have your player doing it in a loop 😁
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How to change location color on map?
Necropaulo replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, from what I understand locations are included in the configuration of terrain and are linked to it. So if you want to change them, you'll have to use a mod that changes the config files. It's not possible to modify them directly via the editor, the best you can do is create markers that will act as rentals (make a building appear on the map, for example). You can find some informations on this topic. There are some functions that would be interresting : createLocation BIS_fnc_locations -
Hello, as indicated in the BIS_fnc_holdaction wiki, in your code you have the “remove after completion” parameter set to True, so your code as it stands can only be used once. To change this, simply change the parameter from True to False. call{[this, "turn off", "", "", "true", "true", {(_this select 0) animateSource ["switchposition",0,1];}, {}, {{ _x setdamage 0.97;} forEach [lamp_a001,lamp_a002,lamp_a003]; (_this select 0) setObjectTextureGlobal [1,"#(argb,8,8,3)color(1,0,0,1,ca)"];}, {(_this select 0) animateSource ["switchposition",1,1]; { _x setdamage 0;} forEach [lamp_a001,lamp_a002,lamp_a003];}, [], 2, nil, false, false] call BIS_fnc_holdActionAdd;} call{[this, "turn on", "", "", "true", "true", {(_this select 0) animateSource ["switchposition",1,1];}, {}, {{ _x setdamage 0.0;} forEach [lamp_a001,lamp_a002,lamp_a003]; (_this select 0) setObjectTextureGlobal [1,"#(argb,8,8,3)color(1,0,0,1,ca)"];}, {(_this select 0) animateSource ["switchposition",0,1]; { _x setdamage 0;} forEach [lamp_a001,lamp_a002,lamp_a003];}, [], 2, nil, false, false] call BIS_fnc_holdActionAdd;} This should do what you want 😁
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Need help to add a fuel pump explosion to a prop item
Necropaulo replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, simpliest way is, i think, to use trigger with effect module (fire and smoke). Put your modules and synch them with a trigger, in trigger's condition use something like : Damage (nearestObject [getposATL thisTrigger,'House_F']) >= 1, it should do the trick. Good luck witht that ! -
.ogg sound files not playing in mission
Necropaulo replied to Ex3B's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, to be sure your EH is working, try to remplace your "playsound" with a simple hint "test 1", hint "test 2". If Hints are showing, problem might be in your description.ext. I can't clearly see why, but if it can help you, this is a part of description.ext working well : class CfgSounds { sounds[] = {"class1", "class2"}; class class1 { name = "class1"; sound[] = {"sound\class1.ogg", db+5, 1.0}; titles[] = {}; }; class class2 { name = "class2"; sound[] = {"sound\class2.ogg", db+5, 1.0}; titles[] = {}; }; }; It should do the work ! Good luck 😊 -
Missing Mission Summary Picture in MP
Necropaulo replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @kibaBG ! I was just checking your description.ext, try to change the header with that : onLoadName = "Codename Johan"; onLoadMission = "Capture the HVT codename Johan"; loadScreen = "the_monster_within.paa"; briefingName = "Codename Johan"; overviewText = "Capture the HVT codename Johan"; overviewTextLocked = "Capture the HVT codename Johan"; overviewPicture = "the_monster_within.paa"; author = "kiba3x"; There were some empty caracters on your 3 first lines and you forget a " ; " after your line author, it should be good with that. If not, i will try it with game tomorrow. -
Missing Mission Summary Picture in MP
Necropaulo replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
First i see is that : author = "kiba3x" ; and if your .paa is right in the root folder, everything should be good. I can't test today, if it isn't the missing ; i will check this tommorow. Good edition ! -
[SP/Co05] Escape Chernarus - By P.Milkman
Necropaulo replied to Necropaulo's topic in ARMA 3 - USER MISSIONS
Hi @neofit, indeed saves are disabled. It was necessary for everything to work as I thought it would, but the mission takes an average of 40/50 minutes, so I figured it wasn't too long. I've added it to the description, thanks for making me think of it. 😊 -
[SP/Co05] Escape Chernarus - by P.Milkman - BACKGROUND Your unit, Grognon-6, was deployed during the 2005 civil war in northern Chernarus, but not everything goes according to plan ... INFORMATION Difficulty: Medium Playing time: 30-60min Suitable for SP and Coop-05 Revive: Vanilla system with respawn point (medikit required in co-op) TYPE Escape mission, you'll need to successfully exit the country by one of the following means : Random starting point Random extraction locations Save disabled Random and generally aggressive opponents Traffic and civilian life around the player No NVG, no GPS and you don't appear on the map! Compass use recommended STEAM WORKSHOP LINK Mission [SP/Co05] Escape Chernarus https://steamcommunity.com/sharedfiles/filedetails/?id=3235991946 Requirements CBA_A3 CUP Terrains - Core CUP Terrains - Maps CUP Terrains - Maps 2.0 CUP Units CUP Vehicles CUP Weapons S.C.A.R -- Enemy Spawner Good luck! Translation: EN, FR, DE __________________________________________________ This is the first time I've dared to publish one of my missions here. The advice and all the information provided are incredibly rich, and I'd like to thank all the contributors to this forum who make it possible to create missions. It's an honor for me to share it with the Arma community!
