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excruciator

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About excruciator

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  1. My problem is that I've got units with balaclaves on their head, however if a player has set glasses on his character, then the balaclava dissapear. Is their a way to overrule their looks/ identities with a script. I know that you can put CfgIdentities in de description.ext but then I've got to tell everything from the player like the voice pitch and the face. But I only want to remove the glasses from a players head if they wear glasses. I hope someone knows how to do this. thanks in advance, Excruciator a.k.a. Laurens
  2. I've got it working , thank you ADuke :)
  3. Do you have to put this script in the slide.sqf and then delete the trigger?
  4. I've got a problem with getting setobjecttexture compatible. Just a picture on a infoboard is possible, but when I want to change that picture (like a powerpoint presentation) I get some problems. What I've done first is put the following lines in the init.sqf TL addaction ["Slide 1", "briefings\slide1.sqf"]; page2 = TL addaction ["Slide 2", "briefings\slide2.sqf"]; page3 = TL addaction ["Slide 3", "briefings\slide3.sqf"]; Those slide.sqf codes looks like this: slide1act = True; publicVariable "slide1act"; exit and then also for slide2 and 3 Then ingame I've got a trigger with: condition: slide1act On Act.: projectorScreen setobjectTexture [0, "Briefings\slide8.paa"]; slide8act = false; publicVariable "slide8act"; Also those trigger are for slide 1 to 3. All of this works fine in SP, but I get a problem when tested in multiplayer. Sometimes I've to press 9 times the addaction command: "Slide1" before every player in the server is able to see the picture on the infoboard. This problem occurs at every slide. So sometimes the picture on the infoboard is directly shown to anybody and sometimes you have to press the addaction button several times before everybody is to be able to see the picture. I hope it's understandable what I wrote and I hope even more that somebody knows how to solve this problem. Thanks in advance, Excruciator a.ka. Laurens
  5. Greetings all, I've found out about the setobjecttexture a few days ago and thought it would be cool to use it on a videoprojectscreen. I got it working in SP, however when I host a multiplayer game and somebody joins me, too check if it also works in MP I get the following weird thing. Images in the spoiler, cause they're rather big. As you can see there, not the whole picture is being projected on the screen. Maybe it has to do something with the fact that the projectorscreen is slightly curved but I don't know how to fix it. This picture is 512x512 pixels btw. I also tested it with 1024x1024 pixels. That didn't work either. File is also .paa extension And the projectorscreen is set up by a gamelogic. Maybe someone knows how to fix this problem?
  6. Okay, so I didn't find a real solution for it. But I changed the BLUFOR to Guerillas and put them in the BLUFOR vehicle, then they can lock another BLUFOR :).
  7. I tried it, but that didn't work for me. I know it's a feature but I'm just curious if there's option for it ;). I also tried addrating, so the enemy is seen as "enemy" but still can't lock the jet then :(
  8. Hi everyone, I've noticed that when a OPFOR is sitting in a BLUFOR car, the car is actually stil BLUFOR, so you can't lock him. I'm making a jet vs jet mission, but now the problem is, is that I want everyone in a F-35b. But when I put OPFOR guys in a F-35B the BLUFOR guys in the F-35B can't lock them because the vehicle is still BLUFOR. Anyone knows a solution so if a OPFOR sits in a BLUFOR vehicle, the vehicle will turn OPFOR? (So you can lock e.g. the jet) I hope you guys understand what I try to say. Thanks in advance :).
  9. It works . Thank you Kylania :).
  10. I have made a little script player switchmove "ActsPercMstpSnonWpstDnon_suicide1B"; sleep 3.9; playsound "gunshot"; sleep 1.5; player setdamage 1.0; And in the init line of the player: (this addaction ["Suicide", "suicideani.sqf"]; This animates a suicide :D. When you use the action "suicide" First question: I want this action only available when the person has an pistol in his gear, because it looks so stupid if you use this action without a pistol :p. Does somebody know how to do that? Second question: I use player switchmove and player setdamage. Is there a way I can make it so all players can use the same script. Now I should make 10 scripts like these and call them player1, player2 etc. And that's pretty inconvenient. I hope you guys/ girls know what I mean ;). Thanks in Advance,
  11. excruciator

    if height = 0

    That did do the trick! Thank you :)
  12. excruciator

    if height = 0

    Thanks it did work indeed ! :) But there's one small problem I put this now in a trigger @ condition: if ((getPosATL heli select 2) < 1) then {PlaySound "touchdown"}; But it keeps reapeting the sound over and over until the helicopter is flying again, do you also have a solution for that ? :)
  13. Hey Guys/ Girls :), I've got the following problem. I've got a helicopter insert a squad, but if it has landed it should play a sound "touchdown". I've got the sound etc. working, the problem is that I don't know how to make a conditition that the sound will play when the helicopter touches down. I've tried to put a time, like 2 minutes and 10 sec, but the time the heli lands differs, sometimes it's 2 minutes sometimes 2 minutes and 10 sec etc.
  14. excruciator

    helicopter height problem

    @Doodle: I know that one, but it measures between the surface and the helicopter, and not sealevel and helicopter. @Inkompetent: I tried that code, too bad it doesn't work :(, it still goes up and down ;). Though, thanks both for the help :)
  15. Didn't know how else to discribe as title. But my problem is that I want an Apache AH-64D circling around a city. But around the city the terrain is uneven, so it doens't stay on the same height. It does if you look at the right corner, but the distance is met to the top of the terrain, is there a possibility to make that distance messure on the same height so my helicopter doesn't go up and down anymore ?? Thanks in advance.
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