breeze
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Posts posted by breeze
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Thank you to everyone who have respond this is coming along well however the only problme I have now is my second trigger which if the pilot goes over 75 feet ends the mission however I want that to be goes over 75 feet for like 7 or 8 seconds and when I use the timer on trigger it just delays the end for 7 seconds as soon as the player goes over 75 feet for the first time right away that's not going to work for a beginner mission so can anyone help me with that part of the second trigger?
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Can you explain what those numbers mean? I am new and trying to learn I recognize the brackets create a variable that can return three parts however because the variable is a string due to the quotes it is different and just displays the text, however the numbers after that are what? They are still part of the variable because they are within the brackets? and spawn BIS_func_dynamicText; is a command?
And what is the 0= part?
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Well is there anyway to bring the Hint To center of the screen?
I found the timer setting for the trigger, I just want to see if I can get hint to center of screen?
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I have a trigger that is checking for my helicopter height to remain under 50 foot or it displays a warning message. I was wondering two things instead of the regular game hint, in the upper right corner can I get a large flashing text in middle of screen??
Secondly can I make the trigger go off after a set time of of remaining over the height withing the parameters for a set time of 5 seconds?
Because I have second trigger that ends the game after going over 75 feet. However this trigger ends the game and I need to have some cushion of time to reduce height while traveling through hills etc. Then if it is ignored end the game.
Thanks in advance here is what I am using currently
Trigger size Zero
condition: ((getPos heli1) select 2) >= 55;
on Activation: hint "You're flying too high!";
on deactivation: hint "All good now.";
Thanks in advance guys!!
Sorry this was posted in the regular section not editing my mistake
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I have a trigger that is checking for my helicopter height to remain under 50 foot or it displays a warning message. I was wondering two things instead of the regular game hint, in the upper right corner can I get a large flashing text in middle of screen??
Secondly can I make the trigger go off after a set time of of remaining over the height withing the parameters for a set time of 5 seconds?
Because I have second trigger that ends the game after going over 75 feet. However this trigger ends the game and I need to have some cushion of time to reduce height while traveling through hills etc. Then if it is ignored end the game.
Thanks in advance here is what I am using currently
Trigger size Zero
condition: ((getPos heli1) select 2) >= 55;
on Activation: hint "You're flying too high!";
on deactivation: hint "All good now.";
Thanks in advance guys!!
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I have tried everything and I can not get this to work that includes trying to load it with hardly any other mods for compatability It does not show up as an addon when trying to configure so I go to custom keys choose the 4 and 5 key bind them to a , and a . try going in and using it no dice. Also doing this in the editor
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I am not being snotty at all I attached everything I could so you could see what the tutorial was trying to teach me, I understood that this part of the question was not clear in my first post and you were answering with the info you had. I should have placed this with all of the info the first time. So I am sorry if my post came off that way it was not my intention at all I am aware of the fact you are helping and I appreciate it greatly, especially as these forums seem to have much less action on them then when I used to play.
---------- Post added at 22:40 ---------- Previous post was at 22:37 ----------
If you are still ok with helping I am still trying to find out what i did wrong in regard to his tutorial and understand the three parts of the variable.
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But let’s say we wanted to hint who was calling the script. At last a Variable can be used, you didn’t read all that crap for nothing.
The addaction technically sent the following to the hint.sqf script…
_this = [Mikie J,Mikie J, 1];
It declared its own MAGIC variable of “ _this †and gives it three parameters to give to the hint.sqf script. It never shows in the script as that, as we can’t see it. It just as happens that I know what my player name is, and that I am also the caller.
“_this “ is a magic word used by BIS coding structure, and IN THIS SPECIFIC CASE it is an array of things. Again not going into too much depth but in this particular usage it’s a variable that holds more than one value. Just remember when you want to choose the first Mikie J/or target – it is in position 0, not position1. Yes there are three items in the array, but they are in the following sequence. [0,1,2]
We need to create three variables to assign each of those parameters to.
Type the following in the hint.sqf
_target = _this select 0; _caller = _this select 1; _id = _this select 2;
The variable _target has been given the first passed parameter from the addaction - the value Mikie J.
