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goldenfiver

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Everything posted by goldenfiver

  1. Hi guys, I am trying to make a visual presentation using the 'user texture (10m)' object (found under empty->helpers). A laptop calls those scripts via addaction: wall1 setObjectTextureGlobal [0, "textures\1.paa"]; and then wall1 setObjectTextureGlobal [0, "textures\2.paa"]; to change the texture of the object- which is like changing the slide. The problem is that I cant sync it for all players (only the one that uses the laptop can see the textures ). Can it somehow be synced for everyone on the server? -> it does work fine if called via radio trigger, is there anyway to activate a trigger using "addaction" script?
  2. I'm trying to sync a scripted trigger to a waypoint (both created via script) but having problems. Is this the proper way to do it? Trigger: ambush_civ = createTrigger ["EmptyDetector", [5828.9,4122.19,12.2957]]; ambush_civ setTriggerArea [96.630, 81.986, 0, false, 5]; ambush_civ setTriggerActivation ["WEST", "PRESENT", false]; ambush_civ setTriggerType "SWITCH"; ambush_civ setTriggerStatements ["this", "", ""]; ambush_civ setTriggerTimeout [20, 20, 20, false]; Waypoint: _hold_waypoint = _newGroup addWaypoint [[6125.56,4188.6,0], 0]; _hold_waypoint setWaypointType 'HOLD'; _hold_waypoint setWaypointSpeed "LIMITED"; Sync command: ambush_civ synchronizeTrigger [_hold_waypoint]; Since Eden was introduced, you don't sync waypoint to triggers anymore and use 'set waypoint activation' instead. I'm wondering if those commands still work the way they should, or is it just my mistake. Any help would be appreciated. '
  3. _newGroup is defined. The AI unit won't switch to the next waypoint after the trigger is activated.
  4. This is a really cool feature, and I hope it makes it into the game. https://community.bistudio.com/wiki/File:A3_insignia_armor.jpg (this pic is old and if it's not in the game by now it may be scrapped) Do you guys know if they plan to include it in the upcoming DLC?
  5. Hi guys, I've been using a very basic dialog in one of my missions for more than a year now. I have no idea why, but the text displayed in my dialog got messed up sometime after the JETS DLC update. No changes were made to the dialog code, and it worked just fine before. I'm linking two images, one shows the dialog in-game (bugged), and one shows it in the GUI-Editor (the way it should be): http://imgur.com/LUTkbCl http://imgur.com/K7MSvzt As you can see- the text is completely off center This is my code: #include "..\..\main\definitions.sqf" class pda_dialog_transportation { idd= ISRTG_GUI_TRANSPORT_DIALOG; movingenable=1; onLoad = "execVM 'isrtg_pda\apps\transportation_management\dialog_transport_management.sqf';"; class controlsBackground { class background: RscPicture { idc = 1200; text = "isrtg_textures_and_sounds\textures\pda\pda_transportation.paa"; x = 0.131042 * safezoneW + safezoneX; y = 0.082 * safezoneH + safezoneY; w = 0.698958 * safezoneW; h = 0.803 * safezoneH; //moving = true; }; }; class controls { class isrtg_gps_map: RscMapControl { idc = 1201; maxSatelliteAlpha = 0; x = 0.228438 * safezoneW + safezoneX; y = 0.3284 * safezoneH + safezoneY; w = 0.435417 * safezoneW; h = 0.297 * safezoneH; }; class RscButton_1600: RscButton { idc = ISRTG_GUI_TRANSPORT_BTN_SPAWNHELI; text = "Spawn Helicopter"; //--- ToDo: Localize; x = 0.228438 * safezoneW + safezoneX; y = 0.632 * safezoneH + safezoneY; w = 0.148958 * safezoneW; h = 0.033 * safezoneH; colorBackground[] = {0.231,0.51,0.227,1}; font = EtelkaNarrowMediumPro; action = "_nill=[]execVM ""isrtg_scripts\transport_heli\isrtg_th_setDep.sqf"""; }; class