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=101AD=Richard

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About =101AD=Richard

  • Rank
    Corporal

core_pfieldgroups_3

  • Interests
    Drawing, Editing ArmaOA
  • Occupation
    Construction

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  1. Your link for the hotfix seems to be broken
  2. I have a script to move a image in front of a shooter, The range master not the shooter starts the script from a remote location and I want these images to move in front of the shooter. The problem is the attachto command is executing locally becuase the script is I think. I want just the attachto to execute globally how can I do that? ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: Richard / Dodes ////////////////////////////////////////////////////////////////// _inc = 0; _count = 0; _count1 = 0; _count2 = 0; _targets = [pt3, pt3_1, pt3_2, pt3_3, pt3_4]; _many = count _targets; _many1 = count _targets; _many2 = count _targets; nopop=true; {_x animate["terc",1]} forEach _targets; R1Start attachTo [R1Ins,[2.7,-.05,.8]]; "Welcome to the 172nd Infantry Brigade's Live Fire Rifle Qualification Range; Lane 1" call CBA_fnc_systemChat; sleep 3; "Lane 1: Setting up the Range" call CBA_fnc_systemChat; "Lane 1: Please Step up to the line in the Standing Position" call CBA_fnc_systemChat; sleep 3; "Lane 1: The Qualification Course will begin in 5 Seconds" call CBA_fnc_systemChat; sleep 3; "Lane 1: The Qualification Course will begin in 2 Seconds" call CBA_fnc_systemChat; sleep 2; "Lane 1: Begin!" call CBA_fnc_systemChat; detach R1Start; R1Start attachTo [R1Ins,[2.7,-.05,-5]]; R1Standing attachTo [R1Ins,[2.7,-.05,.8]]; sleep 3; detach R1Standing; R1Standing attachTo [R1Ins,[2.7,-.05,-5]]; while {_inc<20} do { _rnumber = floor random _many; _rtarget = _targets select _rnumber; _rtarget animate["terc", 0]; sleep 4; if (_rtarget animationPhase "terc" > 0.1) then { _count = _count+1; }; _rtarget animate["terc", 1]; _inc = _inc + 1; }; R1Crouch attachTo [R1Ins,[2.7,-.05,.8]]; sleep 4; detach R1Crouch; R1crouch attachTo [R1Ins,[2.7,-.05,-5]]; "Lane 1: Go to Crouch Position" call CBA_fnc_systemChat; sleep 4; _inc1 = 0; while {_inc1<10} do { _rnumber1 = floor random _many1; _rtarget1 = _targets select _rnumber1; _rtarget1 animate["terc", 0]; sleep 4; if (_rtarget1 animationPhase "terc" > 0.1) then { _count1 = _count1+1; }; _rtarget1 animate["terc", 1]; _inc1 = _inc1 + 1; }; R1Prone attachTo [R1Ins,[2.7,-.05,.8]]; sleep 4; detach R1Prone; R1Prone attachTo [R1Ins,[2.7,-.05,-5]]; "Lane 1: Go to Prone Position" call CBA_fnc_systemChat; sleep 4; _inc2 = 0; while {_inc2<10} do { _rnumber2 = floor random _many2; _rtarget2 = _targets select _rnumber2; _rtarget2 animate["terc", 0]; sleep 4; if (_rtarget2 animationPhase "terc" > 0.1) then { _count2 = _count2+1; }; _rtarget2 animate["terc", 1]; _inc2 = _inc2 + 1; }; R1Complete attachTo [R1Ins,[2.7,-.05,.8]]; sleep 4; detach R1Complete; R1Complete attachTo [R1Ins,[2.7,-.05,-5]]; sleep 4; "Lane 1: Course Complete" call CBA_fnc_systemChat; [West, "HQ"] sidechat format ["Lane 1: Targets :%1 Hit-T :%2",_inc2+_inc+_inc1,_count+_count1+_count2];
  3. =101AD=Richard

