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ffur2007slx2_5

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Everything posted by ffur2007slx2_5

  1. ffur2007slx2_5

    Is it possible for BI transplants some highlights from A2 to A3?

    That should be a nice and huge work. Feel a little bit excited if Cold War Crisis, Resistance, Queen's Gambit, Red Harvest and OA contents etc available.
  2. ffur2007slx2_5

    setting up Module sites

    Nice, you made the first step.
  3. ffur2007slx2_5

    Skirmish module tutorial?

    The existing question is how can we make the unit which is spawned via Skirmish-Spawn patrol randomly with Skirmish-Patrol instead of patroling inside his spawning zone. Synchronized with trigger list doesn't work properly. A full supposition should be a dynamic battlefield involved both sides with a perfect match with POI, Spawn, Patrol and Reinforcement. I guess I need to find breakthrough via function viewer to know the relationship among all possible parameters.
  4. ffur2007slx2_5

    Ambient Radio Chatter

    That's a good idea by using BIS_fnc_music.
  5. "\Ca\Data\ParticleEffects\Universal\Universal" is the default location whose particle source I need to use in ArmA2 in setParticleParams array. Unfortunately the out-of-date location no longer works in A3. No particleSource updated on biwiki either, so does anyone know it? Thanks.
  6. ffur2007slx2_5

