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Everything posted by sarogahtyp
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Stringtables, how to create them efficiently?
sarogahtyp replied to R3vo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I never tried it but google told me that this could be your wanted tool: tabler - Arma 3 Translation Helper -
Weapon IR Laser Ranging
sarogahtyp replied to sjakal's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, we can start that with "Weapon" memory point even if I will not let the crosshair and range show when player is not using sights. Another thing what came in my mind is to add a laser target at end position of the IR laser. So we should implement _target = "LaserTargetW" createVehicle (getpos player); and set its pos continueously as long as the IR laser is activated. Now back to the memory point. BI is doing the same as we do with the laser itself and it is pointing always to the correct position. They must have a way to do that without the name of the memory point because every modder can name the memory points as he likes for his custom weapon but the IR laser is always at correct position, isnt it? So we have to think about how is BI doing that? -
Weapon IR Laser Ranging
sarogahtyp replied to sjakal's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, I would say lets do a manual correction for that memory point problem. if we do a manual correction for an average weapon (average in size and IR lasers mount point) then we have a quite good solution I think. I dont know much about the different weapons in Arma 3 so I could use a hint which weapon we should take. I already began with those manual correction but its far away from being perfect: Now I ve to go to work and so I have no time to optimize it more... maybe one of u guys could. -
Weapon IR Laser Ranging
sarogahtyp replied to sjakal's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I got it with that check: -
Weapon IR Laser Ranging
sarogahtyp replied to sjakal's topic in ARMA 3 - MISSION EDITING & SCRIPTING
okay, i think i cant help with the start position of that range finding thing but I ve another problem. I used sjakals script and what I dont want is that the range and the crosshair is drawn when the player is not in the sights view by clicking right mouse button. How do I check if the player uses the weapons sights? -
Question about locality
sarogahtyp replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
KKs tutorial about locality. u should read it to get a good view about that theme: http://killzonekid.com/arma-scripting-tutorials-locality/ -
Weapon IR Laser Ranging
sarogahtyp replied to sjakal's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you can get the selectionName with the Dammaged EH its a return value of it. Got that Info from here: selectionPosition -
Weapon IR Laser Ranging
sarogahtyp replied to sjakal's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"acc_pointer_IR" got it from here: primaryWeaponItems or isnt that what is wanted? -
Question regarding objects and respawn.
sarogahtyp replied to Tom212's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, it isnt. -
Weapon IR Laser Ranging
sarogahtyp replied to sjakal's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That should work but is not tested. Give feedback please! -
Animation Script Causes Infinite Loading Screens
sarogahtyp replied to Coolio56's topic in ARMA 3 - MISSION EDITING & SCRIPTING
from bikis animationState entry: Seems to be forced to lower case in Arma 3 maybe thats the reason try this: waitUntil{sleep 1; toLower (animationState _unit) != toLower _anim}; -
How to get this code working for every player who joins the server
sarogahtyp replied to arconymous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I ve not the time to read that all now, but i did a quick look at it and it seems that u want to use the DB at each connected client. As far as I know extDB is thought to store data server side only and thats the way I would use it. -
Help Setting Correct Start Order of Init.sqf
sarogahtyp replied to RizlaUK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
according to dreadedentitys post u could spawn scripts with infinite loops instead of calling em because they r running parallel then. I prefer to spawn scripts too if its not needed that they run in a specific order. another advantage of spawning is that the script is not running in a scheduled environment. if u want to learn basics about armas init order u could look here https://community.bistudio.com/wiki/Initialization_Order -
Weapon IR Laser Ranging
sarogahtyp replied to sjakal's topic in ARMA 3 - MISSION EDITING & SCRIPTING
1. primaryWeapon weaponDirection 2. isIRLaserOn 3. you can use intersect command handled in this thread: https://forums.bistudio.com/topic/189068-los-line-of-sight/ lineIntersectsSurfaces -
AddAction bomb with sound
sarogahtyp replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My St3@m name is: Sarogahtyp feel free to add me :-) -
AddAction bomb with sound
sarogahtyp replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, it wont work because the init lines are processed before the init.sqf file. Arma 3 - Init order Solution is to group the guys in the editor and name one of them e.g. player_1 You dont need to use createGroup and join commands Then u can use: "bombmusic" remoteExec ["playSound", (group player_1)]; and that finaly .... should it be. -
AddAction bomb with sound
sarogahtyp replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I m not familiar with armas init processes so i dont know what is executed when because i usually not using those init lines. But it looks ok so far. -
AddAction bomb with sound
sarogahtyp replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As I read the setGroupId command it just sets a name to display for the group. I think its not a variable. use createGroup and join to setup ur groups variable name! -
AddAction bomb with sound
sarogahtyp replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The one and only correct solution for ur problem is that what you nearly found on your own. After reading biki carefully again I came to it, too: "bombmusic" remoteExec ["playSound", grp_t2]; -
AddAction bomb with sound
sarogahtyp replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Another try without your group: _nearestdist=500; { _dist = vehicle _x distance bombmarker1; if (isPlayer _x and _dist < _nearestdist) then { "bombmusic" remoteExec ["playSound", _x]; }; } forEach playableUnits; with that code everyone nearer 500 meters around bombmarker1 should play the sound. if thats a suitable solution for you... My way to solve that may look chaotic but dont worry ... sure it is :D -
AddAction bomb with sound
sarogahtyp replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes and im working on a solution. try it this way please: _member = []; { if (!(_x in _member)) then { _member pushBack _x; "bombmusic" remoteExec ["playSound", _x]; }; }forEach units grp_t2; -
AddAction bomb with sound
sarogahtyp replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
okay, I never used that remoteExec command before :D that should work "bombmusic" remoteExec ["playSound", -2]; and it will play the sound on each connected client.is it a condition that only the group should hear the sound? -
AddAction bomb with sound
sarogahtyp replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
could u post ur c4.sqf please and tell me if that is executed at server only? -
AddAction bomb with sound
sarogahtyp replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was on the next step, give me some time to check the above problem. things will go more complicated if grp_t2 consists of a ai/player mix because your sound will get played more than one time for the owner of the ai. Solution for that should be: _owner_ids = []; { _owner = owner _x; if (!(_owner in _owner_ids)) then { _owner_ids pushBack (owner _x); "musicbomb" remoteExec ["playSound", _owner]; }; }forEach units grp_t2; -
AddAction bomb with sound
sarogahtyp replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
bump answered above ur post... just edited my post