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Everything posted by beno_83au
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Overlapping Ellipse Markers Appear To Change Marker Alpha
beno_83au posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm spawning a few ellipse markers to cover some areas: { _x params ["_name","_position","_radius"]; private _marker = createMarkerLocal [_name,_position]; _marker setMarkerShapeLocal "ELLIPSE"; _marker setMarkerBrushLocal "Solid"; _marker setMarkerColorLocal "colorOPFOR"; _marker setMarkerSizeLocal [_radius,_radius]; MIL_ZoneMarkers pushBack _marker; } forEach MIL_OpForControlZones; _name is a string, _position is a position, _radius is a number, so everything spawns fine. The issue is that when two or more markers overlap, the colour/alpha at the overlap becomes darker, but I don't want that. I'd just like the markers to blend in with each other seamlessly. Is there a way to do that? -
Overlapping Ellipse Markers Appear To Change Marker Alpha
beno_83au replied to beno_83au's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I feared as much. Thanks anyway @pierremgi. -
Overlapping Ellipse Markers Appear To Change Marker Alpha
beno_83au replied to beno_83au's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, but I need to see the map under the markers, and even applying an alpha to a "SolidFull" marker still results in that overlapping effect. -
He should verify his Steam game file integrity, assuming that is possible in this case.
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Weapon Accessories Bugged cuz New Update
beno_83au replied to Holly Banker's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Reyhard isn't asking for the whole mission, just the script/function that is not working correctly. -
Maybe something else is using it as a dependency. You might need to load up mods one by one until you find out which one is causing it.
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Did you just delete a pbo or did you unsubscribe from the mod?
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There might not be a lot of help for that mod (D3S), seeing as it stars on this list: But if it's not even linking to one of it's own files, then it's probably a pretty bad rip of a previous version.
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Vehicles Smoke Longer/Forever When Destroyed
beno_83au replied to Shyjon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The post could probably do with some substance. -
3D sound played on moving vehicle
beno_83au replied to Aurora152's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Might be your maxDistance value, but just try: [humvee1,"radiochatter"] remoteExec..... -
3D sound played on moving vehicle
beno_83au replied to Aurora152's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah nah you're right, it still won't follow the object. Sorry. Try https://community.bistudio.com/wiki/say3D instead. -
3D sound played on moving vehicle
beno_83au replied to Aurora152's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/playSound3D Have a look at the description for soundSource. -
scripting How to send hints to randomly selected players?
beno_83au replied to Walt73's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It only selects one player from the array, so needs to be run through the from....to loop twice to get two results. The handy thing about deleteAt is that it not only removes the element at the given index, it also returns the removed element - https://community.bistudio.com/wiki/deleteAt - so you don't need to manage any of that yourself.- 5 replies
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PUID Spawning configuration
beno_83au replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, you can just put the positions in as you have done there for p1. Is there any other part of your code that's moving them? Or maybe it's something in the Exile coding that's doing it? It's been a while since I ran an Exile server though (ran a PvE one for my kids when they pretty young) and I can't remember how their spawning works. If you want to confirm for yourself that the switch does work though, create a blank mission with the onPlayerRespawn.sqf and play it as an MP game with respawns. But for your server, spawning the switch and putting a sleep infront of it should patch your problem if you can't find the source: nul = [] spawn { sleep 5; //whatever is the smallest amount of time that works, probably a lot less than 5 seconds though switch (getPlayerUID player) do { case "3168468746512": {player setPos (selectRandom [_pos1,_pos2]);}; case "5413546843212": {player setPos (selectRandom [_pos3,_pos4]);}; case "6544164161261": {player setPos (selectRandom [_pos5,_pos6]);}; default {player setPos [0,0,0];}; }; }; -
PUID Spawning configuration
beno_83au replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, if it's only 3 of you you may as well keep it simple. Run this in onPLayerRespawn.sqf: switch (getPlayerUID player) do { case "3168468746512": {player setPos (selectRandom [_pos1,_pos2]);}; case "5413546843212": {player setPos (selectRandom [_pos3,_pos4]);}; case "6544164161261": {player setPos (selectRandom [_pos5,_pos6]);}; default {player setPos [0,0,0];}; }; Just a point too, your use of selectRandom is going to return a string, but positions are arrays. So it should be written like this: selectRandom [[1000,2000,0],[3000,4000,0]] -
scripting How to send hints to randomly selected players?
beno_83au replied to Walt73's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You'd probably be best running this from the server, so depends on where/when you're running the script, but you just need to get a list of the players then pick two of them and send the message to them: if (isServer) then { _players = call BIS_fnc_listPlayers; _message = "your message"; for "_i" from 1 to 2 do { _player = _players deleteAt (round (random (count _players))); [_message] remoteExec ["hint",_player]; }; }; Pretty quick example, but something like that should work.- 5 replies
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Uhhhh, update the game? No point trying to fix an issue when you don't have a.... current.... version of the game.
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Warlords missions erros
beno_83au replied to usamarine6600's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And possibly more errors hidden behind those. Should really check your .rpt file. -
problem at patching arma Armed Assault
beno_83au replied to brusher16's topic in ARMA - TROUBLESHOOTING
Why don't you want to reinstall the game? -
Universal Door Code Lock
beno_83au replied to gokitty1199's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Melody_Mike https://community.bistudio.com/wiki/nearestBuilding As per both comments at the bottom. -
Symbolic Link for workshop mods not working no matter what.
beno_83au replied to Pyro_Zoken's topic in ARMA 3 - QUESTIONS & ANSWERS
Greenfist's post is exactly how I do it, and it works each time. Should probably post further questions in there though, keep it all in one place rather than spread the info out over multiple topics.- 1 reply
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You can: - Create a composition and drop it into your missions. - Script the buildings to spawn at the start of each mission. - Place your buildings down, save the mission as a sort of template mission, and merge it with any other mission you're making. All depends on how you're doing your missions. Each of these would be better suited for different applications so it'd be up to you to choose which way you want to do it.
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Detect Flight Recorder
beno_83au replied to _-xXShArK_OGXx-_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Haha yes, caught me out for a little bit too 😁 -
Detect Flight Recorder
beno_83au replied to _-xXShArK_OGXx-_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
When you carry it into the area and drop it onto the ground, and this goes from anything being moved from an inventory to the ground (at least, I can't think of anything that wouldn't do this), the item gets placed into a "GroundWeaponHolder" object. You can test this yourself by pointing your cursor/weapon at the object you just dropped, bring up the debug menu, and put this into one of the "Watch" boxes: typeOf cursorObject So the "GroundWeaponHolder" acts as a container for the object. So you need to search for any "GroundWeaponHolder" that are in the trigger, then check to see if there's a "rhs_flightrecorder" in their inventory. BUT, it seems like triggers don't get triggered by a "GroundWeaponHolder". So you need to get a bit creative: _radius = selectMax ((triggerArea thisTrigger) select [0,2]); _holders = (nearestObjects [getPos thisTrigger,["GroundWeaponHolder"],_radius]) select {_x inArea thisTrigger}; ({(((getItemCargo _x) select 0) select 0) == "rhs_item_flightrecorder"} count _holders) > 0 Put that into the trigger's "Condition" field and it should detect when someone has placed a flight recorder onto the ground from their inventory. -
Wanted to try this out and loaded up into Porto, but after finishing with the arsenal, the next time I open my inventory a whole bunch of my gear gets dropped on the ground. I can't even hold on to any explosive charges. Edit: Sorry, I've got Veteran Mod, CUP - Core and CUP - Terrains loaded.