POS = 0 , 1 , 2 _this = [Mikie J,Mikie J, 1];
What you technically have done is accessed “_this†– which is an array or list containing (Mikie J , Mikie J, and 1) , and you have asked it to select position 0 from that list. Well in position 0 of this particular array is the first Mikie J. So looking at “_caller†variable – you have asked it to select position 1 from the array which contains (Mikie J , Mikie J, and 1) and selected the second Mikie J. And then for _id you have passed the third parameter number 1 to it, by selecting position 2.
Ok, so now we should have
_target = _this select 0;
_caller = _this select 1;
_id = _this select 2;
Add the following..
Hint format [“Target = %1â€,_target];
Save the hint.sqf, Alt-Tab back to the game and preview or restart the mission.
Now when you load in scroll to the addaction, call our hint script, and select it. You should have a hint on the screen. Which says something like…
Target = A1:1-1 [FOCK]Mikie J
Go back to the editor, Alt-Tab into the hint.sqf file.
Now change the hint line in the hint.sqf to the following…
Hint format [“Caller = %1â€,_caller];
Save the file and Alt-Tab back into the editor. Preview or restart the mission
Now when you load in scroll to the addaction once again, call our hint script, and select it. You
should have a hint on the screen. Which says something like… Caller = A1:1-1 [FOCK]Mikie J
This is Fockers tutorial
---------- Post added at 22:26 ---------- Previous post was at 22:22 ----------
And see in your example you are defining the target in his he is trying to illustrate the variable having three values target, caller and id; I am trying to learn this where when you guys explain something with terms it doesnt fly over my head which it normally does. I hate to continually ask for things to be made that I should be able to do. I just need to find moire things like this that explain it and don't just give me a listing of commands.
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So then how do I get the return hint I am supposed to here??
The objective to this is to illustrate the use of the variable so when the player hits the addaction in his menu it returns the name mike j as the target where is mike j defined?
or should _this be _player?
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I am having a problem with the hints when it comes to variables
This is all placed in a hint.sqf file and being called from the addaction command of the player
I am supposed to get back a value of the target being MikeJ The addaction works but the value comes back as ANY instead of Mike J
What is not clear is where the 1st line goes in the tutorial it shows this line and I know this defines _this
Then the variable having its 3 parts target caller and id are defined the hint format is to call one area of the object _this
I am not sure what I am doing wrong here.
_this = [MikeJ,MikeJ,1];
_target = _this select 0;
_caller = _this select 1;
_id = _this select 2;
Hint format ["target = %1",_target];
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I am looking for a Bomb an addon for the game some sort of graphic that can be picked up and carried if possible
I need to be able to put it in the inventory and have it look like a bomb when it is placed
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I Have to say I do not know why this is not the most popular mod out there at the moment. This is terrific I just think people really need to understand it better to make the best use of it. this is very similar and missions can now be made kind o flike the tom clancy series with raven shield and other great games. But the squad play that this allows is just wonderful. Now I do have a question or two I am having some issues trying to get my pilot in a harrier to see through his helmet cam. I added the harrier to the class list in my config file and he shows up in the tracking screen, but not in the helmet cam. I added a move in driver pilot with a this additem additemhcam... I did not check though if the pilots helmet is on the list of helmets in the config file? Assuming I answered my own question while writing this post is there anyway to just enable all helicopters and planes for a vehicle cam like the UAV streams?? Oh and how can I find the accurate class names of all modded planes and other vehicles.
Lastly one other thing that stumps me is when I look at the helmet can it does not list names that I give to the squad they come up with these other names I do not know where they get them.
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I have several mods that I have added to my game for a wide selection of guns
ASDG_JR
FHQ_Accessoroes
FHQ_M4_a3
HLCmods
R3f_Armies
RH_acc
RH_m4
STI
UUA3a_scopes
My question comes in when I use the virtual arsenal I am able to load some really nice
combinations but I don't always get the flash light or the laser to work.
In fact I hardly ever get the laser to work, Which should just be using "L" right??
I have noticed a post in the stickies for the clas names but that does not include the mods
where some of the nicer combinations can be made. Any help is appreciated.
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Hey thank you so much this worked for me immediately. I have always loved this game played it since Operation flashpoint and have never really been able to get a mission of the ground. The problem being I am an older guy and I don't get the time I need to do these things I think I often have spent hours trying to do things as well before asking which ate up a lot of the time. So I was hoping to ask a couple more questions about this.
