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God of Monkeys

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  1. God of Monkeys

    [MP] How to setVariable to inventory's item?

    Roger that, thank your reply, I will try your way :)
  2. God of Monkeys

    [MP] How to setVariable to inventory's item?

    Hi, sorry for my late reply. Fire, you can see this Github. I'm working with this author to implementation use times limit to simulate the power of AED. So if that AED use over the limit times, than I think we can remove the old AED and add a AED (consumed) into player inventory just like AT-4 (used). After I look your reply, I guess we can only get an unique name of the item on the ground.(the variable name is spawn by game engine) But when this item in the inventory or box container we can't get a same variable name to track this item, so we must spawn our own Id on server to track them? In first I think we can add some variable in config init event like this:("ADV_aceCPR_AED_UseLimit") class adv_aceCPR_AEDItem: Item_Base_F { scope = 2; scopeCurator = 2; displayName = "$STR_ADV_ACECPR_AED_DISPLAYNAME"; author = "[SeL] Belbo"; vehicleClass = "Items"; model = "\A3\Structures_F_EPA\Items\Medical\Defibrillator_F.p3d"; class TransportItems { MACRO_ADDITEM(adv_aceCPR_AED,1); }; class EventHandlers { init = "(_this select 0) setVariable ["ADV_aceCPR_AED_UseLimit",20]"; }; }; So we can simply use this variable to count the use times. But this idea is dead because we can't get that variable name. So if I use your example of TFAR, we just use the config init event to spawn a request for server to get a unique Id and let server track this item, is this right ? Thx
  3. Hi, I want to add some variable on my custom item, the variable main purpose is log how many times this item use by any player.(multiplayer) So when this item used times is up to like 10 time, this item will disable and never can be use again. So if there is anyway can get the object in item, then I can setVariable on it and let anyone to take this item, and he will know the use limit. Can this possible? Thx
  4. Thank you, I will test later.
  5. Hi, I and my team is Taiwan clan, we use Chinese. We have some problem. I make a mission with another author, use stringtable to make this mission localization, But when I use dedicated server load this mission, it will show in English(in my own computer test it will show Chinese correct). I think this is dedicated server(arma3_server.exe) can't load arma3.cfg in User save folder. So dedicated is open up with English, is any way can edit server use language on TADST or dedicated server config ? Thx
  6. What different about Push to Talk(PTT) & Voice over Net(VON )? I play arma for a long time, but still can't get this two different. Can somebody tell me what different this two? Thanks
  7. Hi, I want to make a amphibious mission, and I want to make my AAV 7 can spawn a ring shape smoke just like many real AAV 7 exercise video. Here is video(Start at 1:45): Is there any script or similar effect mod ? Or I must do this with addon ?
  8. Can you give some photo or paste your script to here?
  9. Description: Call helicopter come to help you, he will help you rearm, refuel and repair. This script is referenced from Gungriffon (1996, Sega Saturn) Video Game, you can use this script with chkw30k's "HMCS Addon", will have a lot of fun! Hope you enjoy :) How to use: 1.Copy "ResupplyHelicopter" foldor into your mission. 2.Add"resupplyHeliRDY = true; publicVariable "resupplyHeliRDY";" into your init.sqf. 3.Copy "this addAction ["<t color='#00FFFF'>Call Resupply Helicopter</t>", "ResupplyHelicopter\resupplyClickonmap.sqf", "B_Heli_Transport_03_F"];" into your player unit's init. Media: Forum Topic: HMCS Addon Workshop Direct Download link Steam Workshop Resupply Helicopter Script (Gungriffon Style)
  10. Hi, this is my script, I try to make a helicopter run into battlefield and land at spot, then player(driving on HIGH-MACS) can use button to active resupply progress. This is my script (resupplyHeli.sqf): _spawnPosition = getMarkerPos "CH47SpawnPoint"; _resupplyPoint = getMarkerPos "CH47LandPoint"; _heliClassname = "RHS_CH_47F"; _landingMode = "GET IN"; // Spawn Heli _unghi = [_spawnPosition,_resupplyPoint] call BIS_fnc_dirTo; _helicopterSpawn = [_spawnPosition, _unghi, _heliClassname, west] call BIS_fnc_spawnVehicle; _helicopter = _helicopterSpawn select 0; {_x allowDamage false; _x setskill ["courage",1]; _x allowFleeing 0;} forEach (crew _helicopter)+[_helicopter]; {_helicopter disableCollisionWith _x} forEach allPlayers + vehicles; _heliPad = "HeliHEmpty" createVehicle _resupplyPoint; _helipadPosition = getPos _heliPad; // Add Hold Action [ _helicopter, "Start Resupply", "", "", "true", "true", {hint "Start Resupply!"