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=101AD=Richard

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Everything posted by =101AD=Richard

  1. 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];
  2. Your link for the hotfix seems to be broken
  3. =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
  4. =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.
  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. 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.
  9. =101AD=Richard

    Bleachers

    anyone know?
  10. =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?
  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,";
  16. =101AD=Richard

    Convoy Ambush Scene Help

    unitName selectWeapon muzzleName unit(s) doTarget target unitName doFire target http://community.bistudio.com/wiki/doFire http://community.bistudio.com/wiki/doTarget http://community.bistudio.com/wiki/selectWeapon
  17. =101AD=Richard

    Setflagtexture local

    Thank you I will try this Thank you this worked perfectly
  18. I am designing a script to add a flag to a pole and raise it, Everything works fine in my editor but when you put it in a dedicated server you cannot add the flag properly because it is being executed locality, I have tried a few things that I thought would work but no luck as of yet. The flag will only show to the person who uses the addaction, would I be better off making the command a global command with event handlers or another way. I tried to use setobjecttexture but this did not seem to work the code I am trying is below. any help would be appreciated. _chair = (fp); _unit = _this select 1; _id = _this select 2; dfp removeAction _id; dfp removeAction lflag; fp removeAction lflag; dfp removeAction aflag; _chair setFlagTexture "\ca\ca_e\data\flag_us_co.paa"; rflag = dfp addaction ["Raise Flag","raiseflag.sqf",[fp,true]]; dflag = dfp addaction ["Detach Flag","detachflag.sqf",[dfp,true]];
  19. Ok I know this has been discussed before but I cant figure my problem out. This script is for a training map so a chase chopper can call of a malfunction of the training chopper. So far I added Init.sqf "main" addPublicVariableEventHandler {[] execVM "101st_scripts\153a\motor.sqf";}; "tail" addPublicVariableEventHandler {[] execVM "101st_scripts\153a\tail.sqf";}; "fuel" addPublicVariableEventHandler {[] execVM "101st_scripts\153a\lowfuel.sqf";}; "repair" addPublicVariableEventHandler {[] execVM "101st_scripts\153a\repair.sqf";}; "all" addPublicVariableEventHandler {[] execVM "101st_scripts\153a\all.sqf";}; Then I have a info stand that has a addaction to add the actions to the helicopter Call.sqf _tail = c1 addaction ["Disable Tailrotor","101st_scripts\153a\tailstart.sqf"]; _main = c1 addaction ["Disable main Rotor","101st_scripts\153a\mainrotorstart.sqf"]; _all = c1 addaction ["Disable all systems","101st_scripts\153a\allstart.sqf"]; _fuel = c1 addaction ["Drain Fuel","101st_scripts\153a\fuelstart.sqf"]; _repair = c1 addaction ["Repair Chopper","101st_scripts\153a\repairstart.sqf"]; Then to show a example of one since they are all similar are Tailstart.sqf tail = true; publicVariable "tail"; tail.sqf tc1 setHit ["mala vrtule", 1]; I cannot get it to happen globally in the dedicated server so when you tell the trainee chopper to disable the main rotor nothing happens. What did I do wrong?
  20. =101AD=Richard

    Addaction Locality

    Yes I had scripts in my init that I had a stupid error where it wouldnt get past those lines and so this will work.
  21. =101AD=Richard

    Addaction Locality

    Ok I fixed it, I had a error in my init file.
  22. Thanx Ill have to try this out in the dedi, otherwise it works great in editor, Thank you
  23. So xeno is their a way to do it with your ammoboxs?
  24. How can I add more of Xenos ammoboxes around the map, say on a FOB. I was looking through his scripts and see he placed his with a marker but couldnt find how to add another.
  25. =101AD=Richard

    Domi 2.6m

    It was already answered in another topic in the site, I looked before but found it after word.
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