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GODSPEEDSNAKE

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Everything posted by GODSPEEDSNAKE

  1. Hi all, Been meddling for hours with this and it should be working simply but for some reason it JUST... IS ... NOT... So been working at spawning an image on the screen instead of text, which is working fine via this; if (hasInterface) then { sleep 1; "DynamicBlur" ppEffectEnable true; "DynamicBlur" ppEffectAdjust[5]; "DynamicBlur" ppEffectCommit 3; sleep 0.5; ["<img image='gui\codeLetter.paa' shadow='0' size='14' />",0.7,0,5,1,0,1000] spawn bis_fnc_dynamicText; sleep 5; "DynamicBlur" ppEffectEnable true; "DynamicBlur" ppEffectAdjust[0]; "DynamicBlur" ppEffectCommit 3; sleep 2; }; Now it all works fine however the image shows up as a faded dark thingy... When I spawn a jpg it works fine but ofcourse due to the image it will show the white sides of the ripped paper, however I did convert it from a png to paa as Arma don't use png format. Am I converting wrong I used the TexView 2 and tried the online PAA converter. which has worked for other things but not this... Screen Shot of What happens Image of what should be on screen Hope someone can help me, thanks all in advance... RH
  2. Hi All so I have a vehicle with the variable name "jp1" and in the init field " jp1 setPlateNumber "RCKN ROLLN" ; jp1 setObjectTextureGlobal [0, "gui\jp\JPbody.paa"]; " Then I have synced it to a vehicle respawn module, works fine but when it respawns the licence plate and the vehicle texture doesnt update. Been trying to rack my head around it for hours with no luck, anyone know how to get INIT to refire when respawning?
  3. GODSPEEDSNAKE

    Vehicle Respawn with same INIT

    Thank you @pierremgi I will try that, I can manually fire the script just trying to make it auto 🙂 Will let u know how it goes
  4. GODSPEEDSNAKE

    Vehicle Respawn with same INIT

    Yeah I did the normal way didnt work, added it to the vehicle respawn module with no luck either
  5. Hi guys so I have this its kind of working but it's not running down and waiting for the on map single click before moving forward??? I am so unsure of how to fix it if (hasInterface) then { player removeAction FireLaser; sleep 1; [ [ ["ARC REACTOR STATUS:", "<t align = 'center' color = '#ffffff' shadow = '1' size = '0.7' font='PuristaBold'>%1</t>"], ["Powering up...", "<t align = 'center' color = '#FF0000' shadow = '1' size = '0.7'>%1</t><br/>"], ["Awaiting Target Co-ordinates", "<t align = 'center' color = '#00DD14' shadow = '0' size = '1.0' font = 'PuristaMedium'>%1</t>", 15] ] ] spawn BIS_fnc_typeText; sleep 10; openMap true; onMapSingleClick { FireLaser = "Land_HelipadEmpty_F" createVehicle _pos; FireLaser setVehicleVarName "beamTarget"; beamTarget = FireLaser; [beamTarget, [0,0,1], [0.3,0.27,0.15]] remoteExec ["DREAM_beam_fnc_beam", 0, false]}; _handle = execVM "server\satcomLaser\laserFired.sqf"; }; hint "Click on the map position to authenticate the target"; Its all fine up till openMap true; and then it just quickly flicks to map and back to game without staying on map and waiting for the input. Anyone know why its doing this or where I went wrong?
  6. Hey all, Been trying to work it out but nothing seems to be working... When I been testing it as the host was working but when uploading to a server to play multiplayer on... Basically im trying to have this fired on the server but for all players to see or in this case not see the player because they become invisible. if (isServer) then { private["_PD"]; _PD = _this select 0; _PD setvariable ["no_grl", true]; _PD setvariable ["cloaked", true]; [_PD] spawn pred_FNC_Dis; sleep 2; _PD say3d "camo_on"; _PD setUnitTrait ["camouflageCoef",0.00001]; _PD setUnitTrait ["audibleCoef", 0.05]; sleep 1; _PD hideObjectGlobal true; }; So this works when i host and test play it... The if (isServer) then but I originally used if (hasInterface) but that doesn't work when we test on the server. Any help would be great...
  7. okay update so I scripted this and ran it and now works again BUT the player doesn't disappear now for some weird reason?!?! if (hasInterface) then { private["_PD"]; _PD = _this select 0; _PD setvariable ["no_grl", true]; _PD setvariable ["cloaked", true]; [_PD] spawn pred_FNC_Dis; sleep 2; _PD say3d "camo_on"; _PD setUnitTrait ["camouflageCoef",0.00001]; _PD setUnitTrait ["audibleCoef", 0.05]; sleep 1; _PD hideObjectGlobal true; }; The hideObjectGlobal true; doesnt seem to work now 😞
  8. GODSPEEDSNAKE

