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tonic-_-

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Everything posted by tonic-_-

  1. Virtual Ammobox System Version: 2.95 By Tonic Screen shot Github: https://github.com/Tonnilson/Virtual-Ammobox-System Please don't ask me for my permission to do whatever you want with whatever I have created, I really don't care. You want to upload it to steam workshop, go ahead and do it, want to include it in a community pack? full send, want to maintain? Knock yourself out. I dropped out of the arma scene a very long time ago and I really don't care what is done with my stuff, I don't even care if I am credited, just do what you want. I am just putting this here for the few that respect the creative work of others, I don't want to waste your time of being considerate and asking because odds are I will never see it or respond. I randomly remembered that ARMA existed and figured this was appropriate. Usage: Place a ammo box down on the map and in initialization field put: this addAction["<t color='#ff1111'>Virtual Ammobox</t>", "VAS\open.sqf"]; In your description.ext put: #include "VAS\menu.hpp" class CfgFunctions { #include "VAS\cfgfunctions.hpp" }; You will also need to drag the stringtable.xml in the root part of your mission where mission.sqm & init.sqf are located. Notes: If you want to help translate VAS into your language take a look at the stringtable.xml and contact me with a translation of the strings and it will be included in the next update of VAS. Virtual Ammobox System (VAS) is permitted to be used in any mission so there is no need to ask for my permission. If you are modify VAS and have changes that you feel should be included in the release version then shoot me the changes and i'll take a look. Even though VAS is being localized for various other languages it doesn't mean that VAS will show in your language because the game engine currently doesn't enable the use of selecting your language and is English by default. This will fix its self when BIS finishes their own localization (hopefully during beta but probably after release). In the mean time if you want VAS to show in your language then edit the <Original> fields of the stringtable.xml and it will work. VASP: The Virtual Ammobox System Preloader (VASP) is a simple mission / utility for those that are having long load times while using addons such as ACRE. All you need to do is drag the VAS_Preloader.Stratis.pbo to either your missions directory or MPMissions directory and whenever you are fixing to get into a large Co-Op mission or whatever with ACRE/Other large addons just play the VAS_Preloader mission first and let it preload information for VAS, once it's completed you will have a hint and you're ready to go. Long load times should no longer be a problem. It is a simplistic concept and it's the best work-around that I can provide. Known Issue(s)/Bug(s): None that I know of. Change log: v2.95: Changed: UI ihas been made larger. Changed: Transfer Loadout has been shifted from BIS_fnc_MP to remoteExec. Changed: General code optimizations. Added: "Remove All" button now hides when not on Items or Magazines tab to avoid confusion on what it does. Added: Main interface now refreshes when closing out of the Load Manager window v2.92: m0nkey on armaholic submitted fixes no idea what they were but probably dialog references v2.6 Changed: forceAddUniform now added in so you can freely wear any uniform without being 'naked'. Changed: TFAR radio patch from Robalo to properly remove TFAR radios from being added. Changed: Exit condition for VAS preloading in the config builder. v2.5 Added: VAS can now display specific items/weapons/magazines for each ammobox placed (more indept configuration). Added: Version number in right side of title bar. Added: New Russian localizations. Added: Alphabetical sorting. Changed: The quick magazines box now checks against the config for restricted / magazines. Changed: Default save slots bumped from 10 to 15. Changed: VASP now ends when it completes it's preloading process. Fixed: Attachments restricted were showing in the quick attachments section. Fixed: Error in expression < _this call VAS_fnc_quickAddDrag; > Error Type Script, expected Bool v2.4 Added: The new attachment list box checks against the config for restricted attachments. Added: French Translations for new prompts & Other localizations added in earlier builds (need more). Changed: Listbox scrollbar resources changed (looks slightly different). Fixed: Auto-scroll issue with scrollbars (Related to above change). v2.3 Added: Ability to add items to specific containers (Drag from Virtual ammobox to the container icon). Added: Listbox of compatible attachments. Changed: Updated various resources for the new A3 1.10 patch (I think it's 1.10?) Fixed: Couldn't remove a weapon that was stored in the backpack. Fixed: Missing semicolon (;) error. Legacy Change log: Credits & Thanks: Kronzky - For his string function library SaMatra - For help with UI Resources and Russian Translation Dslyecxi - For his Paper doll giving insight on how to detect item types. Tyrghen on Armaholic - For giving me the tip about CfgFunctions naong - For his code tweaks to the Load / Save display. Coding from armaholic - Translation of VAS from English->German El nabot from Armaholic - Translation of VAS from English->French czesiek77 from Armaholic - Translation of VAS from English->Polish Ficc from BIS Forums - Translation of VAS from English->Portuguese ramius86 on BIS Forums - Translation of VAS from English->Italian RabsRincon on Armaholic - Translation of VAS from English->Spanish Bakarda on BIS/Armaholic - Translation of VAS from English->Czech MemphisBelle on BIS Forums - Translation Tweaks for German to fit. Robalo on BIS Forums - Giving code changes to help support new compatibleItems class structure and other various code changes PR9INICHEK - Russian translations for later implmeneted localizations. Download: https://github.com/Tonnilson/Virtual-Ammobox-System/releases Armaholic - Virtual Ammobox System (VAS)
  2. Please don't ask me for my permission to do whatever you want with whatever I have created, I really don't care. You want to upload it to steam workshop, go ahead and do it, want to include it in a community pack? full send, want to maintain? Knock yourself out. I dropped out of the arma scene a very long time ago and I really don't care what is done with my stuff, I don't even care if I am credited, just do what you want. I am just putting this here for the few that respect the creative work of others, I don't want to waste your time of being considerate and asking because odds are I will never see it or respond. I randomly remembered that ARMA existed and figured this was appropriate.