    Ambient Radio Chatter

    What are those tracks reffer to? Audiable radio?
  7. Seems no solution after searching and even the latest version of the BI fsm editor (v1.2.1) still didn't work. The problem is when the content that was written in a state become enough large will cause the script can't be visualized by fsm editor. Here's the example, the script demonstrated below cannot be visualized: (FSM title D:\WCRTools\FSM Editor Personal Edition\scriptedFSM.cfg need to be changed to the destination where your scriptedFSM located) /*%FSM<COMPILE "D:\WCRTools\FSM Editor Personal Edition\scriptedFSM.cfg, FFUR_init">*/ /*%FSM<HEAD>*/ /* item0[] = {"Start",0,250,-39.366196,-150.352112,50.633804,-100.352112,0.000000,"Start"}; item1[] = {"Single_Player_On",4,218,-42.183098,-80.633804,47.816902,-30.633804,0.000000,"Single Player Only"}; item2[] = {"Null",2,250,-40.070423,-22.887329,49.929592,27.112671,0.000000,"Null"}; item3[] = {"Player_Available",4,218,-35.845078,43.309853,54.154922,93.309853,0.000000,"Player Available"}; item4[] = {"Fired_Event_Hand",2,4346,-33.732395,108.098587,56.267620,158.098587,0.000000,"Fired Event Handler"}; item5[] = {"Null",8,218,-31.244549,175.698044,58.755451,225.698044,0.000000,"Null"}; item6[] = {"Updating_AllUnit",2,250,-31.899563,256.659393,58.100452,306.659546,0.000000,"Updating AllUnitsArray"}; item7[] = {"New_Units_Added",4,218,110.895172,254.694244,200.895187,304.694244,0.000000,"New Units Added?"}; item8[] = {"New_Units_Fire_E",2,250,257.620087,257.969421,347.620117,307.969421,0.000000,"New Units Fire EventHandler"}; item9[] = {"Null",8,218,256.310059,172.816574,346.310059,222.816574,0.000000,"Null"}; item10[] = {"New_AllUnitsArra",2,250,111.550217,175.436661,201.550232,225.436661,0.000000,"New AllUnitsArray"}; link0[] = {0,1}; link1[] = {1,2}; link2[] = {2,3}; link3[] = {3,4}; link4[] = {4,5}; link5[] = {5,6}; link6[] = {6,5}; link7[] = {6,7}; link8[] = {7,8}; link9[] = {8,9}; link10[] = {9,10}; link11[] = {10,5}; globals[] = {0.000000,0,0,0,0,640,480,1,12,6316128,1,-67.211830,342.320007,456.102783,-34.664097,610,731,1}; window[] = {2,-1,-1,-32000,-32000,800,175,1375,175,3,628}; *//*%FSM</HEAD>*/ class FSM { fsmName = "FFUR_init"; class States { /*%FSM<STATE "Start">*/ class Start { name = "Start"; init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Single_Player_On">*/ class Single_Player_On { priority = 0.000000; to="Null"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"!isMultiPlayer"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Null">*/ class Null { name = "Null"; init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Player_Available">*/ class Player_Available { priority = 0.000000; to="Fired_Event_Hand"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"!isNull Player"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Fired_Event_Hand">*/ class Fired_Event_Hand { name = "Fired_Event_Hand"; init = /*%FSM<STATEINIT""">*/"Private [""_AllUnitsArray"",""_list"",""_WhichVoice"",""_SayWhat"",""_Can_Be_Heard""];" \n "_AllUnitsArray = AllUnits;" \n "{_x addEventHandler [""Fired"",{" \n " if (isPlayer (_this select 0)) then {" \n " switch (side (_this select 0)) do {" \n " case west: {" \n " _list = (position (_this select 0)) nearEntities [[""Man""],FFUR_Infantry_Talking_Distance];" \n " if (({alive _x} count (_list - [_this select 0])) > 0) then {" \n " _list = (_list - [_this select 0]);" \n " if (({(side _x) == (side (_this select 0))} count _list) > 0) then {" \n " _WhichVoice = (floor (random (count FFUR_Voice_Collection)));" \n " _SayWhat = (floor (random (count FFUR_Sentence_Collection)));" \n " if (FFUR_Talking_Possibility > (ceil (random 100))) then {" \n " cutText [name (_this select 0) + "":"" + "" "" + (FFUR_Sentence_Collection select _SayWhat),""PLAIN DOWN""];" \n " (_this select 0) say (FFUR_Voice_Collection select _WhichVoice);" \n " if ((FFUR_Response_Possibility > (ceil (random 100))) && (alive (_list select 0))) then {" \n " null = [(_List select 0)] execfsm ""FFUR\FFUR_engine\FFUR_Response.fsm"";" \n " };" \n " };" \n " };" \n " };" \n " };" \n " case east: {" \n " _list = (position (_this select 0)) nearEntities [[""Man""],FFUR_Infantry_Talking_Distance];" \n " if (({alive _x} count (_list - [_this select 0])) > 0) then {" \n " _list = (_list - [_this select 0]);" \n " if (({(side _x) == (side (_this select 0))} count _list) > 0) then {" \n " _WhichVoice = (floor (random (count FFUR_R_Voice)));" \n " _SayWhat = (floor (random (count FFUR_Sentence_Collection)));" \n " if (FFUR_Talking_Possibility > (ceil (random 100))) then {" \n " cutText [name (_this select 0) + "":"" + "" "" + (FFUR_Sentence_Collection select _SayWhat),""PLAIN