    Units data acquisition failed

    Hey still getting problems with this?? WTF is going on in BI?? Can't they keep the units website working or something? Like we did fine without it now they added it and bam 6 years later just issues.... Can we fix it for real? Like just patch it up and bam works again properly? Or we doing a DayZ standalone on this mutha fuka??
  9. GODSPEEDSNAKE

    Arma 3 Units - Feedback thread

    Yeah BI stop being lazy this issue has been evident for way too long... Pls fix it...
  10. GODSPEEDSNAKE

    Image over HUD Issue

    @soldierXXXX BRUHHHH omfg... Literally add to the end, I'm a noob and a half... Thank u so much bro owe u a beer!!!
  11. GODSPEEDSNAKE

    Image over HUD Issue

    @Melody_Mike With the campaign I'm working on I just kept the formation of letters, notes, radio conversation recordings, speech recordings and a bunch of other things so to keep all the coding and scripting relatively simple and easy to manage I just kept using the similar formats for file management... Like the campaign has pre recorded voice and used some actors to speak what is scripted to immerse the players into the mission, then I have random letters, notes and bits of information all over the island giving clues and hints on where to go next, what to do and forward the investigation. Not to mention meeting random NPC's that have scripted conversations with the player units depending on whats asked... So kinda going all out with the immersive interaction with forwarding the mission...
  12. GODSPEEDSNAKE

    Image over HUD Issue

    @soldierXXXX yeah bro no idea but since been working fine as long as I kept the aspect ratio so arms up in the air just going along with it... I do have another issue I can't wrap my head around... So I attach this to the object to activate the GUI over screen to "read the letter", and does work fine activates for everyone but I can't make it limited to u have to be within a certain distance from the item or object; criticalNote = note1 addAction ["Read Critical Information...", {[[_this select 0], "scripts\mission\note\criticalNote.sqf"] remoteExec ["execVM", 0, true];}]; Now that works fine... Adds the action and executes it globally so all players of the unit can see it... But I can't seem to add the; "(_target distance _this) < 3" into the equation for it to work as I have done here; this addAction ["<t color='#00aeff'>ARSENAL</t>","scripts\arsenal.sqf", [false], 1, false, true, "", "(_target distance _this) < 3"]; Basically wish to be able to execute the addAction and have all player units see the letter but whom ever clicks the addAction must be say 1-2 meters from the item or object... Know what I am doing wrong?
  13. GODSPEEDSNAKE

    Image over HUD Issue

    Yeah I did, played around with the paa rule of squared size! I did find the problem dont know why it is but for anyone struggling with the same or similar issue... Up to 512x512 size works but not 1024x1024 and onwards... No idea why but yeah png can be converted to paa but if u want it on the ingame dont go larger than 512x512... Screen Shot of working GUI Testing some more but yeah she works as intended... Thanks guys for ur help though, only way to get through all these testing issues 🙂
  14. GODSPEEDSNAKE

    Image over HUD Issue

    Yeah 7erra, at first i didnt have that and worked, then I did it with the 2N in mind and did a png canvas 1024 x 1024 and still no go... I dont know if it is png converting to paa that is the issue though the reason im doing it is so its not a square image but I may have to just bite the bullet and do it like that... I know Arma engine only takes paa BUT does take jpg when coded like for the sample I did above but not png... I'm just kind of hoping someone may have a work around...
  15. GODSPEEDSNAKE