    Return player

    So I am having a script called by a object by the range master how can I have that script ask the trigger though who is in that trigger, I understand the player in thisList; but how would it tell that script.
  4. =101AD=Richard

    Return player

    I have a range script Im trying to have to chat with one person that is on the firing range, I do not want to use all the players in the server because i will have multiple at once, So what I need is how can I find out the player that is within a trigger or marker set on the firing line so I can have it chat with that player. An no I dont just want him to start the script
  5. =101AD=Richard

    Sign Images

    So the signs that were used in arma2 that you could put your images onto no longer work? Refrence https://community.bistudio.com/wiki/File:Arma3_CfgVehicles_Sign_F.jpg I saw you can attach a object to them but that gives you a box of 1m and that distorts it. I want the whole sign to have the image like it did in arma 2
  6. How did you make the custom splash screen when you start the game?
  7. How did you add the custom splash screen when you start arma
  8. =101AD=Richard

    Bleachers

    anyone know?
  9. =101AD=Richard

    Bleachers

    Could I place a gamelogic at a certain height and have the player sit on that to get the different levels of the bench?
  10. Ok I would like to have it so in multiplayer you can go up to bleachers and sit down multiple people, I have this script for a chair but how would I do it so the script would check if seat 1 is taken then put them in seat two. I can get all the points of the bleacher to sit but I dont know how to script it so that it will put a player in spot 2 if spot 1 is empty. _chair = _this select 0; _unit = _this select 1; _unit switchMove "sitUnarm_L_idleLoop2"; _unit setPos (getPos _chair); _unit setDir ((getDir _chair) - 90); standup = _unit addaction ["Stand Up", "101st_scripts\chair\r_chairup.sqf"]; _unit setpos [getpos _unit select 0, getpos _unit select 1,((getpos _unit select 2) +4)]; ---------- Post added 12-06-2012 at 12:02 AM ---------- Previous post was 12-05-2012 at 11:03 PM ---------- Ok its been awhile, I started finding all the available spots on the bleachers but ran into a problem, I cannot adjust the height, I can edit where but he always ends in the same height. Not sure how I can fix this. I tried ATL and ASL but I haven't done any scripting in awhile so I probably missed something.
  11. =101AD=Richard

    MRAP - RG31 Mk5

    Also will these be compatible with ACE and ability to have Radio Mounts with ACRE?
  12. =101AD=Richard

    MRAP - RG31 Mk5

    Wow those are incredible, I am part of a tactical realism unit for arma and plan to convince my company commander that served in iraq to use these over hmmwvs. Gonna put both through a stress test and show him why your MRAP will come out on top. So cannot wait on these
  13. =101AD=Richard