     

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  3. View Distance Addon Version: 1.7 Screen Shot v1.5 Video SCRIPT VERSION: TAW View Distance Script Please don't ask me for my permission to do whatever you want with whatever I have created, I really don't care. You want to upload it to steam workshop, go ahead and do it, want to include it in a community pack? full send, want to maintain? Knock yourself out. I dropped out of the arma scene a very long time ago and I really don't care what is done with my stuff, I don't even care if I am credited, just do what you want. I am just putting this here for the few that respect the creative work of others, I don't want to waste your time of being considerate and asking because odds are I will never see it or respond. I randomly remembered that ARMA existed and figured this was appropriate. Description: This is something that was lacking for ARMA 3 (Alpha). So I have created a simple to use View Distance & Grass Settings Dialog to allow players to adjust their view distance levels. There are three types of view distance levels. - On foot: View distance set will only effect a player while they're on foot. - In Car: View distance set will only effect a player when they're in a land vehicle or ship. - In Air: View distance set will only effect a player when they're in an aircraft. - Drone: View distance while operating a UGV/UAV. - Multiple Saves for various settings - ACE3 Intergration (if ACE3 Detected then the menu can be accessed via self interact) And it also features 4 grass settings (None/Low/Normal/High). ACE3 Integration: Notes: To disable the grass Option 'None' place: tawvd_disablenone = true; To set a maximum allowed viewing distance you can put the following in your init.sqf: tawvd_maxRange = 12000; Change log: v1.7: Changed: Will no longer run on a client with no interface (Server/Headless Client), useful if included in mod packs for performance reasons. Fixed: Error being thrown about undefined variable in certain circumstances. v1.6: Fixed: Save manager was not working (typo that took 4 years to fix PogChamp) Added: Ground slider now controls both land and sea vehicles. Changed: Better ACE integration v1.5: Changed: Code brought up to current coding techniques & small fixes Added: Drone slider for changing the view & object settings while operating a UGV/UAV. Added: Edit Boxes (Something the addon version has had for awhile). Added: Save Manager for loading and saving various settings variations. Added: ACE3 Integration, if ACE3 is running you can access the menu via ACE3 Self Interact menu. v1.4: Added: Ability to sync object rendering distance with view distance v1.3: Changed: Updated GUI Resources for new patch. v1.2: Changed: Updated the script version to be on par with the addon (updated technologies). Added: Ability to disable the grass option 'None' v1.1 Fixed: Players that JIP'd in couldn't use the menu. Download: TAW View Distance Addon v1.7 (My site) TAW View Distance Addon v1.7 (Google Drive) Armaholic - TAW View Distance v1.6
  4. View Distance Script Version: 1. Screen Shot v1.5 Video Please don't ask me for my permission to do whatever you want with whatever I have created, I really don't care. You want to upload it to steam workshop, go ahead and do it, want to include it in a community pack? full send, want to maintain? Knock yourself out. I dropped out of the arma scene a very long time ago and I really don't care what is done with my stuff, I don't even care if I am credited, just do what you want. I am just putting this here for the few that respect the creative work of others, I don't want to waste your time of being considerate and asking because odds are I will never see it or respond. I randomly remembered that ARMA existed and figured this was appropriate. ADDON VERSION: TAW View Distance Script (Addon Version) Description: This is something that was lacking for ARMA 3 (Alpha). So I have created a simple to use View Distance & Grass Settings Dialog to allow players to adjust their view distance levels. There are three types of view distance levels. - On foot: View distance set will only effect a player while they're on foot. - In Car: View distance set will only effect a player when they're in a land vehicle or ship. - In Air: View distance set will only effect a player when they're in an aircraft. - Drone: View distance while operating a UGV/UAV. - Multiple Saves for various settings And it also features 4 grass settings (None/Low/Normal/High). Notes: Example mission provided To disable the grass Option 'None' place: tawvd_disablenone = true; To set a maximum allowed viewing distance you can put the following in your init.sqf: tawvd_maxRange = 12000; ACE3 Interaction Menu: If you want the menu to be accessed through the ACE3 Self Interaction menu instead of an addaction like the addon version use this fn_stateTracker.fsm: http://tonic.pw/a3/fn_stateTracker.rar Will be included in versions greater then v1.5 NOW INCLUDED IN 1.6 Github: https://github.com/Tonnilson/view-distance-settings Installation: First drag the taw_vd folder into your mission and then in the description.ext put: #include "taw_vd\GUI.h" class CfgFunctions { #include "taw_vd\CfgFunctions.hpp" }; If CfgFunctions already exists then put #include "taw_vd\CfgFunctions.hpp" in it. Change log: v1.6: Fixed: Save manager was not working (typo that took 4 years to fix PogChamp) Added: Ground slider now controls both land and sea vehicles. Added: ACE3 Integration now in scripted version, can be accessed via self interaction menu as View Distance Settings v1.5: Changed: Code brought up to current coding techniques & small fixes Added: Drone slider for changing the view & object settings while operating a UGV/UAV. Added: Edit Boxes (Something the addon version has had for awhile). Added: Save Manager for loading and saving various settings variations. v1.4: Added: Ability to sync object rendering distance with view distance v1.3: Changed: Updated GUI Resources for new patch. v1.2: Changed: Updated the script version to be on par with the addon (updated technologies). Added: Ability to disable the grass option 'None' v1.1 Fixed: Players that JIP'd in couldn't use the menu. Download: View Distance Script v1.6 Armaholic - TAW View Distance v1.5
  5. The scripted version is fine as is, the changes for the addon version were needed just because it is an addon and will initialize without even loading into a traditional mission.
  6. Update: v1.7 Change log: Changed: Will no longer run on a client with no interface (Server/Headless Client), useful if included in mod packs for performance reasons. Fixed: Error being thrown about undefined variable in certain circumstances. Download: http://tonic.pw/files/arma/TAW-View-Distance-Addon-v17.zip https://drive.google.com/open?id=1PYWpwuCnFyGAZopQYP_gkoS0XMnIvKv7 If downloaded via my site, your browser might say the file may be dangerous, obviously it's not and I don't know why some browsers are doing that. As usual please report any issues, each version gets limited testing to make sure it is in working order but I can't foresee every situation.
  7. Hi late response, Is it only on Clafghan? I don't see how a map can cause that error to spit out, is it all the time? Usually that error is only going to occur if loaded on the server or if the object player is null (i.e no player detected). I will add more checks in to prevent this. Transitioning from script to addon is weird so I forgot about some things.
  8. tonic-_-

