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Koni

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Everything posted by Koni

  1. Anyone know how to turn it off when needed, calling it is the easy bit, but I am trying to use it as a kind of track down and kill a few guys, but once the indicator is pointing the way to one guy, I want to be able to turn it off when the guys killed, then start it again tracking someone else. Any ideas on how to turn the function off ?
  2. You need to change the Editor layout from Streamlined to Traditional via one of the icons along the top of the editor screen, then you'll have your drop down box top right to select Mission, Intro, outro etc
  3. Making a cutscene, and I want to black out the screen while I have a type of credits rolling. I'm using.. titlecut ["Mission By blah blah","BLACK"] ~5 titlecut ["Written By blah blah","black"] ~5 titlecut ["Mission name blah blah","black"] ~5 but doing it this way, every change of text brings about a flash on the screen as it kind of shows what you should really be looking at then blacks in to display the next line of text. What I'm after is for the screen to remain totally black while the text changes, and not the kind of flash I'm getting when the next text line is displayed..... is this possible ? Thanks ---------- Post added at 11:27 PM ---------- Previous post was at 11:11 PM ---------- Sorted it out :) , sort of titlecut ["Mission By blah blah","BLACK FADED",30] ~5 titlecut ["blah blah blah","BLACK FADED",30] ~5 works quite well, the faded,30 keeps the screen quite black while the 5 second countdown ticks over before renewing it's self on the next code line, though it does change a bit lighter shade of blacl\grey, so if anyone has a better way then please show me where I am going wrong. New question, same again for the titletext. Is there any text formatting that can be used to enlarge or change fonts for title text ?
  4. I have a script that counts objects you collect and posts a hint every time you collect an object to remind you how many you have, but how can I stop this when I need it to ? Is it even possible ? Thanks
  5. Yeah, I'm trying to tie up some loose ends to some missions I've been working on and off for 2 years now, more off than on really :) This group of missions uses Hens\Chickens as a very basic form of currency. You can basically hunt round to collect hens until you have collected enough to hire a local Thug to help you in your mission. Everytime you pick up a Hen it displays a hint telling you how many you now have, so if you find a cluster of them the hint can be pinging quite a few times quickly if your catching them quickly but when you get to 25 Hens collected I wanted to stop the collection of further Hens to stop hinting while I had another hint displaying telling you what to do next regarding hiring a Thug, otherwise the hint message about hiring a Thug can be pinged off straight away if you get yet another Hen... if you follow me :) Currently I have a very basic mesh up of a work around, dropping acctime to 0.1 for a sleep of 0.9 seconds with userimput disabled so the important info is displayed long enough not to be missed.
  6. What cuel said man1 assignasdriver car1; [man1] orderGetIn true
  7. Post the code you are using to respawn the players first then we can add in what you are missing.
  8. When you create a task, it appears in the tasks list that you access through the map screen and to assign the task as current you click "Tasks then click it "set as current task" then it will show the text on the screen as a waypoint telling you where the task is located. Well, how can you assign it as the current task without having to go through the task screen to assign it ? Thanks
  9. Thanks, that did the trick just nicely :) That's the old way of doing tasks, but thanks anyway :)
  10. That assigns the Task but dosent set it as the current task though ? When you go into Map\Tasks and click on a task you can then click on the right top of the screen "set as current task" and that then shows on the game screen as like a waypoint showing the marker That in it's self does not show the "Return to base" text on the players screen as the location of the Task until you go into MAP\TASKS then click on the right top of the screen "set as current task" ... only then does the location of the task show on the screen, it's that bit I want to show without the player having to manually select it if it's possible. Thanks
  11. To have a trigger activate once other triggers have already activated use in the condition field of the main trigger.. So the trigger will only activate once the other 2 triggers have activated..
  12. Sounds interesting, I will try this next week after my holidays :)
  13. Koni

    Camera questions

    It prepares the camera target to a position or to a target http://community.bistudio.com/wiki/camPrepareTarget
  14. What he said about what he said
  15. I don't know whats wrong with this, but it isn't working anymore for some reason. Adding a weapon to the player using this has always worked in the past but now it gives the player the weapon, the magazines are there if you look in the gear section, but can't be selected to use in the pistol... just gives the pistol with no ammo showing on playing screen. Works fine from the init box of the unit but not from a script or trigger. Any ideas ?
  16. I'll try that , thanks Twirly. It is strange how certain things in Arma that have worked for so long suddenly stop working for no reason.
  17. Yeah, seems odd like... Might use the Celerys holster script instead :)
  18. You might want to try using http://community.bistudio.com/wiki/disableAI
  19. Not been funny but in the time it took you to post this message you'd have been able to test this script and seen if it does actually work or not, and if it didn't could have posted whats going wrong with it :) then people could help you out a whole lot easier.
  20. Then name multiple caches like cache1 , cache2 , cache3 etc and have the trigger condition as So the trigger will only activate once all the caches are destroyed.
  21. Why not just simply don't use them in your mission, that way they will not bee required ?!?!
  22. I generally use this for ending cutscenes but that's using .sqf where you are using the old .sqs I've found that none of my old missions cutscenes that used .sqs code no longer work and error to pieces, so I switched to using .sqf format.
  23. It's not something I have used that often to be honest, but it did what I wanted it to do at the time.
  24. What you need is this... That will change the colour effect of the screen from normal to your black and gray scale in 8 seconds. This will work in either a trigger or a .sqf script just as I have quoted.
  25. Easy. Name the unit you want to become at the start of the game if you cannot choose it from the editor to start with and in the init file of the mission simply put selectPlayer nameofunit; and you will be that unit from the start of the mission.
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