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1para{god-father}

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Everything posted by 1para{god-father}

  1. 1para{god-father}

    Key Points

    Is there a way to get Keypoints working in a3 ? Could not find kptypes.dat is it done in the same way as a2 ? Thanks
  2. 1para{god-father}

    Key Points

    I just re installed them ALL (presume binarize is "Tools for converting") to be safe and still no luck - this one has me beat as i cannot understand why it is not showing? List is Oxygen 2 Visitor 3 Texview BinPBO FSM Sound Tools for converting Bi Drive FonttoTGA
  3. 1para{god-father}

    Key Points

    Hmmm still no joy I have reinstall BinPBO , I am using the checkbox in BinPBO to binarize, is that correct? as you said reinstall binarize as well but there is nothing in Tool 2.5.1 that has a separate install for that. I alos have reinstall ALL Tools as well to be safe - still nothing ingame or editor :(
  4. 1para{god-father}

    Key Points

    Thanks , for the above but I am still having issues for some reason. I have 3 Key point in my V3 and i export world when running Bulldozer. I then get my test_island.hpp I have in my config at the bottom   class Names { #include "test_island.hpp" }; When I pack it all up and test I get nothing in game or Editor ? If I unpack it all and check my Config I get the following as expected in my config.cpp, so no idea why I cannot see them in game. Anthing else , could there be a conflict in my config ? ( cannot find another Class Names in there) class Names { class test1 { name = "Test 1"; position[] = {4792.34,14477.1}; type = "Mount"; radiusA = 100; radiusB = 100; }; class test2 { name = "Test City"; position[] = {11969.2,13556.6}; type = "CityCenter"; radiusA = 100; radiusB = 100; }; class test3 { name = "test 2"; position[] = {12222.6,16424.7}; type = "Strategic"; radiusA = 100; radiusB = 100; }; };
  5. 1para{god-father}

    Key Points

    Hmm strange, I can see it in V3 no problem but not after I Pack it up and check in game I get no Keypoints Icons or text .
  6. 1para{god-father}

    Key Points

    Anyone got this working yet tried the above but still no Joy :(
  7. 1para{god-father}

    Sidemission Script Package

    This is because he is using BIS_fnc_spawnGroup - if you do not set any skill they are spawned with default skill of 1 i.e Aim bots so you need to add in a skill level when you spawn make a simple function i.e Function.sqf God_fnc_Skill ={ _groupnamed = _this select 0; _leaderguy = leader _groupnamed; _leaderguy setskill 0.50; { _x setskill ["aimingAccuracy",0.20]; _x setskill ["spotDistance",0.30]; _x setskill ["spotTime",0.35]; _x setskill ["courage",0.35]; _x setskill ["commanding",0.40]; _x setskill ["aimingShake",0.40]; _x setskill ["aimingSpeed",0.35]; } foreach units _groupnamed ; }; Call it from yout INIT.sqf [] execvm "functions.sqf"; Then when you spawn them in add it it the group i.e if the group is called _grp1 [_grp1] call God_fnc_Skill; Hope that will help
  8. for the scores you can just use PV & EH to keep track of your scores something like this:- (not tested but should work) init.sqf if (isNil "totalscore") then { totalscore = 0 }; publicVariable "totalscore"; spawn a group in something like this and add a EH to the units each kill you would get 100 points ///place a markerdown called spawnhere _grp1 = [getmatkerpos "Spawnhere",EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup; { _x addEventHandler ["Killed", { if (isPlayer (_this select 1) AND side (_this select 1) == WEST ) then {totalscore = totalscore + 100;}}]; } forEach (units _grp1); then you just need to do the same for Bluefor or any task - Just do not publicVariable it to much as that will cause you some lagg i.e add the scores up :) set a trigger up to radio A repeat totalscore=totalscore; publicVariable "totalscore"; Sleep 1; titleText ["BlueFor Total Score so far is...." + str totalscore,"PLAIN DOWN"];titleFadeOut 6; Timer I use this on dedi INIT.sqf END_TIME = 3600; //When mission should end in seconds. if (isServer) then { [] spawn { ELAPSED_TIME = 0; START_TIME = diag_tickTime; while {ELAPSED_TIME < END_TIME} do { ELAPSED_TIME = diag_tickTime - START_TIME; publicVariable "ELAPSED_TIME"; sleep 1; }; }; }; if!(isDedicated) then { [] spawn { while{ELAPSED_TIME < END_TIME } do { _time = END_TIME - ELAPSED_TIME; _finish_time_minutes = floor(_time / 60); _finish_time_seconds = floor(_time) - (60 * _finish_time_minutes); if(_finish_time_seconds < 10) then { _finish_time_seconds = format ["0%1", _finish_time_seconds]; }; if(_finish_time_minutes < 10) then { _finish_time_minutes = format ["0%1", _finish_time_minutes]; }; _formatted_time = format ["%1:%2", _finish_time_minutes, _finish_time_seconds]; hintSilent format ["Time left:\n%1", _formatted_time]; sleep 1; }; }; }; or a maker time might work better place a maker down called Time_left then run thsi when you need to timer.sqf ////run from SERVER not client as using marker///// if(not isServer) exitWith{}; _hour = 2; _minute = 0; _second = 0; _runtime = 0; mission_accomplished = false; while {((_hour > 0) or (_minute > 0) or (_second > 0)) and !(mission_accomplished)} do { if (_second == 0 AND (_minute > 0 OR _hour > 0)) then { _second = 59; if (_minute > 0) then { _minute = _minute - 1; } else { if (_hour > 0) then { _hour = _hour - 1; _minute = 59; }; }; } else { _second = _second - 1; }; "Time_left" setMarkerText format["Timeleft to Complete Mission = %1 : %2 : %3",_hour, _minute,_second]; sleep 1; _runtime = _runtime + 1; }; Hope that get your started :)
  9. 1para{god-father}