    TAW View Distance Script

    Uh you'd have to use the earlier version of the FSM, that or call TAWVD_fnc_openMenu with an addAction.
  9. Update: v2.95 Change log: Changed: UI ihas been made larger. Changed: Transfer Loadout has been shifted from BIS_fnc_MP to remoteExec. Changed: General code optimizations. Added: "Remove All" button now hides when not on Items or Magazines tab to avoid confusion on what it does. Added: Main interface now refreshes when closing out of the Load Manager window VAS Preloader pbo included, seems it was lost to time when others started submitting updates. Thanks to m0nkey on armaholic for updating it at one point in time to be functional and anyone else that has contributed towards it in my absence. [EDIT 3/1/2022] Late but whatever, was digging through old projects and cleaning stuff out and noticed that 2.95 was distributed with bare-bones stringtable localizations, I have no idea how that happened and judging by comments from the past it was something over looked when it was 'updated' by 3rd-parties and I blindly included all their changes. I have pushed the original stringtable localization to my Github. This fiile was never updated since my last release way way back so it should work with any version of VAS, you can find it here: https://github.com/Tonnilson/Virtual-Ammobox-System/blob/master/VAS.Stratis/stringtable.xml Download: https://github.com/Tonnilson/Virtual-Ammobox-System/releases/download/2.95/VAS_v295.Stratis.zip I have recreated the Github repo for VAS since it was deleted a long time ago when my account was hacked. https://github.com/Tonnilson/Virtual-Ammobox-System If there are any errors let me know, it's been about 4 years since I have touched ARMA and I was completely lost at my own work, probably end up making the next version from scratch.
  10. tonic-_-

    TAW View Distance Script

    Just put tawvd_foot = 1600; tawvd_car = 1600; tawvd_air = 1600; tawvd_drone = 1600; tawvd_object = tawvd_foot; into the init.sqf in your mission folder.
  11. tonic-_-

    TAW View Distance Script

    Uhh it seems the way I set it up before was by taking the initial viewDistance and saving it into the profile namespace (can't remember why) which is why that value is so high but in short just fill these variables: tawvd_foot = 1600; tawvd_car = 1600; tawvd_air = 1600; tawvd_drone = 1600; tawvd_object = tawvd_foot; If you want to reset the variables in the profileNamespace profileNamespace setVariable ["tawvd_foot",nil]; profileNamespace setVariable ["tawvd_car",nil]; profileNamespace setVariable ["tawvd_air",nil]; profileNamespace setVariable ["tawvd_drone",nil]; profileNamespace setVariable ["tawvd_object",nil]; I will probably change this in the future because I have no idea why I did it like that years ago.
  12. tonic-_-

    TAW View Distance Script

    Again, not dead. Update: v1.6 Change log: Fixed: Save manager was not working (typo that took 4 years to fix PogChamp) Added: Ground slider now controls both land and sea vehicles. Added: ACE3 Integration now in scripted version, can be accessed via self interaction menu as View Distance Settings Download: https://drive.google.com/open?id=1qv1GQ2DtobdnDZGtDjGQxkpFjSJItwud
  13. Oh.. Hello there... been awhile.. Update: v1.6 Change log: Fixed: Save manager was not working (typo that took 4 years to fix PogChamp) Added: Ground slider now controls both land and sea vehicles. Changed: Better ACE integration Download: https://drive.google.com/open?id=1EtNAwUkZegW8EanSxh3F075EYiGcj0yL obviously new server key so yeah be sure to update that.
  14. I will just leave this here as written consent but everyone is free to do as they please with this and modify, update, repost etc etc. I have long quit arma and left a long time ago.
  15. Hello, Just as the title states, is it possible to set a edit boxes properties to be only numeric values that can be used? or am I going to have to do checks when ever I am calling the value from the edit box to make sure its numeric... Dialogs are a pain and not a lot of good documentation.
  16. tonic-_-

    Warning to all life mod players out there!

    I agree with this 100% <_<
  17. stringtable.xml is the file included with the download. It needs to be placed in the main directory of the mission where init.sqf and /vas/ are located, without it you won't see text as that is the localization file. If you already have a pre-existing stringtable.xml that is not related to VAS then you'll have to merge the two together.
  18. tonic-_-

    Locking Building Doors?

