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Everything posted by roguetrooper
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playsound3d and vanilla sound list?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a list of all vanilla sound effects? I know, the names can be found out with triggers and searching the mission.sqm. But I need the full path and file name to be able to play it with playsound3d. These work: playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", player]; playSound3D ["A3\Sounds_F\sfx\Alarm_BLUFOR.wss", player]; But strangeley these do not work: playSound3D ["A3\Sounds_F\sfx\SN_Flare_Fired_4.wss", player]; playSound3D ["A3\Sounds_F\sfx\FD_Timer_F.wss", player]; Anyway it would be very helpful to have the script-names (and file locations) of sounds displayed in the editor trigger window, such as the script-names of objects and units are displayed. Edit: Meanwhile I had a look into various sound-pbo-files with "PBO manager". According to the "alarm_independent"-example that works I tried to play the flare shot: playSound3D ["A3\sounds_f_weapons\Flare_Gun\flaregun_1_shoot.wss", player]; No success :-/ -
Is there a way to disable all street lights by script (without destroying them)? Something like: {_x switchlight "Off"} forEach (nearestObjects [player, ["StreetLamp"], 1000]);
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Thoughts On Creator DLC and How It Has Mislead
roguetrooper replied to tinter's topic in ARMA 3 - CREATOR DLC
For the sake of Arma, let's hope they don't sign, officially support and publish more things that look and feel like a Workshop mod done by amateurs at home. -
Thoughts On Creator DLC and How It Has Mislead
roguetrooper replied to tinter's topic in ARMA 3 - CREATOR DLC
I am sorry to say this. Most likely the creators are more intelligent, gifted, diligent and even sexier than I am. But this DLC does in no way look like Bohemia's own/vanilla stuff. It looks, sounds and feels like home-made by amateurs (though on a level that I will never reach). For a home-made addon it's enormous. But for quite a pricy addon it's a joke. It's beyond my understanding how Bohemia could take this in its current state as an Arma-inherent, official, pricy addon. The only thing that's on Bohemias quality level is the exterior of the tanks. There are no interiors. The cars and bikes are... SORRY... ugly - inside and outside; and they drive s**t. The voice acting totally sounds like home-made. Tank crews clip through the tank. The uniforms are ugly or at best medium quality. You can not walk through many bushes. The towns look home-made. Even without any other 3rd-party mod or addon there is a big error message when opening the map in the editor. Lol. How can such a clearly visible error get into a release version? I don't know what it is... but no addon/mod ever from Arma 1 to 3 matched the quality, feeling and optical smoothness and "rightness" of Bohemia's vanilla stuff, including this 3rd-party DLC. I don't understand how this could become inherently supported official Arma stuff. One reason may be that owners of the "all-future-DLCs-inclusive-version" have to pay for it, since it is clearly stated as a 3rd-party addon. I don't think that the "Bohemians" being responsible to declare this DLC to be official Arma content really and inherently believe by heart that this DLC is as qualitative as other official Arma content. Something like "The Emperor's New Clothes" must have gone on there. -
Though the command "showHud" (array) was boosted some time ago, it would be great to have more detailed options, such as being able to disable everything except the action menu (including action menu and cursor for opening doors, entering vehicles and the radio menu. Both concerning functionality AND visibility.
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Spawn biggest vanilla explosion?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
nevermind (btw, there should be a user-option to delete own uncommented threads) -
Is there any way to prevent a player's death at 0% oxygen? (Except a looping check for the oxygen level and let that level never sink below e.g. 10%)
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How to "random setObjectTexture" ?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it possible to implement randomization in "setObjectTexture"? Something like: _color = [random 1,random 1, random 1, 1]; _object setObjectTexture [0,'#(argb,8,8,3)color( _color )']; Please note that I am NOT looking for someting like: _ran = round (random 3) if (ran == 0) then { _object setObjectTexture [0,'#(argb,8,8,3)color(1,0,0,1)']; if (ran == 1) then { _object setObjectTexture [0,'#(argb,8,8,3)color(1,1,0,1)']; etc. -
Anyone interested in playing it with me, please contact me :-)
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Please get it from Steam Workshop looking for "Hitmen" by author "02357". Any constructive feedback is highly appreciated and I would also like to play it with other people :-) Hitmen 1.0 by rogue.trooper@web.de NO MODS REQUIRED. For a quick impression just start the map with the default parameters. There is a detailed ingame-briefing and description. This is a psychological deathmatch for 2-16 players in a configurable but randomly created environment with these special rules: Quick description: don't kill dummies, kill all players, behave like AI to remain undetected by other players. * There are two kinds of units: DUMMIES and ENEMIES. * Enemies are players and playable units controlled by AI (if enabled in the lobby). * DUMMIES ARE INVULNERABLE. EVERYBODY WHO SHOOTS A DUMMY IS KILLED INSTANTLY. * Every player/playable can be killed. * Everybody who dies (no matter which way) receives a penalty point. * AI controlled playable enemy-units don't have a gun. * You can holster and draw your pistol by mousewheel-menu and radio 0-0-0. * All dummies and enemies have the same face/skin and uniform. * The only optical difference between dummies and enemies/players are the sunglasses. * Dummies ALWAYS have black sunglasses. The players' sunglasses can be configured in the lobby (none, green, red, blue, black). * If you want to remain undetected, behave like an AI dummy (holster your gun and don't run, crouch, bleed, search any inventory/box or walk zigzag). * Behave unsuspicious and watch the behaviour and the sunglasses of others. * All players/enemies heal themselves automatically for 1% per second. One proper shot however is likely to be lethal. * Every player who leaves the allowed area is teleported back to a random position and is set to 1% health (is bleeding and can't walk properly). * If enabled in the lobby, every player has a 'radar' (player detection radius) that warns you by text and a beep-sound when an enemy is within that radius around you. There are 18 lobby parameters, including: * detailed daytime, fog and clouds (for lightning in the dark) * amount of dummies (2-32) * playable area radius: 50, 75, 100, 125 or 150 meters * type and amount of environment objects (arrangement is random each time)
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How to "random setObjectTexture" ?
