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Worldeater

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Everything posted by Worldeater

  1. Hi, this is a colorful Hummingbird texture I want to share with you. It might look familiar... :) About: This is just a texture for the Hummingbird. This is not an addon. It's based on BI's textures. In order to use it you either have to rely on setObjectTexture (see below) or create your own addon. Feel free to mirror it (unless BI objects). Example Usage: Open the mission editor, place a Hummingbird on the map and save the mission. Copy the texture to the mission folder. Put the following code in the Initialization field of the Hummingbird: this setObjectTexture [0, "heli_light_01_ext_magnum_co.paa"]; this animate ["addDoors",1]; this animate ["addBackseats",1]; this animate ["addTread",0]; this animate ["addBenches",0]; this animate ["addCivilian_hide",1]; { this lockCargo [_x, true] } forEach [2,3,4,5]; Download: http://cthulhu.dark.ro/arma/heli_light_01_ext_magnum_co.paa Changes: 2013-09-02: Minor improvements, e.g. colored the black "eyebrow" above the doors 2013-09-01: Added kylania's code to the instructions above
  2. Open the mission.sqm with a text editor. Check the addOns and addOnsAuto sections at the top.
  3. This script over at OFPEC should do the trick.
  4. Worldeater

    Waypoints, I'm going crazy

    Hmm, addVehicle to the rescue? This works for me: group dude addVehicle ride; dude assignAsDriver ride; units group dude orderGetIn true;
  5. Yes, it works fine. The problem is that only a part of the image is displayed. The trick is to find out which part this is. Hint: There's a template inside the structures_f.pbo (a3\structures_f\Civ\InfoBoards\Data\mapboard_default_co.paa)... :)
  6. This might be a race condition. If so, then simply waiting for the variable to exist should fix it: with uiNamespace do { waitUntil not isNil { PLGRMUI_menuDisplay }; (PLGRMUI_menuDisplay displayCtrl 1003) ctrlSetTooltip "blahblah"; //looots of similiar settings };
  7. Worldeater

    Altis Skull Game? - Easter Eggs

    This dude stumbled upon another skeleton:
  8. 4.81904e-005 is a perfectly fine number. It's just written in scientific notation: The e-005 part means "take the decimal point and move it 5 positions to the left". If the number was positive (e.g. e005) you'd move it to the right instead. Hmm, but there are not digits on the left to... Don't worry, just use zeros. So, 4.81904e-005 == 0.0000481904 HTH
  9. This post might be helpful. Patience, determination and a knack for logic are helpful. :)
  10. Great idea! The event handler way of doing things... :) @kylania: You should read Curry's post again. ;)
  11. Worldeater

    what does if(true)exitWith{};

    Please note that according to the BIKI the behaviour is undefined in this case. Also take a look at the source of this information.
  12. Worldeater

    Pop Up targets Stay up?

    yourpopuptarget animate ["terc", 0]; // up yourpopuptarget animate ["terc", 1]; // down HTH
  13. Worldeater

    Pop Up targets Stay up?

    Every time you hit one of those red pop-up targets A2 tries to load the following file: <your_mission_folder>\ca\misc\scripts\PopUpTarget.sqf So if you create those folders and add an empty "PopUpTarget.sqf" the targets won't go down anymore. You could also use this file to count hits, etc.
  14. Worldeater

    Activate on crash

    Hmm, checking for an altitude of zero is probably a bit too close. You could make the condition a bit more fuzzy: check if the helicopter dropped below a certain altitude. (getPosATL chopper) select 2 < 10 Also make sure you've named your chopper "chopper"... ;)
  15. The "%20" thing is not uncommon. As you have already noticed it's a replacement for the space character (the ASCII code for space is 32, that's 20 in hexadecimal). Space characters in filenames cause problems with some software and this is just a workaround to avoid them.
  16. Worldeater

    Activate on crash

    Yes. Set the trigger activation to "None", put the code that places the marker in the activation field and use this as condition: (getPosATL chopper) select 2 == 0 Don't forget to make the trigger area big enough to cover all possible crash sites.
  17. Worldeater

    skipTime

    No. If so you'd also need a semicolon after true. The semicolon can be omitted for the last statement of a block (a block is anything enclosed in curly braces).
  18. Right. I should also mention that this code probably won't do anything on a dedicated server. It's meant to be run on the clients. What it does is: it searches for the main display and attaches an event handler for key presses. Then every time someone hits a key the handler (that's the "if..." part) checks if it was the "chat" key. If so it simply does nothing and tells the engine to not investigate the event any further.
  19. Quick, dirty and untested... but might work: (findDisplay 46) displayAddEventHandler ["KeyDown", "if (_this select 1 in actionKeys 'Chat') then { true } else { false };"]
  20. Except when count is preceded by a code block. This optional code block is run for every element. That's why it works in the OP's example. Note that the array elements itself are meaningless here. It's their amount that counts (literally). He could also have used ["Frog", nil] instead of [1, 2].
  21. Does anyone know a trick to get rid of gaps in (theoretically) adjacent controls? These gaps show up with certain settings of "Interface size" and "Interface resolution". The problem is probably caused by using floats for positioning. Having an additional scale factor applied (the last number returned by getResolution) makes things even worse (more rounding errors). The "window" above looks fine with a resolution of 1440x900 pixels with a scale factor of 0.7 ("Small") but literally falls apart with a scale factor of 0.85 ("Normal"). Overlapping the controls is not an option here (the border elements are buttons and overlapping them would result in "z-fighting": the active one would come to front hiding parts of the "window" or other border elements. Can anybody think of a solution for this?
  22. According to this information it's usually the value of the ammo's cost property.
  23. While browsing the config I noticed that RscHint is part of RscInGameUI. Am I right that simply creating a new class RscHint won't work and that you have to provide a patched RscInGameUI instead?
  24. We all know how annoying it can be when stuff does not work the way we expect it to work. Keep cool. 1. The snippet with the "SoldierWB" was probably for A1. From what I saw it was possible to create them in A1. This is not possible in A2 anymore. 2. Just a guess: If you don't have any other WEST units in your mission, you have to create a so called "Center" first. Every side (west, east, civilian, etc.) requires such a center before any units can be created. Without a center creating groups or units for that side will simply fail without any error message (I think we've all been bitten by that). You can create a center with the createCenter command. The following works for me: createCenter west; wgroup1 = createGroup west; dude = "US_Soldier_EP1" createUnit [getMarkerPos "base", wgroup1];
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