RscButton_1602: RscButton { idc = ISRTG_GUI_TRANSPORT_BTN_SETDEST; text = "Set Helicopter Destination"; //--- ToDo: Localize; x = 0.396875 * safezoneW + safezoneX; y = 0.632 * safezoneH + safezoneY; w = 0.160417 * safezoneW; h = 0.033 * safezoneH; colorBackground[] = {0.314,0.514,0.922,1}; font = EtelkaNarrowMediumPro; action = "_nill=[]execVM ""isrtg_scripts\transport_heli\isrtg_th_main.sqf"""; }; class RscButton_1601: RscButton { idc = ISRTG_GUI_TRANSPORT_BTN_REMOVEHELI; text = "Delete Helicopter"; //--- ToDo: Localize; x = 0.228438 * safezoneW + safezoneX; y = 0.676 * safezoneH + safezoneY; w = 0.148958 * safezoneW; h = 0.033 * safezoneH; colorBackground[] = {0.718,0.29,0.275,1}; font = EtelkaNarrowMediumPro; action = "_nill=[]execVM ""isrtg_scripts\transport_heli\isrtg_th_stop.sqf"""; }; class RscButton_1603: RscButton { idc = ISRTG_GUI_TRANSPORT_BTN_CHANGEDEST; text = "Change Helicopter Destination"; //--- ToDo: Localize; x = 0.396875 * safezoneW + safezoneX; y = 0.676 * safezoneH + safezoneY; w = 0.160417 * safezoneW; h = 0.033 * safezoneH; colorBackground[] = {0.863,0.686,0.369,1}; font = EtelkaNarrowMediumPro; action = "_nill=[]execVM ""isrtg_scripts\transport_heli\isrtg_th_setDest.sqf"""; }; class RscButton_1609: RscButton { idc = ISRTG_GUI_TRANSPORT_BTN_CHANGEMODEL; text = "Change Helicopter Model"; //--- ToDo: Localize; x = 0.5 * safezoneW + safezoneX; y = 0.291 * safezoneH + safezoneY; w = 0.1375 * safezoneW; h = 0.022 * safezoneH; colorBackground[] = {0.863,0.686,0.369,1}; font = EtelkaNarrowMediumPro; action = "isrtg_th_scriptState=-1"; }; class RscButton_1505: RscInvisibleButton { idc = 1505; action = "closeDialog 0"; x = 0.750938 * safezoneW + safezoneX; y = 0.3394 * safezoneH + safezoneY; w = 0.0171875 * safezoneW; h = 0.033 * safezoneH; tooltip = "Turn Off"; //--- ToDo: Localize; }; class RscButton_1608: RscInvisibleButton { idc = 1608; x = 0.723438 * safezoneW + safezoneX; y = 0.5594 * safezoneH + safezoneY; w = 0.0171875 * safezoneW; h = 0.033 * safezoneH; tooltip = "Back To Menu"; //--- ToDo: Localize; action = "closeDialog 0; _nill=[]execVM ""isrtg_pda\main\load_gui_main.sqf"""; }; class RscListbox_1500: RscCombo { idc = ISRTG_GUI_TRANSPORT_LISTBOX_CHANGEMODEL; x = 0.228437 * safezoneW + safezoneX; y = 0.291 * safezoneH + safezoneY; w = 0.1375 * safezoneW; h = 0.022 * safezoneH; }; class helitype_text: RscText { idc = ISRTG_GUI_TRANSPORT_TXT_SELECTEDMODEL; text = "UH-60M Black Hawk"; //--- ToDo: Localize; x = 0.516042 * safezoneW + safezoneX; y = 0.258 * safezoneH + safezoneY; w = 0.120313 * safezoneW; h = 0.022 * safezoneH; font = EtelkaNarrowMediumPro; sizeEx = 0.04; }; class RscText_1003: RscText { idc = 1014; text = "Selected Helicopter Is:"; //--- ToDo: Localize; x = 0.385417 * safezoneW + safezoneX; y = 0.258 * safezoneH + safezoneY; w = 0.131771 * safezoneW; h = 0.022 * safezoneH; font = EtelkaNarrowMediumPro; sizeEx = 0.04; }; class RscText_1005: RscText { idc = ISRTG_GUI_TRANSPORT_TXT_SELECTHELI; text = "Select Helicopter"; //--- ToDo: Localize; x = 0.223854 * safezoneW + safezoneX; y = 0.258 * safezoneH + safezoneY; w = 0.131771 * safezoneW; h = 0.022 * safezoneH; font = EtelkaNarrowMediumPro; sizeEx = 0.04; }; class RscButton_1611: RscButton { idc = ISRTG_GUI_TRANSPORT_BTN_CONFIRM; font = "EtelkaNarrowMediumPro"; action = "isrtg_th_scriptState=0"; text = "Confirm"; //--- ToDo: Localize; x = 0.391146 * safezoneW + safezoneX; y = 0.291 * safezoneH + safezoneY; w = 0.0973958 * safezoneW; h = 0.022 * safezoneH; colorBackground[] = {0.231,0.51,0.227,1}; }; }; }; Any help would be greatly appreciated.
  6. Removed for the photo. So changing the font should solve it?
  7. goldenfiver