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you both for your help. I just didn't think of the argument to be a string ^^ @Tajin: wouldn't "setobjecttextureGlobal" do the same concerning multiplayer accordance? At least a community statement says "The effect is persistent and will be synchronized for players who join in progress". -
How to use "Eventhandler HandleScore"?
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Lol, I think I had tested the code you have provided on my own before I've posted here. I must have made a minor mistake. It works. Thank you anyway. -
How to use "Eventhandler HandleScore"?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do you use "Eventhandler HandleScore" to prevent a unit (players and playable AI) from getting any kind of score shown in the MP score table? https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleScore I know that the main syntax is _unit addeventhandler ["HandleScore", { } ]; and and that the score that is applied is "_this select 2" But I don't know how to utilize it to disable scoring for the unit. -
Shotguns Wont Break Skeet
roguetrooper replied to warhawk373's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Shotguns also don't push over pop-up targets. This seems to count for all shotguns from all mods, including the very excellent and fun shotgun from Bnae's Project Infinite. -
Spawn pistol into player's inventory (not hands)
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks to everybody. Tajin's code does exactly what I was aiming at. -
Spawn pistol into player's inventory (not hands)
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How could it be achieved to spawn a pistol (AS THE ONLY WEAPON) into a player's inventory so that the pistol remains within the inventory and is not taken into hands automatically? When you give a player a weapon (player addweapon "weaponname") and immediately execute player action ["SWITCHWEAPON",player,player,-1] the gun still in his hands for a second. -
How to make AI mortar fire at position?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can you make an AI-controlled mortar (not subordinated to human player) to fire at a certain position? I've tried a hundred variations with these and related commands. Nothing works. The mortar moves some degrees but nothing happens. enableEngineArtillery true; (gunner mortar) commandArtilleryFire [[position tower select 0,position tower select 1,0], "Sh_82mm_AMOS", 1]; -
Eventhandler MPrespawn not executed on respawn
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
When I put this addMPEventHandler ["MPRespawn", {[this] exec "equip.sqf"}]; into the init line of a unit (soldier), it does not execute the file equip.sqf at respawn. The file equip.sqf is only executed when I use the proper name of the unit: UNITNAME addMPEventHandler ["MPRespawn", {[UNITNAME] exec "equip.sqf"}]; Why does the first example not work? With 100 units on the map, I would like to use a code that I can simply copy and paste (i.e. just by copying the unit in the editor). I don't want to edit the init lines of all units seperately. -
Eventhandler MPrespawn not executed on respawn
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you very much! :-) -
Double post by accident. Please delete.
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In Arma-II-times I could create and host a little deathmatch map (vanilla, without mods, hosted on PC at home) and a few minutes later the map was full of players (about 8-16). Nowadays in Arma III nobody joins even after half an hour.
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How to texturize/colour VR objects?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Recently the possibility to texturize the VR block objects has been added: http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog/page36 27-08-2014 setObjectMaterial also gives an example. Is there a list with compatible textures (included in the vanilla game)? Unfortunately, setobjecttexture can not be applied to the VR objects. Hopefully it will be added soon to dye the areas and the edges independently from each other in plain colours. -
Vanilla loading screen pictures?
roguetrooper replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks to everybody! -
Vanilla loading screen pictures?
roguetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
In Arma 2 you could add a picture to the loading screen by inserting this into Description.ext: loadScreen = "\CA\Missions_e\scenarios\SPE1_OneShotOneKill.Takistan\loading_oneshotonekill_co.paa"; How do you implement such loading screens in Arma 3 (that were delivered with the vanilla game)? I.e. what is their path? And is there a list of all available pictures? -
AI reports "out of ammo" (has enough+proper ammo)
roguetrooper posted a topic in ARMA 3 - TROUBLESHOOTING
My AI (editor) reports "out of ammo", although they have enough of the proper ammo for their weapons (custom loadout). Is this a new bug?