    private _building = cursorObject; private _numberofdoors = getNumber(configFile >> "CfgVehicles" >> (typeOf _building) >> "numberOfDoors"); if(_numberofdoors == -1 OR _numberofdoors == 0) exitWith {}; //No entry (Not a compatible building) for "_i" from 1 to _numberOfDoors do { _building animate[format["door_%1_rot",_i],0]; _building setVariable[format["bis_disabled_Door_%1",_i],1,true]; }; This will lock all doors of the current building you look at, gives you an idea of how to do it. Locking doors only works for A3 vanillia buildings and not ports like Zargabad, Takistan or 3rd party maps that do not have the proper config entries. To make the old maps like Zargabad and Takistan be able to have lockable doors you'll have to create a separate addon with this as the config.cpp: class CfgPatches { class a3mp_houseFixes { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAStructures_E_houseA"}; }; }; class CfgVehicles { class House; class House_EP1: House { class DestructionEffects; }; class Land_House_K_3_EP1: House_EP1 { numberOfDoors = 3; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 0]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1]"; }; class OpenDoors3: OpenDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0"; statement = "this animate [""Dvere3"", 0]"; }; class CloseDoors3: CloseDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" < 0.5"; statement = "this animate [""Dvere3"", 1]"; }; }; }; class Land_House_K_7_EP1: House_EP1 { numberOfDoors = 4; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 0]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1]"; }; class OpenDoors3: OpenDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0"; statement = "this animate [""Dvere3"", 0]"; }; class CloseDoors3: CloseDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" < 0.5"; statement = "this animate [""Dvere3"", 1]"; }; class OpenDoors4: OpenDoors1 { position = "osa Door_4"; condition = "this animationPhase ""Dvere4"" >= 0.5 AND (this getVariable[""bis_disabled_Door_4"",0]) == 0"; statement = "this animate [""Dvere4"", 0]"; }; class CloseDoors4: CloseDoors1 { position = "osa Door_4"; condition = "this animationPhase ""Dvere4"" < 0.5"; statement = "this animate [""Dvere4"", 1]"; }; }; }; class Land_House_C_10_EP1: House_EP1 { numberOfDoors = 8; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 0]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1]"; }; class OpenDoors3: OpenDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0"; statement = "this animate [""Dvere3"", 0]"; }; class CloseDoors3: CloseDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" < 0.5"; statement = "this animate [""Dvere3"", 1]"; }; class OpenDoors4: OpenDoors1 { position = "osa Door_4"; condition = "this animationPhase ""Dvere4"" >= 0.5 AND (this getVariable[""bis_disabled_Door_4"",0]) == 0"; statement = "this animate [""Dvere4"", 0]"; }; class CloseDoors4: CloseDoors1 { position = "osa Door_4"; condition = "this animationPhase ""Dvere4"" < 0.5"; statement = "this animate [""Dvere4"", 1]"; }; class OpenDoors5: OpenDoors1 { position = "osa Door_5"; condition = "this animationPhase ""Dvere5"" >= 0.5 AND (this getVariable[""bis_disabled_Door_5"",0]) == 0"; statement = "this animate [""Dvere5"", 0]"; }; class CloseDoors5: CloseDoors1 { position = "osa Door_5"; condition = "this animationPhase ""Dvere5"" < 0.5"; statement = "this animate [""Dvere5"", 1]"; }; class OpenDoors6: OpenDoors1 { position = "osa Door_6"; condition = "this animationPhase ""Dvere6"" >= 0.5 AND (this getVariable[""bis_disabled_Door_6"",0]) == 0"; statement = "this animate [""Dvere6"", 0]"; }; class CloseDoors6: CloseDoors1 { position = "osa Door_6"; condition = "this animationPhase ""Dvere6"" < 0.5"; statement = "this animate [""Dvere6"", 1]"; }; class OpenDoors7: OpenDoors1 { position = "osa Door_7"; condition = "this animationPhase ""Dvere7"" >= 0.5 AND (this getVariable[""bis_disabled_Door_7"",0]) == 0"; statement = "this animate [""Dvere7"", 0]"; }; class CloseDoors7: CloseDoors1 { position = "osa Door_7"; condition = "this animationPhase ""Dvere7"" < 0.5"; statement = "this animate [""Dvere7"", 1]"; }; class OpenDoors8: OpenDoors1 { position = "osa Door_8"; condition = "this animationPhase ""Dvere8"" >= 0.5 AND (this getVariable[""bis_disabled_Door_8"",0]) == 0"; statement = "this animate [""Dvere8"", 0]"; }; class CloseDoors8: CloseDoors1 { position = "osa Door_8"; condition = "this animationPhase ""Dvere8"" < 0.5"; statement = "this animate [""Dvere8"", 1]"; }; }; }; class Land_House_K_1_EP1: House_EP1 { numberOfDoors = 1; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; }; }; class Land_Wall_L3_gate_EP1: House_EP1 { numberOfDoors = 2; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 1];this animate [""Dvere2"", 1]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5"; statement = "this animate [""Dvere1"", 0];this animate [""Dvere2"", 0]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 1];this animate [""Dvere1"", 1]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5"; statement = "this animate [""Dvere2"", 0];this animate [""Dvere1"", 0]"; }; }; }; class Land_House_L_6_EP1: House_EP1 { numberOfDoors = 1; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; }; }; class Land_House_C_5_V3_EP1: House_EP1 { numberOfDoors = 2; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 0];this animate [""Dvere3"", 0]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1];this animate [""Dvere3"", 1]"; }; }; }; class Land_House_L_3_EP1: House_EP1 { numberOfDoors = 2; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 0];this animate [""Dvere3"", 0]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1];this animate [""Dvere3"", 1]"; }; }; }; class Land_A_Villa_EP1: House_EP1 { numberOfDoors = 12; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" >= 0.5 AND (this getVariable[""bis_disabled_Door_1"",0]) == 0"; statement = "this animate [""Dvere1"", 0]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa Door_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""Dvere1"" < 0.5"; statement = "this animate [""Dvere1"", 1]"; }; class OpenDoors2: OpenDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" >= 0.5 AND (this getVariable[""bis_disabled_Door_2"",0]) == 0"; statement = "this animate [""Dvere2"", 0]"; }; class CloseDoors2: CloseDoors1 { position = "osa Door_2"; condition = "this animationPhase ""Dvere2"" < 0.5"; statement = "this animate [""Dvere2"", 1]"; }; class OpenDoors3: OpenDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" >= 0.5 AND (this getVariable[""bis_disabled_Door_3"",0]) == 0"; statement = "this animate [""Dvere3"", 0]"; }; class CloseDoors3: CloseDoors1 { position = "osa Door_3"; condition = "this animationPhase ""Dvere3"" < 0.5"; statement = "this animate [""Dvere3"", 1]"; }; class OpenDoors4: OpenDoors1 { position = "osa Door_4"; condition = "this animationPhase ""Dvere4"" >= 0.5 AND (this getVariable[""bis_disabled_Door_4"",0]) == 0"; statement = "this animate [""Dvere4"", 0]"; }; class CloseDoors4: CloseDoors1 { position = "osa Door_4"; condition = "this animationPhase ""Dvere4"" < 0.5"; statement = "this animate [""Dvere4"", 1]"; }; class OpenDoors5: OpenDoors1 { position = "osa Door_5"; condition = "this animationPhase ""Dvere5"" >= 0.5 AND (this getVariable[""bis_disabled_Door_5"",0]) == 0"; statement = "this animate [""Dvere5"", 0]"; }; class CloseDoors5: CloseDoors1 { position = "osa Door_5"; condition = "this animationPhase ""Dvere5"" < 0.5"; statement = "this animate [""Dvere5"", 