    Respawn tickers GUI- help needed

    Made some progress- this is what I have: This is the section in Description.ext : class RscTitles { class isrtg_respawn_tickets_hud { idd = 23400; duration = 20000; onLoad = "execVM 'isrtg_scripts\respawn_tickets\isrtg_respawn_tickets_display.sqf';"; class controlsBackground { class background_isrtg_respawns: RscPicture { idc = 5400; text = "isrtg_scripts\respawn_tickets\textures\respawn_background.paa"; x = 61.9 * GUI_GRID_W + GUI_GRID_X; y = -5 * GUI_GRID_H + GUI_GRID_Y; w = 1.5 * GUI_GRID_W; h = 1 * GUI_GRID_H; }; }; class controls { class isrtg_respawn_tickets_display: RscText { idc = 23402; text = "15"; //--- ToDo: Localize; x = 61.9 * GUI_GRID_W + GUI_GRID_X; y = -5 * GUI_GRID_H + GUI_GRID_Y; w = 1.5 * GUI_GRID_W; h = 1 * GUI_GRID_H; font = EtelkaNarrowMediumPro; //colorBackground[] = {0, 0, 0, 1}; //colorText[] = {0, 0, 1, 1}; sizeEx = 0.03; }; }; }; }; I have no problem displaying this using cutRsc. What I want to do now is to make 'isrtg_respawn_tickets_display' display the real parameter value of the tickets. I tried using another file to deal with this using the onLoad command. This is the file I made: while {(str (findDisplay 23400)) != "no display"} do { ctrlSetText [23402, format["%1", west_tickets_number]]; }; This works just fine when used with a normal dialog, but I can't get the same result using cutRsc. Can anyone tell me what I'm doing wrong?
  8. Hi guys, I'm trying to create a respawn tickets system. ( I've tried the vanilla one but it does not work the way I want). I need to find a way to let the players know how many tickets are left at any given time. I want to create a small box displaying the number of tickets (parameter value). I will really appreciate any help since I don't know where to start (I read the guides and can create a basic GUI element).
  9. I just want to say- the update is great, so good work bohemia!. I have one small issue, but it's important. Before the update, the GPS was a separate UI element and could have been resized (larger/smaller display), using the layout editor. I slightly increased the size of the GPS display in the layout editor, since I think it's too small. Now, the GPS is considered either left or right panel - and those can't be resized. My request is to allow us to resize the left/right panel in the layout editor. In my opinion, the size of those displays is too small, and I wish I could change the size of the panels.
  10. I'm sorry if this was asked before, but please let us resize the displays of the left/right panel in the layout editor. (I did it with the GPS display before the update, but now it's considered a panel and cannot be resized sadly)
  11. Hi guys, I'm creating a new skin for the UAV bag we have in-game. I want the UAV to properly disassemble into the new bag, which means I also have to create a new UAV. This is how I configured the bag: class CfgVehicles { class Bag_Base; class B_UAV_01_backpack_F; class assembleInfo; class isrtg_Weapon_Bag_Base: Bag_Base { side = 1; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {}; }; }; class isrtg_tropic_multicam_uav_bag: isrtg_Weapon_Bag_Base { side = 1; _generalMacro = "isrtg_tropic_multicam_uav_bag"; picture = "\A3\Drones_F\Weapons_F_Gamma\Ammoboxes\Bags\Data\UI\icon_B_C_UAV_rgr_ca"; model = "\A3\Drones_F\Weapons_F_Gamma\Ammoboxes\Bags\UAV_backpack_F.p3d"; hiddenSelectionsTextures[] = {"\isrtg_uniforms\tex\bag\isrtg_tropic_multicam_uav_backpack.paa"}; displayName = "[IsrTG] UAV Backpack (Tropic Multicam)"; scope = 2; maximumLoad = 0; mass = 300; class assembleInfo: assembleInfo { primary = 1; base = ""; displayName = "AR-2 Darter"; assembleTo = "isrtg_quadcopter_tropic_multicam"; }; }; }; This is how I configured the UAV : class CfgVehicles { class B_UAV_01_F; class isrtg_quadcopter_tropic_multicam: B_UAV_01_F { scope = 2; typicalCargo[] = {""}; side = 1; faction = "BLU_F"; vehicleClass = "air"; extCameraPosition[] = {0,0,-2}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"isrtg_tropic_multicam_uav_bag"}; }; }; It works fine, except for one error I'm getting when I open up the editor - No entry 'bin\config.bin/CfgVehicles/assembleinfo.side'. Do you have any idea what might be causing it?
  12. goldenfiver

    Type any expected group - why?