    ZGM Visitor Objects for ArmA 3 BETA

    Yes correct that is why I cannot seem to get my head around it - but in V3 it is there but I am presuming underground somewhere. I know the bunkers will not place correct yet until I add in the relevant High but the Hbarries are already set in the REL script - it is very strange.
  10. 1para{god-father}

    ZGM Visitor Objects for ArmA 3 BETA

    OK really could do with some advice as this is driving me mad ! This is a screen shot in my 3d editor - all placed nicly on Flat ground ! https://www.dropbox.com/s/m7ltsrmknjo9dio/107410_2013-09-19_00001.png Then this is the one after I import into Visitor - how come some are missing - they are the same object that are placed above so I have no idea where they have gone !? https://www.dropbox.com/s/iqxpvvgwyly3r4y/107410_2013-09-19_00002.png Never seem to be able o import and line anything up , especially the Height, or is everyone having that issue still ?
  11. Need some help ! I am spawning a car & a civi and they move to WP this all works - but i need to do something if the civi is dead but it does not seem to work , where am i going wrong ? _sqname = creategroup civilian; _spawncar = _car createVehicle _spawnpos; _civ createunit [_spawnpos,_sqname,"this moveindriver _spawncar;this setbehaviour 'CARELESS'"]; _wp0 = _sqname addwaypoint [_pos, 0]; _wp0 setwaypointtype "MOVE"; _wp0 setWaypointSpeed _driveSpeed; waitUntil{(!alive_spawncar or !alive _civ} ; Hint "killed"; //if car is destroyed do x //if civ is dead do y
  12. 1para{god-father}

    Advice on !alive script isssue

    Ahhh thanks now at least I am getting an error :) Looks like _civ does not exist ? Error alive: Type String, expected Object
  13. 1para{god-father}

    work out size of town

    Many thanks So something like this would work do you think ? (unable to test atm ) _location = AO_locations call BIS_fnc_selectRandom; _locationName = (text _location); _radA=(configfile >> "CfgWorlds" >> "Altis" >> "Names" >> "_locationName" >> "radiusA") _radB=(configfile >> "CfgWorlds" >> "Altis" >> "Names" >> "_locationName" >> "radiusB")
  14. 1para{god-father}

    SHK_Patrol

    Opppsss should have read that bit - works like a charm :)
  15. 1para{god-father}

    UPSMON for arma3

    I got it from here:- https://dl.dropboxusercontent.com/u/...SMON_520b1.zip But like i reported it Freezes
  16. 1para{god-father}

    SHK_Patrol

    getting an error for some reason :- @line 48 Error in expression <t = 4 + (floor random 3) + (floor (_dst / 100)); _ang = (360 / (_cnt - 1)); _w> Error position: </ 100)); _ang = (360 / (_cnt - 1)); _w> null=[_grp, _patrolMarker] execVM "scripts\shk_patrol.sqf";
  17. 1para{god-father}

    UPSMON for arma3

    Ahhhhhhhhhhh I am glad you posted that as I am having the same issue more than 2 groups it freezes and you have to shutdown A3 ! So at least i know it's not just me !
  18. 1para{god-father}

    How to find real-houses by script?

    You could use enterable houses , I dug this out that might help it is A2 but should still work _position = _this select 0; _radius = _this select 1; _houses = nearestObjects[_position,["House"],_radius]; _houses_enterable=[]; { _house = _x; _i = 0; While{count ((_house buildingPos _i)-[0]) > 0} do {_i = _i+1}; _maxbuildingpos = _i - 1; if(_maxbuildingpos>0) then{_houses_enterable = _houses_enterable + [[_house,_i]]}; } foreach _houses; _houses_enterable
  19. 1para{god-father}

    General Discussion on the new tools.

    LOL that quick...
  20. 1para{god-father}

    Genearte a list of configfile >> "CfgVehicles"

    ahhhh perfect ! many thanks
  21. Does anyone know how I can generate a list of configfile >> "CfgVehicles" into a text / csv file ? "Cargo_House_V2"; "Land_i_House_Small_03_V1_F"; etc... save me copy / paste each one Many thanks
  22. 1para{god-father}

    ZGM Visitor Objects for ArmA 3 BETA

    Hmmm that is not good , i still thought you could sink it maybe not tilt it - so that is a bummer ! looks like ill have to wait for new tools from BIS - lets pray they come soon !
  23. 1para{god-father}

    ZGM Visitor Objects for ArmA 3 BETA

    Hmmm tried Import using standard Import in v3 then Exported them then Imported using Zero REL but still no luck, in 3d Editor they are sunk down and look fine, but in game after packing https://www.dropbox.com/s/ql9x65x1yl6unwi/2013-09-03_00001.jpg
  24. 1para{god-father}

    New Map Help

    Best way is to follow this TUT http://community.bistudio.com/wiki/Mondkalb%27s_Terrain_Tutorial Just create all sea using L3DT then import that into Visitor using xyz
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