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jts_2009

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About jts_2009

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    Staff Sergeant

core_pfieldgroups_3

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    ARMA 2 (Scripting)

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    jtsberlin

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  1. jts_2009

    Trigger after action

    Why you want to start a trigger and not a script..? Or are you so horny to write all stuff in one line..?
  2. jts_2009

    LoadOut Per Steam Uniqe ID

    Hm. I see now the comment below from Master85. I was still thinking about arma 2 😃
  3. jts_2009

    LoadOut Per Steam Uniqe ID

    There is no such command. Use getPlayerUID Then add loadout depending on UID with switch command
  4. jts_2009

    SILENT ABDERA | COMING THIS WINTER

    Well at least would be good if you exit the mission - it will save, so you can continue it next day
  5. jts_2009

    SILENT ABDERA | COMING THIS WINTER

    Why you disable saves in singleplayer..? Maybe someone just don't have time to finish the mission in one go... 😔
  6. jts_2009

    scripts ramdon remoteExec

    _Script = selectRandom ["script1.sqf","script2.sqf","script3.sqf"]; [_Script] remoteExec ["execVM", 0];
  7. jts_2009

    (Coop 1-6) Return to Kolgujev

    No. It's still there 😃
  8. Hm, thanks. Sometimes it's easier than expected... :3 thanks
  9. I use range 0-1 for positioning UI elements on screen. So I know that when x is 0.9, it's right on the screen. Like 90% right. Here: w = safeZoneW * 0.3; // this value h = safeZoneH * 0.478; // this value but I can't understand how it's to be done here: x = safeZoneX + ( safeZoneW / 2 ) - ( 256 * pixelW ); y = safeZoneY + ( safeZoneH / 2 ) - ( 256 * pixelH ); w = 512 * pixelW; h = 512 * pixelH; or here: x = safeZoneX + ( safeZoneW / 2 ) - ( pixelW * pixelGridNoUIScale * 5 ); y = safeZoneY + ( safeZoneH / 2 ) - ( pixelH * pixelGridNoUIScale * 5 ); w = pixelW * pixelGridNoUIScale * 10; h = pixelH * pixelGridNoUIScale * 10; I want to place the picture where I want on the screen with configuring the size of it. For example at x = 0.3 and y = 0.8. Or at x = 0.5 and y = 0.1. I thought it is maybe possible to have these value from 0 to 1, so you know where to place the picture on the screen. But, based on correct calculation. And, after correct calculation, I'll use that 0-1 range
  10. What is here actually the position on the screen? Or do I need to add it?
  11. @Larrow Thanks I'll try that. Will give then a feedback
  12. Hi. Anyone know how to make ST_PICTURE looks same on all resolutions..? Because on lower resolution or aspect ratio there is a little spaghettification (Well, depends on resolution actually. On very low it's big) Currently I use: w = safeZoneW * 0.3; h = safeZoneH * 0.478;
  13. I think they just understood me wrong. I needed only a rotation of a marker. Just the 'rotation', technical example. Later I just opened warfare mission. Just wanted to know how it's done. It was made through crutches Here is the script. Needed part is in that while loop Private ["_additionalErase","_direction","_expand","_markerColor","_markerMax","_markerMin","_markerName","_markerPosition","_markerSize","_markerType"]; _markerName = _this select 0; _markerPosition = _this select 1; _markerType = _this select 2; _markerSize = _this select 3; _markerColor = _this select 4; _markerMin = _this select 5; _markerMax = _this select 6; _additionalErase = ""; if (count _this > 7) then {_additionalErase = _this select 7}; deleteMarkerLocal _markerName; CreateMarkerLocal [_markerName,_markerPosition]; _markerName setMarkerTypeLocal _markerType; _markerName setMarkerColorLocal _markerColor; _markerName setMarkerSizeLocal [_markerSize,_markerSize]; _difference = (_markerMax - _markerMin)/10; _direction = 0; _expand = true; activeAnimMarker = true; if (_additionalErase != "") then { Private ["_pr"]; _pr = 'WFBE_PATROLRANGE' Call GetNamespace; createMarkerLocal [_additionalErase,_markerPosition]; _additionalErase setMarkerShapeLocal "Ellipse"; _additionalErase setMarkerColorLocal _markerColor; _additionalErase setMarkerSizeLocal [_pr,_pr]; }; while {activeAnimMarker} do { sleep 0.03; _direction = (_direction + 1) % 360; _markerName setMarkerDirLocal _direction; _markerName setMarkerSizeLocal [_markerSize,_markerSize]; if (_markerSize > _markerMax) then {_expand = false}; if (_markerSize < _markerMin) then {_expand = true}; if (_expand) then {_markerSize = _markerSize + _difference} else {_markerSize = _markerSize - _difference}; }; deleteMarkerLocal _markerName; if (_additionalErase != "") then {deleteMarkerLocal _additionalErase}; The only things were needed here for me: _markerName setMarkerDirLocal _direction; and delay of sleep, to have smooth rotation. But, actually, I need it for a picture rotation. ST_PICTURE. If you want test it, create a control in map display (12) with type 48 (ST_PICTURE). Maybe add eventhandler to make it only rotating if map is opened: _angle = 0; _angle spawn { _map = (finddisplay 12) displayCtrl NUMBER; while {visibleMap} do { if (_this > 359) then {_this = 0}; _map ctrlSetAngle [_this, 0.5, 0.5]; _this = _this + 2; sleep 0.03 }; }; https://community.bistudio.com/wiki/ctrlCreate
  14. jts_2009

    (Coop 1-3) New Year's surprise

    Don't forget to leave feedback
  15. jts_2009

    (Coop 1-3) New Year's surprise

    Thanks -) Yes. This is important mod :)
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