    Thanks killzone_kid - that's what I needed. I didn't know that.
  13. Hi guys, I am trying to create 2 patrols using a loop. Each patrol has 4 waypoints, and I want wp 3 to change positions randomly everytime the patrol goes through wp 1. It works fine, except for the last line. When they reach wp1 , I get this error : type any, expected group. Can you please help me figure out why this is happening? groups_array = []; for [{_y=0;},{_y< 2;}, {_y = _y +1;}] do { _pos = getpos h1; _cur_group = creategroup east; groups_array pushback _cur_group; _cur_group = groups_array select _y; _newUnit = _cur_group createUnit ['rhs_msv_emr_rifleman', _pos, [], 0, 'CAN_COLLIDE']; _newUnit setSkill 0.5; _newUnit setRank 'PRIVATE'; _newWaypoint = _cur_group addWaypoint [getpos h2,0]; _newWaypoint setWaypointType 'MOVE'; _newWaypoint setWaypointSpeed 'LIMITED'; _newWaypoint setWaypointFormation 'COLUMN'; _newWaypoint setWaypointCombatMode 'GREEN'; _newWaypoint setWaypointBehaviour 'SAFE'; _newWaypoint = _cur_group addWaypoint [getpos h3,0]; _newWaypoint setWaypointType 'MOVE'; _newWaypoint setWaypointSpeed 'LIMITED'; _newWaypoint setWaypointFormation 'COLUMN'; _newWaypoint setWaypointCombatMode 'GREEN'; _newWaypoint setWaypointBehaviour 'SAFE'; _newWaypoint = _cur_group addWaypoint [getpos h4,0]; _newWaypoint setWaypointType 'MOVE'; _newWaypoint setWaypointSpeed 'LIMITED'; _newWaypoint setWaypointFormation 'COLUMN'; _newWaypoint setWaypointCombatMode 'GREEN'; _newWaypoint setWaypointBehaviour 'SAFE'; _newWaypoint = _cur_group addWaypoint [getpos h5,0]; _newWaypoint setWaypointType 'CYCLE'; _newWaypoint setWaypointSpeed 'LIMITED'; _newWaypoint setWaypointFormation 'COLUMN'; _newWaypoint setWaypointCombatMode 'GREEN'; _newWaypoint setWaypointBehaviour 'SAFE'; }; {[_x, 1] setWaypointStatements ["true", "_Newpos = [getpos h4, 25, 60, 2, 0, 200, 0] call BIS_fnc_findSafePos; [_x,3] setWaypointPosition [_Newpos, 10];"];} forEach groups_array;
  14. goldenfiver

    3den Enhanced

    Can't wait for the new version to be on Armaholic and PWS, thanks for your work!
  15. I have two issues with the current build: 1. Sometimes MCC moves red units to the blue faction (spawning red units in a zone may result in the units killing eachother). 2. I can't disable Teleport to team through the settings module - it still works even when I choose to disable it.
  16. I've ticked only camera shake for each difficulty, still getting "was killed by" messeges, I don't think the profile is even loading. Anyone has the same problem?
  17. I hope this wasn't asked before- can we get the GPS info displyed on the cockpit's MFD? (RHS has done this in one of their russian planes)
  18. goldenfiver

    1stBN/160th SOAR Mod ArmA III WIP

    It looks really good!, keep up the good work! Will any of the birds have a map display in the cockpit?
  19. Hi guys, I am using a local script executed by the player to create a vehicle. I want to sync the vehicle crew to a module (in the same script). I am using remoteExecCall, with a function I wrote. (added below) fnc_isrtg_sync_to_module = { private["_unit","_module"]; _unit = _this select 0; _module = _this select 1; if(isNull _unit) exitWith {}; _module synchronizeObjectsAdd [_unit]; }; ------------------------------------------------- [driver isrtg_th_heli, isrtg_wh_ignore] remoteExecCall ["fnc_isrtg_sync_to_module", 0, true]; Sadly, this doesn't work. When I use the debugger to call the function (using the same way : [driver isrtg_th_heli, isrtg_wh_ignore] remoteExecCall ["fnc_isrtg_sync_to_module", 0, true];) globally- it does work. What am I doing wrong here?
  20. I've searched the forums , but none of the workarounds seem to work. Here is my problem: I want to place 'X' groups of enemies inside a town. I want to place them inside buildings and have them stay in their location (** dostop doesn't solve this). In the 2D editor, all I had to do was to set their formation to 'none', and they stayed where they were. I can't find a normal way to do it in eden. The only way I managed to to this is to ungroup them but that's 'X' groups of 1 enemy (and I can easily hit the 144 groups mark that way).
  21. hope we get this on pws as a stable version :D
  22. goldenfiver

    Advanced Urban Rappelling

    Is there a chance for a script version? or an option to limit the reppeling functions so that only some players can use it and not all of them?
  23. Can you assign units spawned on HC (Headless client) to GAIA? (without adding the GAIA standalone scripts to the mission) I am using this line after spawning a group on the Headless Client using a working script (without this line, the units spawn on the HC): (_newGroup) setVariable ["GAIA_ZONE_INTEND",["1", "NOFOLLOW"], true]; GAIA takes control of the group, but the units spawn on the server instead of the HC. (at least, according to our bebugger)
  24. Thanks for confirming. I missed this thread and played with the older stable version on PWS for a while :P. I hope it get's labled correctly I'm sure other players missed it aswell.
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