1]"; }; class OpenDoors6: OpenDoors1 { position = "osa Door_6"; condition = "this animationPhase ""Dvere6"" >= 0.5 AND (this getVariable[""bis_disabled_Door_6"",0]) == 0"; statement = "this animate [""Dvere6"", 0]"; }; class CloseDoors6: CloseDoors1 { position = "osa Door_6"; condition = "this animationPhase ""Dvere6"" < 0.5"; statement = "this animate [""Dvere6"", 1]"; }; class OpenDoors7: OpenDoors1 { position = "osa Door_7"; condition = "this animationPhase ""Dvere7"" >= 0.5 AND (this getVariable[""bis_disabled_Door_7"",0]) == 0"; statement = "this animate [""Dvere7"", 0]"; }; class CloseDoors7: CloseDoors1 { position = "osa Door_7"; condition = "this animationPhase ""Dvere7"" < 0.5"; statement = "this animate [""Dvere7"", 1]"; }; class OpenDoors8: OpenDoors1 { position = "osa Door_8"; condition = "this animationPhase ""Dvere8"" >= 0.5 AND (this getVariable[""bis_disabled_Door_8"",0]) == 0"; statement = "this animate [""Dvere8"", 0]"; }; class CloseDoors8: CloseDoors1 { position = "osa Door_8"; condition = "this animationPhase ""Dvere8"" < 0.5"; statement = "this animate [""Dvere8"", 1]"; }; class OpenDoors9: OpenDoors1 { position = "osa Door_9"; condition = "this animationPhase ""Dvere9"" >= 0.5 AND (this getVariable[""bis_disabled_Door_9"",0]) == 0"; statement = "this animate [""Dvere9"", 0]"; }; class CloseDoors9: CloseDoors1 { position = "osa Door_9"; condition = "this animationPhase ""Dvere9"" < 0.5"; statement = "this animate [""Dvere9"", 1]"; }; class OpenDoors10: OpenDoors1 { position = "osa Door_10"; condition = "this animationPhase ""Dvere10"" >= 0.5 AND (this getVariable[""bis_disabled_Door_10"",0]) == 0"; statement = "this animate [""Dvere10"", 0]"; }; class CloseDoors10: CloseDoors1 { position = "osa Door_10"; condition = "this animationPhase ""Dvere10"" < 0.5"; statement = "this animate [""Dvere10"", 1]"; }; class OpenDoors11: OpenDoors1 { position = "osa Door_11"; condition = "this animationPhase ""Dvere11"" >= 0.5 AND (this getVariable[""bis_disabled_Door_11"",0]) == 0"; statement = "this animate [""Dvere11"", 0]"; }; class CloseDoors11: CloseDoors1 { position = "osa Door_11"; condition = "this animationPhase ""Dvere11"" < 0.5"; statement = "this animate [""Dvere11"", 1]"; }; class OpenDoors12: OpenDoors1 { position = "osa Door_12"; condition = "this animationPhase ""Dvere12"" >= 0.5 AND (this getVariable[""bis_disabled_Door_12"",0]) == 0"; statement = "this animate [""Dvere12"", 0]"; }; class CloseDoors12: CloseDoors1 { position = "osa Door_12"; condition = "this animationPhase ""Dvere12"" < 0.5"; statement = "this animate [""Dvere12"", 1]"; }; }; }; }; If the map you are wanting to do this with does not use A3 buildings or A2 buildings (with this above applied) then you'll have to submit the text above to the map author to have them adjust the door actions to be similar to the code above. I sent this code into the person that worked on A3MP and then Kju that did AllInArma and no one ever implemented it so meh.
  19. If you want / need to strip " from a players name you can still utilize mresString.sqf as that was designed to strip out unwanted characters like " to make it SQL friendly and obviously also preventing SQL injections from a string which is only used for player names in life code or any string that can be manipulated by the client. mresArray.sqf and mresToArray.sqf was used for making arrays safe to be injected into the database, with extDB2 its a pointless piece of functionality, functionality that was originally made for arma2MySQL as it did not play nice with SQF formatted arrays, it only exists now as compatibility with older databases. Just a tid bit of information about why those functions exist, useless now a days but hey, the more you know am I right?
  20. tonic-_-