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Tinter-Furniture - Dynamic Furniture as a Mod
Necropaulo replied to tinter's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey @tinter ,I wanted to thank you for this script, event 2 years later! You did an amazing job! I'd like to take this opportunity to tell you about my job today, which is a composition for civilian use on the Chernarus 2.0 CUP map. If it's of any use to you, so much the better! chernarus_2020_CUP.sqf For the record, I'm not sure I've got 100% of the buildings, but I did a good bit! Edit: using my composition and livonia_nonmodern by Lelop is a great think ! 😎 -
S.C.A.R -- Enemy Areas-of-Operation
Necropaulo replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not much news here since last September, but I really wanted to thank you, @Von Quest. Your module is functional, intuitive and easy to configure. I'm using it on my latest assignment, and it's great to have this tool! Well done!- 98 replies
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- enemy spawn
- any mod
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Condition: If player/unit has its weapon in his/its hand, then...
Necropaulo replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @Poupoko, i've wrote a little incognito script a few months ago. I don't use setCaptive, but joinSilent to civilian side : //Undercover by P.Milkman - 2023 //bob is your player //1. Place a trigger on the map of any size. //2. Set type and activation to "NONE" //3. Set it to trigger "Repeatedly" //4. In the condition field place the following: currentWeapon bob == "" && secondaryWeapon bob == "" // you can add a lot of condition about gears too with : && vest bob == "" && headgear bob == "" or headgear bob == "H_Booniehat_oli" etc... //to select autorized gears //5. In the "On Act." field place: [bob] joinSilent createGroup civilian; hint "You're undercover !"; //6. In the "On Dea." field : [bob] joinSilent createGroup west; hint "You're hostile !"; I hope it will help you 😁 -
Hi everyone, today I've got a nice "conversion" problem. I'm using a script to allow me to chat with civilians, and everything's working perfectly, but for the purposes of a mission, I'd like to manage to convert the first part by removing the randomness. The first 5 conversations should only be played once each. I've tried playing with Select instead of SelectRandom but I haven't managed to change the syntax to make it work. Does anyone have any ideas on how I can do this? Below is the script I'm using: intero.sqf : The part in blue is the one I want to transform, the variable allows me to switch to the two random conversations once the first 5 have been triggered. Thanks in advance for your advice! EDIT: After a lot of tests and a lot of mistakes, I finally found a track. I've run out of errors but nothing happens (the script for the conversation and the variable and marker changes). I'll keep looking tomorrow! _text1 = { line1 = [name player, "Hey vous, je cherche des informations sur des sites militaires, ça vous dit quelque chose ?", player]; line2 = ["Civil", "Je ne suis pas certains mais il me semble que l'US Army avait un avant poste au Château du Diable."]; line3 = [name player, "Merci pour l'information!",player]; [[line1,line2,line3],"Direct",0.06,false] execVM "fn_simpleConv.sqf"; playSound ["intero4", true]; sleep 7; playSound ["intero51", true]; sleep 7; playSound ["intero6", true]; sleep 1; missionNamespace setVariable ["US",true,true]; {_x setMarkerAlpha 1} foreach ["US"]; }; _text2 = { line1 = [name player, "Hey vous, je cherche des informations sur des sites militaires, ça vous dit quelque chose ?", player]; line2 = ["Civil", "Je me rappelle que durant la guerre civile des mercenaires s'étaient installés par ici, ION je crois bien."]; line3 = [name player, "Merci pour l'information!",player]; [[line1,line2,line3],"Direct",0.06,false] execVM "fn_simpleConv.sqf"; playSound ["intero4", true]; sleep 7; playSound ["intero52", true]; sleep 7; playSound ["intero6", true]; sleep 1; missionNamespace setVariable ["ION",true,true]; {_x setMarkerAlpha 1} foreach ["ion"]; }; _text3 = { line1 = [name player, "Hey vous, je cherche des informations sur des sites militaires, ça vous dit quelque chose ?", player]; line2 = ["Civil", "Je sais que la guerre est finie mais la base des forces chernarusse est encore bien active en ce moment !"]; line3 = [name player, "Merci pour l'information!",player]; [[line1,line2,line3],"Direct",0.06,false] execVM "fn_simpleConv.sqf"; playSound ["intero4", true]; sleep 7; playSound ["intero53", true]; sleep 7; playSound ["intero6", true]; sleep 1; missionNamespace setVariable ["Cherna",true,true]; {_x setMarkerAlpha 1} foreach ["Rus"]; }; _text4 = { line1 = [name player, "4Hey vous, je cherche des informations sur des sites militaires, ça vous dit quelque chose ?", player]; line2 = ["Civil", "Je sais que la guerre est finie mais la base des forces chernarusse est encore bien active en ce moment !"]; line3 = [name player, "Merci pour l'information!",player]; [[line1,line2,line3],"Direct",0.06,false] execVM "fn_simpleConv.sqf"; playSound ["intero4", true]; sleep 7; playSound ["intero53", true]; sleep 7; playSound ["intero6", true]; sleep 1; missionNamespace setVariable ["boat",true,true]; {_x setMarkerAlpha 1} foreach ["boat2"]; }; _text5 = { line1 = [name player, "5Hey vous, je cherche des informations sur des sites militaires, ça vous dit quelque chose ?", player]; line2 = ["Civil", "Je sais que la guerre est finie mais la base des forces chernarusse est encore bien active en ce moment !"]; line3 = [name player, "Merci pour l'information!",player]; [[line1,line2,line3],"Direct",0.06,false] execVM "fn_simpleConv.sqf"; playSound ["intero4", true]; sleep 7; playSound ["intero53", true]; sleep 7; playSound ["intero6", true]; sleep 1; missionNamespace setVariable ["heli",true,true]; {_x setMarkerAlpha 1} foreach ["heli2"]; }; [_text1,_text2,_text3,_text4,_text5] select [0,1,2,3,4];