This is from Kylaina site
{this addMagazine "30Rnd_556x45_Stanag"} forEach [1,2,3,4,5,6];
this addWeapon "M4A3_CCO_EP1";
{this addMagazine "17Rnd_9x19_glock17"} forEach [1,2,3,4];
this addWeapon "glock17_EP1";
{this addMagazine "HandGrenade_West"} forEach [1,2,3,4];
My question is can I use this type of code where he is using the brackets and the foreach command to dictate the number of magazines or grenades?
Can I add that to my script?
Also If I wanted to take this script a step further and say I like a particular type of squad Can I add multiple load-outs to one script for a squad load-out and then how would I call it to each member?
Say I wanted a medic load-out and a sniper load-out, with 2 other assault rifle load-outs and so on.
Thanks for the help though it is very much appreciated.
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Can anyone tell me why this isn't working??
Script is called loudout.sqf
This is the script in its entirety, this is my first script also.
_breeze = _this select 0;
removeAllWeapons '_breeze';
removeAllItems '_breeze';
removeAllAssignedItems '_breeze';
removeUniform '_breeze';
removeVest '_breeze';
removeBackpack '_breeze';
removeHeadgear '_breeze';
removeGoggles '_breeze';
'_breeze' forceAddUniform "U_B_CombatUniform_mcam";
'_breeze' addItemToUniform "FirstAidKit";
'_breeze' addItemToUniform "Chemlight_green";
for "_i" from 1 to 2 do {'_breeze' addItemToUniform "hlc_30Rnd_9x19_B_MP5";};
'_breeze' addVest "V_PlateCarrier1_rgr";
'_breeze' addItemToVest "16Rnd_9x21_Mag";
'_breeze' addItemToVest "SmokeShell";
'_breeze' addItemToVest "SmokeShellGreen";
'_breeze' addItemToVest "Chemlight_green";
for "_i" from 1 to 2 do {'_breeze' addItemToVest "HandGrenade";};
'_breeze' addItemToVest "hlc_30Rnd_9x19_B_MP5";
'_breeze' addHeadgear "H_HelmetB";
'_breeze' addWeapon "hlc_smg_MP5N";
'_breeze' addPrimaryWeaponItem "muzzle_snds_L";
'_breeze' addPrimaryWeaponItem "RH_SFM952V";
'_breeze' addPrimaryWeaponItem "optic_SOS";
'_breeze' addWeapon "hgun_P07_F";
'_breeze' addHandgunItem "muzzle_snds_L";
'_breeze' linkItem "ItemMap";
'_breeze' linkItem "ItemCompass";
'_breeze' linkItem "ItemWatch";
'_breeze' linkItem "ItemRadio";
'_breeze' linkItem "NVGoggles";
Then in the mission folder I have a init.sqf with
execVM "loadout.sqf";
Then in the player name breeze init line I have this
nul = [this] execVM "loadout.sqf"
I do not get the loadout at all.
And I do not know how to add a hint to see errors.
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Kinda new to this again been away for awhile I never get to play as much as I would like. So I will google cup and arma but any links you know of for ports or cup I would appreciate.
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Is it possible to load the virtual reality area within a building say I want to build s VR shooting range and I want that to load when walking inside of a building can I do that?
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Honestly I would pay money for a patch that allowed us to use all of the stuff in arma 2 in arma 3
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Why does it say user received warning for this post? Also where can I get anything that helps me move or use arma 2 models for arma 3 mostly I want to use the OA terrorists
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Well I want to add a custom loadout for each member of the squad by name, do these load outs go in description.ext? Or can I actually have a loadout script for each member of the team making it very easy to change?
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I am no scripter but i saw a video on the term Attachto cpmmand and I think if you know the id of the crane it might work I was actually trying to do this myself in zues where I thought I could just set the height but no good I would be interested to see how this works for you.
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Are there any medical systems I can run as an addon that will work in missions already made that I do not have to depend on the author of the mission to include it.
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I have been using the virtual arsenal and saving it to txt files however I dislike the way it writes the code into the mission.sqm file I would like to run seperate load out files and then they are easier to change around the trouble is I am not sure how to add them as seperate in the mission folder
Trigger for mission
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Thank you so much I never understood the min max mid