    TAW View Distance Script

    Umm not sure if I understand the question entirely but if you are setting a specific view distance through the params option and then init.sqf this will override what you have done.
  21. Update: v1.5 Video Change log: Changed: Code brought up to current coding techniques & small fixes Added: Drone slider for changing the view & object settings while operating a UGV/UAV. Added: Edit Boxes (Something the addon version has had for awhile). Added: Save Manager for loading and saving various settings variations. Added: ACE3 Integration, if ACE3 is running you can access the menu via ACE3 Self Interact menu. Download: TAW View Distance Addon v1.5 //unrelated I acted like a spoiled brat 10 months ago and removed all the content off my posts and for that I am sorry but with some time to relax and get away from ARMA I've had some time to rethink some things and I am ready to go back to delivering solid content.
  22. tonic-_-

    TAW View Distance Script

    Like this? *Edit* If you want to use the scripted version with ACE3 like above you can use this fn_stateTracker.fsm: http://tonic.pw/a3/fn_stateTracker.rar The addon version already includes this and is published.
  23. tonic-_-

    TAW View Distance Script

    I'm currently in the process of updating the addon version to be up-to-date as this one, I can look into it.
  24. tonic-_-

    TAW View Distance Script

    Update: v1.5 Video Change log: Changed: Code brought up to current coding techniques & small fixes Added: Drone slider for changing the view & object settings while operating a UGV/UAV. Added: Edit Boxes (Something the addon version has had for awhile). Added: Save Manager for loading and saving various settings variations. Download: View Distance Script v1.5 //unrelated I acted like a spoiled brat 10 months ago and removed all the content off my posts and for that I am sorry but with some time to relax and get away from ARMA I've had some time to rethink some things and I am ready to go back to delivering solid content.
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