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Civilian Occupation System (COS)
Necropaulo replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all COS users, since this morning I've been struggling to find a solution to what I think is a very simple problem. I work ona COOP mission, and try to do it OK with SP and MP. I'm trying to use the display of the name of the town or village without including the rest (population, parked vehicle) via the showTownLabel option. I'd like to have only the name of the place when a player enters the zone. I've tried several things by modifying the localscript.sqf file. But nothing works, does anyone have any ideas? Thanks in advance! For your information, i'm working on CHernarus 2020 (CUP) and localscipt.sqf seems to be the script who's doing the showTownLabel : -
How to export terrain information
Necropaulo replied to vissarion1917's topic in ARMA 3 - MISSION EDITING & SCRIPTING
NearestTerrainObjects use a few class to specify your search, in my exemple i use : With that expression, i use [] as filter (it inclued every type of objects), you can remplace that by a specific one or an array with multiple class. The wiki explain that very weel , check the differents exemples : I've found that but you need to manually go searching file, so copy/paste is quicker i think : If there is another method, i can't see how doing it 🙂 -
How to export terrain information
Necropaulo replied to vissarion1917's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, you can try something with CopyToClipboard but i'm not sure how it work. I found some exemple in this topic. You can maybe use debug console with your code then copy/paste results according to this post. Edit : I was curious, so i've done a few test, this one seems to work proprely, i call it with a trigger : Activation : Everyone Type : Present Condtion : This On activation : nearestTerrainObjects synthax doesn't work with your code, i just use the synthax exemple on the wiki Good luck with your script 😀 -
Add Music in the loading screen
Necropaulo replied to Maguila.gm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, you should see that topic or this one. I think it's the better way to do it. I'm not sure, but onLoadIntro seems to work only with "text" in description.ext. Another way to do it should be wit Animated_Briefing but i never use it, so i can't really help with his use. Good luck !- 1 reply
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Triggers activating twice on player-hosted mission?
Necropaulo replied to trollzor45's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, a good start would be your code. Trigger is triggering localy, that's why when you're solo it's OK and with others players it's repeating. You can try with triggering it on server or using a script .sqf with the correct synthax to be MP/dedi friendly. -
SVD/SCUBA insertion mobile spawn point.
Necropaulo replied to zagor64bz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Zagor64bz seemed to say he'd publish the script when he'd finished editing his mission, but as his various missions (in signature) seem abandoned and on his posts about his Ghost Recon missions he signals stop, I guess the script is currently not findable ^^'- 5 replies
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- mobile spawn point
- scuba
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Need help how to turn on and off the Eden Editor min map ?
Necropaulo replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, in 3den Enhanced, you need to go to the menu at the top -> View -> Interface -> Toggle minimap (or Adjust size if you need to) 😀 -
Hey everyone, i've a really huge problem, i cannot understand, i use a script to add voice and subtitles on my mission but, after a few tests, i can't do that clearly... I call my script with a trigger : Onact: "Sound\brief1.sqf" remoteExec ["execVM", allUnits select { isPlayer _x }]; But everytime, it call the script multiple time, i think it's because of the remoteExec, but i don't find a way to do it correctely. Anyone had a suggestion ?
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Hi PierreMGI, thanks for your reply! Sorry for my previous message, I wrote it late last night ^^' I think I understand now! I suspect a conflict between remoteExec that I used to call the script and the execVM in the script itself. That would explain the problem I encountered. I use the Simple Conversation script to call my subtitles and tracks, everything works fine in SP but in MP, when the trigger is triggered, the tracks are played as many times as there are players present, so with 3 players, 3 times at the same time. So I went back to a simple execVM to call the script, so I could be sure that each player would only hear the sound once. Exemple of one my script : Brief1.sqf I use a trigger to call it: OnAct: [] execVM "Sound\brief1.sqf"; Everything seems OK, I'll do some more tests, but I'm on the right track! Have a good day !
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Scripted helicrash and MP
Necropaulo replied to Necropaulo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank guys, i'm still working on it ! ✅ Weather and time skip : check in SP and MP, with BIS_fnc_setDate and BIS_fnc_setOvercast ✅ Effect, landing and new respawn : check on SP (still testing in MP) I will explain the global script when i'm sure it is ready to play 😊