    Arma III switchLight Coding

    Oh wow, that worked thank u so much 7erra
  16. Hi all, been bugging around for hours now with no luck getting ALL LIGHTS on the Chernarus Redux map to turn off. Have managed to get most of them off with the following sqf call{{ _x setHit ["light_1_hitpoint", 0.97]; _x setHit ["light_2_hitpoint", 0.97]; _x setHit ["light_3_hitpoint", 0.97]; _x setHit ["light_4_hitpoint", 0.97]; } forEach nearestObjects [thisTrigger, [ "Lamps_Base_F", "PowerLine_01_pole_lamp_F", "PowerLines_base_F", "Land_PowerLine_02_pole_small_lamp_F", "Land_PowerPoleWooden_L_F", "Land_PowerPoleWooden_F", "Land_LampHarbour_F", "Land_LampShabby_F", "Land_PowerPoleWooden_L_F", "Land_PowerPoleWooden_small_F", "Land_LampDecor_F", "Land_LampHalogen_F", "Land_LampSolar_F", "Land_LampStreet_small_F", "Land_LampStreet_F", "Land_LampStreet_02_F", "Land_LampStreet_02_double_F", "Land_LampAirport_F", "Land_LampStadium_F", "Land_Lamp_Small_EP1", "Land_Lampa_ind" ], 10000]; _lamps = nearestObjects [thisTrigger, ["Land_PowerLine_01_pole_lamp_F"], 10000]; { for "_i" from 0 to count getAllHitPointsDamage _x -1 do { _x setHitIndex [_i, 0.97]; }; } forEach _lamps;} Now everything there works fine however the following objects don't turn off unless I one by one "cursorObject switchLight "ON";" "Land_NAV_Lighthouse" "Land_Ind_Expedice_1" "Land_Ind_Expedice_2" "Land_Mil_Guardhouse" "Land_Vez_Silo" "Land_Ind_Vysypka" "Land_PowLines_Conc2L_EP1" "Land_PowLines_WoodL" "Land_NavigLight" "Land_NavigLight_3_F" I'm wondering is there anyway I could do something like ("Land_NAV_Lighthouse", "Land_Ind_Expedice_1", "Land_Ind_Expedice_2", "Land_Mil_Guardhouse", "Land_Vez_Silo", "Land_Ind_Vysypka") switchLight "OFF"; Just that the above is wrong 😞 any help would be much appreciated and thank u in advance...
  17. GODSPEEDSNAKE

    Chernarus Redux [WIP Release]

    yes @beno_83au and it does work but that I only managed to do via cursorObject switchLight "OFF" How could I use that to add each individual object in an array to make it work?
  18. GODSPEEDSNAKE

    Chernarus Redux [WIP Release]

    Hey all is there any way to turn all the lights off on this Chernarus Redux map... I have used a script which has managed to turn most off however some buildings and street lights just wont work?!?!? List of Object names being stubborn... "Land_NAV_Lighthouse" "Land_Ind_Expedice_1" "Land_Ind_Expedice_2" "Land_Mil_Guardhouse" "Land_Vez_Silo" "Land_Ind_Vysypka" "Land_PowLines_Conc2L_EP1" "Land_PowLines_WoodL" "Land_NavigLight" "Land_NavigLight_3_F" As for the script I'm using its; call{{ _x setHit ["light_1_hitpoint", 0.97]; _x setHit ["light_2_hitpoint", 0.97]; _x setHit ["light_3_hitpoint", 0.97]; _x setHit ["light_4_hitpoint", 0.97]; } forEach nearestObjects [thisTrigger, [ "Lamps_Base_F", "PowerLine_01_pole_lamp_F", "PowerLines_base_F", "Land_PowerLine_02_pole_small_lamp_F", "Land_PowerPoleWooden_L_F", "Land_PowerPoleWooden_F", "Land_LampHarbour_F", "Land_LampShabby_F", "Land_PowerPoleWooden_L_F", "Land_PowerPoleWooden_small_F", "Land_LampDecor_F", "Land_LampHalogen_F", "Land_LampSolar_F", "Land_LampStreet_small_F", "Land_LampStreet_F", "Land_LampStreet_02_F", "Land_LampStreet_02_double_F", "Land_LampAirport_F", "Land_LampStadium_F" ], 10000]; _lamps = nearestObjects [thisTrigger, ["Land_PowerLine_01_pole_lamp_F"], 10000]; { for "_i" from 0 to count getAllHitPointsDamage _x -1 do { _x setHitIndex [_i, 0.97]; }; } forEach _lamps;} I have taken the stubborn ones not working out of this script but really not sure what to do 😞
  19. Hi all sorry been searching for ages trying to make it work and the last part of this script just doesn't seem to work, I know I must be doing something wrong :( pls help... I managed to get the script to work and the box spawns near the player however I'm trying to get the 'init' for the spawned item to work attaching either the 'arsenal' addAction or filling the box cargo up with ammo and weapons' The issue is getting the 'init' to work _spawn = "Land_WoodenBox_F"; _posplr = [((getPos player) select 0) + 2, ((getPos player) select 1) + 2, 0]; _dirplr = getDir player; _spwnveh = _spawn createVehicle (_posplr); _spwnveh setVariable ["Sarge",1,true]; _spwnveh = setVehicleInit ["this addAction "<t color='#00aeff'>ARSENAL</t>","scripts\arsenal.sqf", [false], 1, false, true, "", "(_target distance _this) < 3"];
  20. GODSPEEDSNAKE

