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killouze

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About killouze

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  1. Hello, i have problem with my server, there are in RPT files for ArmA2 (v1.07) and ArmA2 OA (v1.52) : Are there a solution? Thank you
  2. Thank you for the answers. The Deadfast solution works well ;)
  3. Hello, is it possible to delete a array in array? Example : array1 = [["text1",1],["text2",2],["text3",3]]; array1 = array1 - [["text2",2]] does not work..
  4. killouze

    onUserConnected + message

    ok, thank you for the answer ;)
  5. Hi, I would like to know how to display a custom message when a player is joining our game server. Of course, we have already messages but I will like to add a warning if the needed mod/addons version(s) are wrong ones. I had tested this but it does not work : onUserConnected = "server globalChat format['Bienvenue au joueur %1',(_this select 0)];"; Have you any idea?
  6. killouze

    French C.O.S

    The key : [ Download : FRAN.bikey ]
  7. Hello, I try to play an animation on my door. (For the opening and closing) I have actions "Open Door" and "Close door" in the game, but it does not move when I active. I created an axis of rotation and an action item. My config.cfg : #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class ado_test { units[] = {}; weapons[] = {}; requiredVersion = 0.1; }; }; class CfgVehicleClasses { class ado_test_class { displayName = "Killer objets"; }; }; class CfgSkeletons { class Default; // External class reference class Strategic; // External class reference class killer_objets : Strategic { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {"door1", "v1", "door1_a"}; }; }; class Rotation; // External class reference class CfgVehicles { class Thing; class Building; class Strategic; class NonStrategic : Building {class DestructionEffects;}; class Ruins; class ado_porte : Ruins { skeletonName = "killer_objets"; vehicleClass = "ado_test_class"; scope = public; model="\ado_test\porte1.p3d"; armor=2000; displayName="Porte"; icon="\ado_test\i_mur.paa"; mapSize = 8; animated = 0; class AnimationSources { class portes_source { source = "user"; animPeriod = 2; initPhase = 0; }; }; class Animations { class door1move { source = "portes_source"; type = "rotation"; animPeriod = 2; selection = "door1"; axis = "v1"; angle0 = 0; angle1 = - 1.6; }; }; class UserActions { class OpenDoor { displayName="Ouvrir Porte"; position="door1_a"; radius=1.5; condition="this animationPhase ""door1move"" < 0.5"; statement="this animate [""door1move"",1]"; onlyforplayer = 0; }; class CloseDoor { displayName="Fermer Porte"; position="door1_a"; radius=1.5; condition="this animationPhase ""door1move"" > 0.5"; statement="this animate [""door1move"",0]"; onlyforplayer = 0; }; }; }; }; If you want the P3D, known to me. Thank you ps: sorry for my english
  8. Hello, did you find a solution ?
  9. this is ok : call compile format ["_declencheur setTriggerStatements['this', 'hint ''%1''', '']",_mine]; this is not ok : call compile format ["_declencheur setTriggerStatements['this', 'nul=[%1] execVM ''mine_explosion.sqf''', '']",_mine]; I don't understand..
  10. It still does not work. :(
  11. Hello, i have a problem with my script : call compile format ["_declencheur setTriggerStatements['this', '[%1] execVM ''mine_explosion.sqf''', '']",_mine]; It does not work. Have you a solution?
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