DOWN""];" \n " (_this select 0) say (FFUR_R_Voice select _WhichVoice);" \n " if ((FFUR_Response_Possibility > (ceil (random 100))) && (alive (_list select 0))) then {" \n " null = [(_List select 0)] execfsm ""FFUR\FFUR_engine\FFUR_Response2.fsm"";" \n " };" \n " };" \n " };" \n " };" \n " };" \n " default {" \n " _list = (position (_this select 0)) nearEntities [[""Man""],FFUR_Infantry_Talking_Distance];" \n " if (({alive _x} count (_list - [_this select 0])) > 0) then {" \n " _list = (_list - [_this select 0]);" \n " if (({(side _x) == (side (_this select 0))} count _list) > 0) then {" \n " _WhichVoice = (floor (random (count FFUR_Voice_Collection)));" \n " _SayWhat = (floor (random (count FFUR_Sentence_Collection)));" \n " if (FFUR_Talking_Possibility > (ceil (random 100))) then {" \n " cutText [name (_this select 0) + "":"" + "" "" + (FFUR_Sentence_Collection select _SayWhat),""PLAIN DOWN""];" \n " (_this select 0) say (FFUR_Voice_Collection select _WhichVoice);" \n " if ((FFUR_Response_Possibility > (ceil (random 100))) && (alive (_list select 0))) then {" \n " null = [(_List select 0)] execfsm ""FFUR\FFUR_engine\FFUR_Response.fsm"";" \n " };" \n " };" \n " };" \n " };" \n " };" \n " };" \n " switch (true) do {" \n " case ((_this select 1) in FFUR_M16Base):" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_M16A4.fsm"";" \n " };" \n " case ((_this select 1) in FFUR_M16A2Base):" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_M16A2.fsm"";" \n " };" \n " case ((_this select 1) in FFUR_FN_FAL):" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_FNFAL.fsm"";" \n " };" \n " case ((_this select 1) in FFUR_Pistol):" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_Pistol.fsm"";" \n " };" \n " case ((_this select 1) in FFUR_M4A1):" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_M4A1.fsm"";" \n " };" \n " case ((_this select 1) in FFUR_M4A3):" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_M4A3.fsm"";" \n " };" \n " default " \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_M16A4.fsm"";" \n " };" \n " };" \n " } else {" \n " if ((_this select 0) distance player <= FFUR_Infantry_FX_Distance) then {" \n " if (FFUR_Infantry_FX_Distance > 0) then {" \n " _Can_Be_Heard = FFUR_Infantry_FX_Distance*0.4;" \n " if ((_this select 0) distance player <= _Can_Be_Heard) then {" \n " switch (side (_this select 0)) do {" \n " case west: {" \n " _list = (position (_this select 0)) nearEntities [[""Man""],FFUR_Infantry_Talking_Distance];" \n " if (({alive _x} count (_list - [_this select 0])) > 0) then {" \n " _list = (_list - [_this select 0]);" \n " if (({(side _x) == (side (_this select 0))} count _list) > 0) then {" \n " _WhichVoice = (floor (random (count FFUR_Voice_Collection)));" \n " _SayWhat = (floor (random (count FFUR_Sentence_Collection)));" \n " if (FFUR_Talking_Possibility > (ceil (random 100))) then {" \n " cutText [name (_this select 0) + "":"" + "" "" + (FFUR_Sentence_Collection select _SayWhat),""PLAIN DOWN""];" \n " (_this select 0) say (FFUR_Voice_Collection select _WhichVoice);" \n " if ((FFUR_Response_Possibility > (ceil (random 100))) && (alive (_list select 0))) then {" \n " null = [(_List select 0)] execfsm ""FFUR\FFUR_engine\FFUR_Response.fsm"";" \n " };" \n " };" \n " };" \n " };" \n " };" \n " case east: {" \n " _list = (position (_this select 0)) nearEntities [[""Man""],FFUR_Infantry_Talking_Distance];" \n " if (({alive _x} count (_list - [_this select 0])) > 0) then {" \n " _list = (_list - [_this select 0]);" \n " if (({(side _x) == (side (_this select 0))} count _list) > 0) then {" \n " _WhichVoice = (floor (random (count FFUR_R_Voice)));" \n " _SayWhat = (floor (random (count FFUR_Sentence_Collection)));" \n " if (FFUR_Talking_Possibility > (ceil (random 100))) then {" \n " cutText [name (_this select 0) + "":"" + "" "" + (FFUR_Sentence_Collection select _SayWhat),""PLAIN DOWN""];" \n " (_this select 0) say (FFUR_R_Voice select _WhichVoice);" \n " if ((FFUR_Response_Possibility > (ceil (random 100))) && (alive (_list select 0))) then {" \n " null = [(_List select 0)] execfsm ""FFUR\FFUR_engine\FFUR_Response2.fsm"";" \n " };" \n " };" \n " };" \n " };" \n " };" \n " default {" \n " _list = (position (_this select 0)) nearEntities [[""Man""],FFUR_Infantry_Talking_Distance];" \n " if (({alive _x} count (_list - [_this select 0])) > 0) then {" \n " _list = (_list - [_this select 0]);" \n " if (({(side _x) == (side (_this select 0))} count _list) > 0) then {" \n " _WhichVoice = (floor (random (count FFUR_Voice_Collection)));" \n " _SayWhat = (floor (random (count FFUR_Sentence_Collection)));" \n " if (FFUR_Talking_Possibility > (ceil (random 100))) then {" \n " cutText [name (_this select 0) + "":"" + "" "" + (FFUR_Sentence_Collection select _SayWhat),""PLAIN DOWN""];" \n " (_this select 0) say (FFUR_Voice_Collection select _WhichVoice);" \n " if ((FFUR_Response_Possibility > (ceil (random 100))) && (alive (_list select 0))) then {" \n " null = [(_List select 0)] execfsm ""FFUR\FFUR_engine\FFUR_Response.fsm"";" \n " };" \n " };" \n " };" \n " };" \n " };" \n " };" \n " };" \n " };" \n " };" \n " switch (true) do {" \n " case ((_this select 1) in FFUR_M16Base):" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_M16A4.fsm"";" \n " };" \n " case ((_this select 1) in FFUR_M16A2Base):" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_M16A2.fsm"";" \n " };" \n " case ((_this select 1) in FFUR_FN_FAL):" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_FNFAL.fsm"";" \n " };" \n " case ((_this select 1) in FFUR_Pistol):" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_Pistol.fsm"";" \n " };" \n " case ((_this select 1) in FFUR_M4A1):" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_M4A1.fsm"";" \n " };" \n " case ((_this select 1) in FFUR_M4A3):" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_M4A3.fsm"";" \n " };" \n " default" \n " {" \n " null = [_this select 6] execfsm ""FFUR\FFUR_FX\FFUR_FX_M16A4.fsm"";" \n " };" \n " };" \n " };" \n "}];} ForEach _AllUnitsArray;" \n "{(vehicle _x) addEventHandler [""Fired"",{}];} ForEach _AllUnitsArray;" \n ""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Null">*/ class Null { priority = 0.000000; to="Updating_AllUnit"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Updating_AllUnit">*/ class Updating_AllUnit { name = "Updating_AllUnit"; init = /*%FSM<STATEINIT""">*/"_AllUnitsArray = _AllUnitsArray - AllDead;"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "New_Units_Added">*/ class New_Units_Added { priority = 0.000000; to="New_Units_Fire_E"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"(count (AllUnits - _AllUnitsArray)) > 0"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Null">*/ class Null { priority = 0.000000; to="Updating_AllUnit"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "New_Units_Fire_E">*/ class New_Units_Fire_E { name = "New_Units_Fire_E"; init = /*%FSM<STATEINIT""">*/"{_x addEventHandler [""Fired"",{}];} ForEach (AllUnits - _AllUnitsArray);" \n "{(vehicle _x) addEventHandler [""Fired"",{}];} ForEach (AllUnits - _AllUnitsArray);"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Null">*/ class Null { priority = 0.000000; to="New_AllUnitsArra"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "New_AllUnitsArra">*/ class New_AllUnitsArra { name = "New_AllUnitsArra"; init = /*%FSM<STATEINIT""">*/"_AllUnitsArray = AllUnits;"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Null">*/ class Null { priority = 0.000000; to="Updating_AllUnit"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ }; initState="Start"; finalStates[] = { }; }; /*%FSM</COMPILE>*/ On the contrary, I find everything will be okay if the content inside a single state being deleted somehow.
  8. Wow sorry that the image was broken down again, I need to upload a new shortcut instead of the old one.
  9. Simple Ballistic Missile Script Description: This one is the revamped version from my previous ballistic missile launching script, which helps you to simulate a ballistic missile launching scene in gameplay. You can find a visual missile launched from the ground at anytime anywhere as long as you execute it. The launching missile is scripted with unique charactoristics accompanied such as heavy smoke generated at the first launching stage, strong light when missile was launched at night, shaking groung when you're stay along side the launching missile, and realistically simulated tail smoke and tail flame, etc. Changelog: #0005:New Missile flame effect #0004:Revamped Missile tail smoke #0003:Added effect illustration in ReadMe #0002:Fixed instruction in ReadMe #0001:File Created Installation: If you wanna to use it in your mission personally, please fallow the steps below. 1. Copy folder ffur_Missile into your mission folder 2. Create Description.ext inside your mission folder. (If you have already got a fully defined description.ext, jump to step 4 directly.) 3. copy class CfgSounds { }; Into your description.ext 4. Copy #include "ffur_Missile\ffur_Missile.h" under cfgclass sound class. class cfgsound { #include "ffur_Missile\ffur_Missile.h" }; 5. Reload your mission and create a logic on you map (The Logic is just the place where you wanna your missile launched from) 6. Enter fsm = [Position this] execfsm "ffur_Missile\ffur_Missile.fsm"; into Logic’s init bar. Script Download http://www.freedrive.com/file/1687409,ffur_missile.rar Demo Mission DownLoad http://www.freedrive.com/file/1687410,ffur_missile.woodland_acr.rar
