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dame2010

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About dame2010

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  1. so do you want the building to be destroyed or just struck by lighting
  2. I saw the video you posted and thought that would be fun to have, so I made this script .The lightning is still to big and I'm still not 100% happy with the script . I will post the script as soon as I've finished it.
  3. I still can't get it to work .It still comes up with Sound sgc_alarm not found. I must have stuffed the sound path up some how. my addon name is self_destract and the sgc_alarm sound is in a folder called sounds in the addon . all I have in my addon is the self destract scripts ,sounds folder and description.ext with this class CfgSounds { sounds[] = {sgc_alarm}; class sg_alarm { name = "sg_alarm"; sound = {"\self_destract\sounds\sgc_alarm.ogg", db+1, 1}; titles = {}; }; }; I can not for the life of me see where I have gone wrong.any help would be great
  4. awsome. thank you for your help madM0nkey. will try that when i finish work.
  5. Hi can some one please help me with my addon . I have made a addon which works fine until the sounds meant to play ,it says the sound cant be found. Ive put it in a description ext in side my addon with the sound also.can some one post me a working one if they can or send me to a page with a working one .If I put the description in my mission folder it works fine,it plays the sound Any way this is what I have class CfgSounds { sounds[] = {"gate_close","ping","sg_flash","sg_thrue2","sg_voda","sg_chevronlock",sgc_alarm}; class gate_close { name = "gate_close"; sound[] = {"\sound\gate_close.ogg", db+1, 1}; titles[] = {}; }; class ping { name = "ping"; sound[] = {"\sound\ping.ogg", db+1, 1}; titles[] = {}; }; class sg_flash { name = "sg_flash"; sound[] = {"\sound\sg_flash.ogg", db+1, 1}; titles[] = {}; }; class sg_thrue2 { name = "sg_thrue2"; sound[] = {"\sound\sg_thrue2.ogg", db+1, 1}; titles[] = {}; }; class sg_chevronlock { name = "sg_chevronlock"; sound[] = {"\sound\sg_chevronlock.ogg", db+1, 1}; titles[] = {}; }; class sg_voda { name = "sg_voda"; sound[] = {"\sound\sg_voda.ogg", db+1, 1}; titles[] = {}; }; class sgc_alarm { name = "sgc_alarm"; // Name for mission editor sound[] = {\sound\sgc_alarm.ogg, db + 1, 1.0}; titles[] = {}; }; };
  6. ok i see where i went wrong. i had a , in here "70.paa", "71.paa", "72.paa", "73.paa","74.paa" see --> , ]; and thats why it didnt work. also changed it to while { gate_start } do { Thanks for the help Gnat
  7. as you can see from the above script i had to take the Texture out of the texture folder and put them in with the mission.sqm folder to get it to work. now it looks a mess. It seems that where the \SGImages\gate\init.paa are thats why its not working. but it will work with just init.paa. So im thinking my gate1 ,gate2 setObjectTexture [18, _x] has to be more like a object SetObjectTexture [0,"image\image.paa"]; i have tryed setObjectTexture [18,\SGImages\gate\ _x] and setObjectTexture [18,"\SGImages\gate\ _x"] but with no luck any ideas would be great
  8. start = true; gate_middle = true; while {start} do { _textures = [ "init1.paa", "init2.paa", "init3.paa", "init4.paa", "init5.paa", "init6.paa", "init7.paa", "init8.paa", "init9.paa", "init10.paa", "init11.paa", "init12.paa", "init13.paa", "init14.paa", "init15.paa", "init16.paa", "init17.paa" ]; { gate1 setObjectTexture [18, _x]; gate2 setObjectTexture [18, _x]; sleep 0.1; } forEach _textures;start = false; }; while {gate_middle} do { _textures = [ "01.paa", "02.paa", "03.paa", "04.paa", "05.paa", "06.paa", "07.paa", "08.paa", "09.paa", "10.paa", "11.paa", "12.paa", "13.paa", "14.paa", "15.paa", "16.paa", "17.paa", "18.paa", "19.paa", "20.paa", "21.paa", "22.paa", "23.paa", "24.paa", "25.paa", "26.paa", "27.paa", "28.paa", "29.paa", "30.paa", "31.paa", "32.paa", "33.paa", "34.paa", "35.paa", "36.paa", "37.paa", "38.paa", "39.paa", "40.paa", "41.paa", "42.paa", "43.paa", "44.paa", "45.paa", "46.paa", "47.paa", "48.paa", "49.paa", "50.paa", "51.paa", "52.paa", "53.paa", "54.paa", "55.paa", "56.paa", "57.paa", "58.paa", "59.paa", "60.paa", "61.paa", "62.paa", "63.paa", "64.paa", "65.paa", "66.paa", "67.paa", "68.paa", "70.paa", "71.paa", "72.paa", "73.paa", "74.paa", "" ]; { gate1 setObjectTexture [18, _x]; gate2 setObjectTexture [18, _x]; sleep 0.2; } forEach _textures;gate_middle = false; }; ---------- Post added at 08:47 PM ---------- Previous post was at 08:27 PM ---------- thanks for the help [APS]Gnat how would i use [gate1,gate2] exec "gate.sqf" to start the first script i posted. why dont _fromGate = _this select 0; _toGate = _this select 1; become gate1 and gate2
  9. Hi all i hate asking for help but im stuck on this. i have 2 stargates which i call gate1, gate2 and exec with [gate1,gate2] exec "gate.sqf" . Im going to use a addaction to exec it . i would of thought gate1 = _fromGate , gate2 = _togate and it would run through the textures but i cant seen to see where i went wrong. I want to be able to reuse the same script for gate3,gate4 and so on. Any help would be great. Thanks private ["_fromgate", "_togate"]; // Parameter _fromGate = _this select 0; _toGate = _this select 1; // Variables gate_start = true; //--- gate textures ; if (gate_start) then { [_fromGate, _toGate] spawn { _fromGate = _this select 0; _toGate = _this select 1; _textures = [ "\SGImages\gate\init1.paa", "\SGImages\gate\init2.paa", "\SGImages\gate\init3.paa", "\SGImages\gate\init4.paa", "\SGImages\gate\init5.paa", "\SGImages\gate\init6.paa", "\SGImages\gate\init7.paa", "\SGImages\gate\init8.paa", "\SGImages\gate\init9.paa", "\SGImages\gate\init10.paa", "\SGImages\gate\init11.paa", "\SGImages\gate\init12.paa", "\SGImages\gate\init13.paa", "\SGImages\gate\init14.paa", "\SGImages\gate\init15.paa", "\SGImages\gate\init16.paa", "\SGImages\gate\init17.paa" ]; { _fromGate setObjectTexture [18, _x]; _toGate setObjectTexture [18, _x]; sleep 0.1; } forEach _textures; }; };
  10. Thanks for that . It helped alot
  11. Hi All I can't for the life of me find what i need. I'm trying to put i image ingame and dont know what config i use I have a unit that will do something and it will show a small image on the left side of screen and stay there untill i want it gone any help would be great thanks
  12. This script will switch your player to what you want.just place two units on the map ,one will be the player and name it sni and other some were he will be safe and name it rf. then in both the units init line put ..this addaction ["change clothes", "uniswitch.sqf"]; I used this script in my missions it works good.I cant remember who write this script. but all credit gos to him private ["_snipos","_rfmpos","_dir","_group"]; _snipos = getPos sni; _rfmpos = getPos rf; _dir = getDir player; _group = group player; titleText ["Changing Clothes", "BLACK OUT", 2]; sleep 2; sni setPos _rfmpos; rf setPos _snipos; if (player == rf) then { [rf] join grpNull; selectPlayer sni; [sni] joinSilent _group; } else { [sni] join grpNull; selectPlayer rf; [rf] joinSilent _group; }; sleep 1; titleText ["Changing Clothes", "BLACK IN", 2]; player setDir _dir; exit;
  13. This is what i use class CfgMusic { tracks[] = {music1}; class music1 { name = "music1"; sound[] = {\music\music1.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; };
  14. player gets hungry again overtime.That works great ,thank you so much i just changed damage player to +.once again thanks
  15. yep i know that.But the mission im making is that the players plane has crushed so he is hurt.he must find food or water to keep his heath up.the bad guys are hunting him down so the more heath he got the better he is.he wont die from hunger he will die from the bullets form the bad guys .
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