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i0n0s

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Everything posted by i0n0s

  1. To the pictures in the first post: When switching from first- to third person you stop viewing through your scope (You don't have a free look while using scope, but you used it into third person ). As far as I can remember there is an animation for this. Take a look to others player while playing multiplayer.
  2. i0n0s

    RealTimeEditor 5

    Thanks for the mirrors. @Frederf: I don't support saving into mission.sqm. My program creates scripts, so you can dynamic create them on runtime. If you want to add the objects to your mission.sqm, take a look at Low Flys 3D Controller. @NoRailgunner: You have to type faster Err, no, I made me a note and will fix the in next release. And another error: The scripts (created from exported objects) will only work if RTE is installed. To change this add the following code on top of the scripts: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (isNil "ION_fSetPos") then { ION_fSetPos = compile "(_this select 0) setPos (_this select 1);"; }; (This code has to add to all scripts, created using RTE Capture)
  3. You know how LowFly's 3D-Editor works? You copy a string out of ArmA and an external program will handle the string and at it to a script. The exact handling in the editor will be: #begin -select one item -click on "export" (on the image: "Feststellen") -select and copy the string from the edit box below the button while {count objects > 0} goto begin -switch to external program -convert it to script and paste for example into init.sqf (the castle in the front is inserted that way) If someone like to, there wouldn't be a problem to implement ArmA Extended to save all selected objects to xml.
  4. At that point not. But I will take a look at them. The problem is that they need some special handling.
  5. Bigger version One step forward, two step back Hope to release it this week. Modified version of ArmA RTE. Added ability to rotate and change high of objects. Objects can get exported by copy( & paste). But you can only create objects, no more units.
  6. i0n0s

    SQF revive script

    'Flagge' or ""Flagge"" Markers, so you have to set them as string.
  7. i0n0s

    SQF revive script

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//Exec3 occurs when you spawn at base NORRNCustomExec3="Player setPos (getMarkerPos 'Markername' set [2, 21]); That should lift the player on the carrier.
  8. Only if you hand over the code to XEH, so that it will be included to their next release
  9. I've took a look at that addon. I failed to decode the pbo, but the 'error' is also in den Core data: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">keyspressed = compile preprocessFile "Chicago_SATCOM\keyspressed.sqf"; _display = findDisplay 46; _display displaySetEventHandler ["KeyDown","_this call keyspressed"]; He is setting a displayhandler. But this one will get overwritten by the one from the nightvision. s_Hole can try to fix it the way with GMJ_SightAdjustment, but he needs the code from the addon. @Stewy: addAction He has to use the alternative syntax with 'showWindow' set to false.
  10. He has to use the advanced version of addAction with more parameters, but this should be easy. About the keys: s_Hole, why not include an hpp into data folder were the keys are in. Then you can include it into your addon and the user can change them without modifying the pbo.
  11. Into the mission folder in your documents, yes.
  12. i0n0s

    SQF revive script

    Hi, another 'bug': NORRN_list at clientside: It's get defined after first JIP or first player death. But directly on init you use the it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if ((name player) in NORRN_list) then <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{if ((name player) == _x) then {_zzz = _zzz + 1}}forEach NORRN_list; Luckely ArmA doesn't make an error out of it, but please just change: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (isServer) then {NORRN_list = []}; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (isNil "NORRN_list") then {NORRN_list = []}; Regards
  13. Your got a pm about the config. And the hint with the car was right.
  14. I'm sorry, but your config is not right now. Your starting your script for every men on the map. You have to make sure that your script starts only once: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class S_NVG { units[]={}; requiredVersion = 0.1; requiredAddons[] = {"Extended_EventHandlers"}; }; }; class Extended_Init_EventHandlers { class All { S_NVG_Init = "if (isNil ""S_NVG_Init_Var"") then {S_NVG_Init_Var = [] execVM ""\S_NVG\init.sqf"";};"; }; }; That should be the required config. Nothing more will be required. init.sqf: Lines 34 and 35 are identically. Then a general question: What happens if player dies when having nightvision on? And while playing in editor I haven't found a point were my nightvision (without autoadjust) got to dark
  15. i0n0s