  10. Wow thanks, a demo mission was included inside the download link, unzip the file and you can find a ffur_Missile.pbo and ffur_Missile script folder. ffur_Missile.pbo is just the demo mission, if you find any difficulities in the demo mission, i'll just repack a new one and get it uploaded. ---------- Post added at 02:31 AM ---------- Previous post was at 02:24 AM ---------- After your description.ext is done (Just adding the launching sound for the missile) insert a gamelogic inside the map, this is the launching position for the missile. Once you think it is the right time to call the missile, enter the code fsm = [Position GameLogic] execfsm "ffur_Missile\ffur_Missile.fsm"; in another trigger (either condition checking or count-down is okay) Then you can call the missile whenever or wherever you want. btw, I still need to get it updated, like the shaking effect, base igniting flame effect, enhanced light effect and customiable launching direction. Estimated to be unleashed at the end of this month.
  11. Wow neat! There were several AI improvements these days and my ai buddies shoting more decisively. I love it.
  12. ---------- Post added at 07:44 AM ---------- Previous post was at 07:43 AM ---------- Not yet, maybe the AI was designed to be like that, not a bug in any beta.
  13. A little problem for this beta. When I'm a single rifleman standing at the back of an enemy tank who distances me approximately 30m away, something really buggy when I'm shooting at him on his back, he detected me but it takes him quite a long time until he turned his main muzzle towards me. The tested tank is T34 who doesn't have secondary turret. Genearally speaking the tank canimmediately turned its main turret, in other words, its main muzzle towards me and give me a game over. But unfortunately, nothing changed even though I set its skill to the fullest and force it dofire on me. Its main turret still turned quite slowly, little by little. Actually everything is okay in combat but just don't know why the tank performs so buggy under that specific situation. Does anyone find the same problem with me?
  14. I find a command in description.ext but I have no idea what does it mean and I got no answer through searching. allowSubordinatesTakeWeapons = 1;
  15. #1WIP Report: ArmA2 SEUE Project ArmA2 Special Effect Ultimate Enhancement http://oi47.tinypic.com/nvp9vm.jpg Hi friends, SEUE (Special Effect Ultimate Enhancement) is just the program now I'm working on. I guess you've already know what this project will bring you literally. Okay, here I've uploaded a picture, maybe you won't think it's special because you can do it yourself with the infomation you get through the picture. But I still can't help to tell something unique about this project. It may remind you with Blast WarFX, GL4 FX and other functional scripts which makes the FX performance during the gameplay looks pretty awesome. While this one will be a little bit different, for those who need even much abnormal FX performance, for those who thinks that current existing mods still can't make you satisfied, and for those who wanna to make ArmA2 gameplay acted like a Hollywood movie. Here's the right one for you, I can only use one word to describe it - OUTRAGEOUS. ffur2007slx2_5
  16. ffur2007slx2_5

    Army of the Czech Republic DLC

    This one may be the largest DLC cause it concludes 2 islands and the DLC itself is 1.6GB at least.
  17. Hey, thanks mate, I'll try it asap! ---------- Post added at 08:08 AM ---------- Previous post was at 07:36 AM ---------- Fantastic! It works! Thanks mate!
  18. I've tried several ways like: player addeventhandler ["fired",{ if ((_this select 1) == "Throw") then { nul = [_this select 6] execvm "Pos.sqf"; }; // Suppose I'm throwing a grenade }]; //Pos.sqf _Grenade = _this select 0; WaitUntil {!alive _Grenade}; hint format ["%1",position _Grenade];//No display, nothing happens. damage _grenade == 0 // It also doesn't work, I can't get the object position. isNull _Grenade //Seems good but if I use this condition the grenade itself has already been deleted by default which means I can't get it's position as well. (position _Grenade select 2) == 0//I can get the position only after the grenade is staying on the ground, cannot be syncronized with the explosion. My purpose is to create heavy dust when a grenade exploded, everything's done except the most important part, so how can i get the exact position when a grenade exploded?
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