}, { if (((fuel (vehicle _this select 1)) == 1) && ((ammo (vehicle _this select 1)) == 1) && ((damage (vehicle _this select 1)) == 0) &&) then { hint "Resupply Complete!"; [_helicopter,_this select 2] call BIS_fnc_holdActionRemove; } else { (vehicle _this select 1) setFuel (fuel (vehicle _this select 1) + 0.04); (vehicle _this select 1) setAmmo (ammo (vehicle _this select 1) + 0.04); (vehicle _this select 1) setDamage (damage (vehicle _this select 1) - 0.04); }; }, { (vehicle _this select 1) setFuel 1; (vehicle _this select 1) setAmmo 1; (vehicle _this select 1) setDamage 0; hint "Resupply Complete!"; }, {hint "Resupply Progress Stop!"}, [], 10, nil, true, false ] call BIS_fnc_holdActionAdd; // Move Heli _helicopter doMove _helipadPosition; hint "Resupply helicopter inbound!"; // Wait for them to be ready to land _helicoptersLanding = 0; while { _helicoptersLanding < 1 } do { if ((_helicopter distance _heliPad) < 180) then { doStop _helicopter; _helicopter land _landingMode; _helicoptersLanding = _helicoptersLanding + 1; hint "Resupply helicopter landing!"; }; sleep 1; }; // Wait Heli Land waitUntil { isTouchingGround _helicopter }; hint "Resupply helicopter landed, will wait 2 minutes!"; sleep 100; hint "Resupply helicopter will Leave in 10 sec!"; sleep 20; hint "Resupply helicopter RTB!"; // Heli Fly Away _helicopter doMove _spawnPosition; // Delete Heli while {(_helicopter distance _spawnPosition) > 200 } do {sleep 1;}; {deleteVehicle _x} forEach (crew _helicopter)+[_helicopter,_heliPad]; I stuck on two place: 1.The helicopter can't disable collision with player's HIGH-MACS. {_helicopter disableCollisionWith _x} forEach allPlayers + vehicles; 2.This hold button function can't run, I stuck on my function can't find the caller vehicle, and script will stop. [ _helicopter, "Start Resupply", "", "", "true", "true", {hint "Start Resupply!"}, { if (((fuel (vehicle _this select 1)) == 1) && ((ammo (vehicle _this select 1)) == 1) && ((damage (vehicle _this select 1)) == 0) &&) then { hint "Resupply Complete!"; [_helicopter,_this select 2] call BIS_fnc_holdActionRemove; } else { (vehicle _this select 1) setFuel (fuel (vehicle _this select 1) + 0.04); (vehicle _this select 1) setAmmo (ammo (vehicle _this select 1) + 0.04); (vehicle _this select 1) setDamage (damage (vehicle _this select 1) - 0.04); }; }, { (vehicle _this select 1) setFuel 1; (vehicle _this select 1) setAmmo 1; (vehicle _this select 1) setDamage 0; hint "Resupply Complete!"; }, {hint "Resupply Progress Stop!"}, [], 10, nil, true, false ] call BIS_fnc_holdActionAdd; So what wrong with my script? Please help, thanks.
  11. I put a civilian and use say3D to let the civilian say my record sound. (It will loop say "help! help! help!") But I find when I in vehicle, whether it is convertible car or not, I can't hear very clear when I in car, the sound volume will very small, I can only hear very little. But when I get out vehicle, the sound will very loud and clear. Is there any script can modify this situation?
  12. Very like createShot this idea to ArmA 3
  13. Hi, I want to place some unit/group on map, and export it's config to script, so I can use .sqf file to spawn AI, and control server performance. I want to export Unit/Group classname, their loadout, waypoint, and any I write down in unit/waypoint's init script. (It can say I want to export 100% same thing like I place on editor.) I find out a tool it's name Silent Map Converter(Link), but it can't work. I also find this, M3Editor - 3DEN(Link), still not work. Do you have any can work tool or convert script can help me ? Thanks
  14. I find a solution, that is I don't drag infantry into truck, just gave them waypoint. When start, leader will auto order everybody get in truck.
  15. My trigger will start to countdown 60 sec after Player get into a town. (detect BLUFOR in trigger) Then after 60 sec the trigger will Act. {_x enableSimulationGlobal true;} forEach thisList; truckGo = true; publicVariable "truckGo"; This trigger is cover a OPFOR group who is turn off simulation when game start(Use Eden editor edit group's attributes, not by script). Then trigger will turn on all OPFOR Unit within its area scope. After OPFOR turn on simulation, then they will follow 1st waypoint and transport(by script in On Act.) to 2nd waypoin and move to 3rd waypoint ........ I will make a demo mission and upload here to you, let you check my method. :)
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