    SQF revive script

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (!requiredVersion "1.09") exitWith {hint "Wrong game version for revive"}; Was the first codeline from revine_init.sqf out of AI_disabled_x_1.46b_1.08.zip. Seems to be the false version packed.
  16. i0n0s

    SQF revive script

    Ok, the following code is a bit construct, but hopefully it shows the problem to you. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Code = { if (isNil "Firework_Script") then { Firework_Script = [] execVM "Firework.sqf"; waitUntil {scriptdone Firework_Script}; Firework_Script = nil; }; }; while {true} do { if (random 100 <= 1) then { [] spawn Code; }; sleep 0.01; }; The following code is random starting the "Firework.sqf" but only once a time (In the demo there will be only one flare in the air at the same time). This code works fine and don't need to have Firework_Script init first. After the init of your revivescript (you have to uncomment it in init.sqf) the firework-script will only run one time. There will not be a constant flow of flares. Demo: niltest.Intro.rar What does the demo: It will constantly spawns flares over the player. There will be only one flare at time and a little time between the flares. After overwriting nil with some value only one flare will show up and no others follows.
  17. i0n0s

    SQF revive script

    But when you use nil you're overwriting the value of nil. nil is a predefined value that is use to dispose variables. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">a = player; a = nil After a = nil is a not set any more. When using format ["%1", a] it will refer to scalar bool array string 0xe0ffffef and a is undefined. But you assigned a script handle to nil, so a refers to <NULL-script> which is a defined variable. Take a look at nil in Biki or take a look in the ArmAEffects thread where the same problem is written with rain. After overwriting rain with some value you can't retrieve the current rain anymore.
  18. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player action [""NVGOGGLESOFF"", player]; You already used that code
  19. Hi, I only took a look at the code: Please use extended eventhandlers for the init. Please init S_NVG_nvgOn at the start of the init-script with false. This will remove some isnil from your code. In the init.sqf replace codeline 5 with the following <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">S_NVG_KEY = actionKeys "nightVision"; and in keypress.sqf codeline 6 with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (_PRESSEDKEY in S_NVG_KEY) then S_NVG_KEY will be the keys that activate nightvision, so that you don't have to bring out different version. Oh, please transport keyspressed to your namespace and introduce all local vars with private. Keep working on it! The pictures are real nice.
  20. i0n0s

    SQF revive script

    norrin, can you please change your script that it won't overwrite nil? For example this code will override nil to the script handle. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nil = [_bee, _NORRN_pos, _name_player] execVM "revive_sqf\cam_follow.sqf"; So please use a custom variable for example _script to retrieve the script handle. Also please modify <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (NORRNCustomExec1 != "") then {call compile NORRNCustomExec1}; to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (NORRNCustomExec1 != "") then {[_reviver] call compile NORRNCustomExec1}; This is required for, that we know who has revived the player. Another point with the custom code: Please give a note if these codes run global or local and on which's computer. NORRNCustomExec1 for example runs local on the revived persons computer. Thanks
  21. i0n0s

    SQF revive script

    Not the mission, the script said that it requires 1.09 because some really important features are added with 1.09. Just use 1.09 or 1.11 for testing. (There is a 1.08 version of the revive script, and it would be possible to bring the alpha to 1.08. But don't expect it before it goes beta because it is not a nice job to do it)
  22. i0n0s

    Goodmorning Sahrani Episode 18

    The time is wrong: 20 GMT + 1 is 19 GMT. So the interview is on now! (And WIPMAN got warm and there is a lot of *biep* )
  23. i0n0s

    [CO 8] - OPERATION TROJAN

    The mission is... ...running I just removed the evil from the mission *err* replaced Maria Quandt with the field reporter. Will give a report on the map next weekend. Does anyone knows which file contains Quandt?
  24. i0n0s

    UAV RQ-1 Predator

    Real nice! Can't wait for the combined addon
  25. i0n0s

    Setting AI in two locations

    random will create Real between 0 and x. For your example you will get everything in [0,..,1) including 0.1234. You have either to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">round random 1 or use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">floor random 2 to get only 0 or 1.
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