    Spawn object adding 'init' code

    Ok so how can I spawn a box and attached an add action? or empty a spawned ammo box and put my own chosen gear in it? If what ur saying is I can't use scripts to spawn and setVehicleInit... Cause the script I have works and spawns in the object just I dont know how to attach a addAction or edit what spawns inside the box...
  21. Hey guys, Just came across this https://arma3projectlife.com/ and players are forced to "purchase" the mod for $30 in order to download and then play on their servers. I thought this was completely illegal considering they are using ARMA 3 game?!?!? Are communities like this allowed to monetize off ARMA now? Sounds ridiculous... Anyone able to confirm?
  22. Hey guys, Sorry for the noob question however I been struggling for 2 days now with this and can't get my head around it. I have a mission which I have added a addAction to an object (which I'm hoping anyone in the multiplayer mission can execute). However if I (the host) clicks it only plays the script out for me or if another player clicks then only they get the script to work?? This is the code I wrote in the init for the object: nuke_action = nuke addAction["Shut Down Nuke", "scripts\mission\nukeactivated.sqf", nil, 6, True, True, "", "(_target distance _this) < 2"]; And this is the nukeactiveted.sqf: nuke removeAction nuke_action; sleep 1; playSound "taskUpdated"; sleep 0.5; titleText ["Code injection in progress... Please Wait...", "PLAIN"]; sleep 5; playSound "taskUpdated"; sleep 0.5; titleText ["Code Rejected. Powering up...", "PLAIN"]; sleep 1; playSound "powerup"; sleep 6; titleText ["ACTUAL: God damn it! This is not good... THIS IS NOT GOOD!", "PLAIN"]; sleep 6; titleText ["ACTUAL: Alright get your asses to the EVAC!", "PLAIN"]; sleep 6; titleText ["ACTUAL: Location marked on map...", "PLAIN"]; "evac" setMarkerType "mil_objective"; "evac" setMarkerColor "ColorBlue"; sleep 1; playSound "hintCollapse"; sleep 2; playMusic "04_Vorkuta_chase"; Sorry again, really trying to learn this stuff :/ Hope somebody can help :) Thanks again
  23. GODSPEEDSNAKE

    Arleigh Burke class Destroyer ship A2 port

    Hey I know this is a little old however just a friendly nudge to see how this is going, really keen on doing a small "The Last Ship" campaign with this baby!!! :P
  24. GODSPEEDSNAKE

    Arma 3 - Project Life Charging Monies to Play!?!?

    Sorry roadkill11 but I only get this message when going to that link PAGE NOT FOUND The page you were looking for was not found. Are you hinting at that its listed to be able to charge Arma 3 game owners?!? If BI is cool with it then so be it. Just as far as I knew that shit was illegal... Never mind thank you guys for that :) Sure enough they are on there.
  25. Hey guys, Played some of the campain and really like their 3D Icon markers attached to players curious if anyone knows how to do that? I have the following in use and working however very obvious and white not as clean and green and subtle as the campaign. onEachFrame { private["_vis","_pos"]; { if(player distance _x < 100 && isPlayer _x && _x != player && side _x == playerSide) then { _vis = lineIntersects [eyePos player, eyePos _x,player, _x]; if(!_vis) then { _pos = visiblePosition _x; _pos set[2,(getPosATL _x select 2) + 2.2]; drawIcon3D ["\a3\ui_f\data\map\Markers\military\box_CA.paa",[1,1,1,1],_pos,1,1,0,name _x,0,0.04]; }; }; } foreach playableUnits; }; Now how can I improve on this and also change the colors of the name and icon and for it to be much smaller? Warm Regards, RH
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