    MRAP - RG31 Mk5

    These look amazing, any idea when these will be released?
  14. =101AD=Richard

    Count Help

    Wow I forgot to put that in, I just missed it Thank you for pointing out my simple mistake.
  15. Ok I was modifing this script to work into a target range the pop 3 targets at a time, I have that working fine. But The count target that are hit is not working correctly. I think I has to do with this line. if ((_rtarget select 1) animationPhase "terc" > 0.1) then { _count1 = _count1+1; }; I am trying to get it to count if 1 2 or 3 will be hit. If you hit 2 only 2 count if 1, one counts, if 3 3 counts. Now the targets do pop up correctly. But It still does not count correctly. This is what I have so far can anyone help me out with this. It hint it count SCALAR everytime, not sure what that means _inc = 0; _count = 0; _pt = [pt2, pt2a, pt2b]; _pt1 = [pt2_1, pt2_1a, pt2_1b]; _pt2 = [pt2_2, pt2_2a, pt2_2b]; _pt3 = [pt2_3, pt2_3a, pt2_3b]; _pt4 = [pt2_4, pt2_4a, pt2_4b]; _pt5 = [pt2_5, pt2_5a, pt2_5b]; _pt6 = [pt2_6, pt2_6a, pt2_6b]; _pt7 = [pt2_7, pt2_7a, pt2_7b]; _dtargets = [pt2, pt2a, pt2b, pt2_1, pt2_1a, pt2_1b, pt2_2, pt2_2a, pt2_2b, pt2_3, pt2_3a, pt2_3b, pt2_4, pt2_4a, pt2_4b, pt2_5, pt2_5a, pt2_5b, pt2_6, pt2_6a, pt2_6b, pt2_7, pt2_7a, pt2_7b]; _targets = [_pt1, _pt, _pt2, _pt3, _pt4, _pt5, _pt6, _pt7]; _many = count _targets; nopop=true; {_x animate["terc",1]} forEach _dtargets; [West, "HQ"] sidechat "Welcome to the 101st Airborne's 2nd Live Fire Rifle Qualification Range"; sleep 5; [West, "HQ"] sidechat "Begin!"; while {_inc<60} do { _rnumber = floor random _many; _rtarget = _targets select _rnumber; //_rtarget animate["terc", 0]; {_x animate["terc", 0];} forEach _rtarget; sleep 8; if ((_rtarget select 0) animationPhase "terc" > 0.1) then { _count = _count+1; }; if ((_rtarget select 1) animationPhase "terc" > 0.1) then { _count1 = _count1+1; }; if ((_rtarget select 2) animationPhase "terc" > 0.1) then { _count2 = _count2+1; }; _countt = _count+_count1+_count2; [West, "HQ"] sidechat format ["Targets :%1 Hit :%2",_inc+3,_countt]; {_x animate["terc", 1];} forEach _rtarget; _inc = _inc + 3; }; sleep 8; [West, "HQ"] sidechat "Session Complete,"; CORRECT BELOW _inc = 0; _count = 0; _count1 = 0; _count2 = 0; _pt = [pt2, pt2a, pt2b]; _pt1 = [pt2_1, pt2_1a, pt2_1b]; _pt2 = [pt2_2, pt2_2a, pt2_2b]; _pt3 = [pt2_3, pt2_3a, pt2_3b]; _pt4 = [pt2_4, pt2_4a, pt2_4b]; _pt5 = [pt2_5, pt2_5a, pt2_5b]; _pt6 = [pt2_6, pt2_6a, pt2_6b]; _pt7 = [pt2_7, pt2_7a, pt2_7b]; _dtargets = [pt2, pt2a, pt2b, pt2_1, pt2_1a, pt2_1b, pt2_2, pt2_2a, pt2_2b, pt2_3, pt2_3a, pt2_3b, pt2_4, pt2_4a, pt2_4b, pt2_5, pt2_5a, pt2_5b, pt2_6, pt2_6a, pt2_6b, pt2_7, pt2_7a, pt2_7b]; _targets = [_pt1, _pt, _pt2, _pt3, _pt4, _pt5, _pt6, _pt7]; _many = count _targets; nopop=true; {_x animate["terc",1]} forEach _dtargets; [West, "HQ"] sidechat "Welcome to the 101st Airborne's 2nd Live Fire Rifle Qualification Range"; sleep 5; [West, "HQ"] sidechat "Begin!"; while {_inc<60} do { _rnumber = floor random _many; _rtarget = _targets select _rnumber; //_rtarget animate["terc", 0]; {_x animate["terc", 0];} forEach _rtarget; sleep 8; if ((_rtarget select 0) animationPhase "terc" > 0.1) then { _count = _count+1; }; if ((_rtarget select 1) animationPhase "terc" > 0.1) then { _count1 = _count1+1; }; if ((_rtarget select 2) animationPhase "terc" > 0.1) then { _count2 = _count2+1; }; _countt = _count+_count1+_count2; [West, "HQ"] sidechat format ["Targets :%1 Hit :%2",_inc+3,_countt]; {_x animate["terc", 1];} forEach _rtarget; _inc = _inc + 3; }; sleep 8; [West, "HQ"] sidechat "Session Complete,";
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