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drunken officer

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About drunken officer

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  1. drunken officer

    Help with Dialog, when mouse over picture

    Create Job! It works correct. Thx
  2. drunken officer

    Forced 3rd person (help)

    Do you really need a controll per EACH Frame? WaitUntil check the condition eachframe... In my example, you have only to chance If (cameraVieW == "External" && !(vehicle player) != player then {...}
  3. drunken officer

    Forced 3rd person (help)

    With CBA, a half secound delay [ { if (cameraView == "External") then {player switchCamera "internal"}; }, 0.5, [] // ] call CBA_fnc_addPerFrameHandler;
  4. drunken officer

    Help with Dialog, when mouse over picture

    First of all: Thanks a lot man! Generally it works. But there is a problem. The input is not correct, it is more right. When I pointingthe middle one, i get the input of the left. When i pointing the right one, i get the input of the middle one. And when i pointing right side of the right pic (same distance as pic to pic) i get the input of the right picture
  5. Hello guys I've add 2 displayeventhandlers (keydown, keyup) to my mission. If you press down, you open and hold a dialog. In this dialog, i've 3 elements (pictures) Is there a way to activate a script, when the mouse is pointing over picture AND the dialog is closing / close ? At the moment, i use a button behind the pictures and can click on it. This works, but i dont like it with the button. Exampale: Mouse at picture 1: Hint "Your mouse was over picture 1" Mouse at picture 2: Hint "You mouse was over picture 2" Mouse at picture 3: Hint "You mouse was over picture 3" Here the code for the displayEventhandler DOF_onKeyDown = { private "_key"; _key = _this select 1; if (_key == 219 && (cursorTarget distance player <1.4)) then //L Win { if (isNull (findDisplay 47110) && !(player getVariable "DOF_isBusy" ) then { createDialog "Dialog_main"; } }; }; DOF_onKeyup = { private "_key"; _key = _this select 1; if (_key == 219 && !isNull (findDisplay 47110) ) then { closeDialog 47110 }; }; waitUntil {!isNull (findDisplay 46)}; (findDisplay 46) displayAddEventHandler ["keyDown", "_this call DOF_onKeyDown"]; (findDisplay 46) displayAddEventHandler ["keyup", "_this call DOF_onKeyup"]; Some lines of Dialog class Dialog_main { idd = 47110; // is needed for displayEventhandler movingenable = false; .... class controls { class RscPicture_1201: DOF_RscPicture { idc = 1201; text = "DOF_main\tex\UAV_act.paa"; x = 0.489687 * safezoneW + safezoneX; y = 0.643 * safezoneH + safezoneY; w = 0.0257812 * safezoneW; h = 0.044 * safezoneH; }; .... };}
  6. drunken officer

    Drag and Drop Action for BIS Revive

    How can i attach files? It's a zip-file
  7. Hello guys. Sometimes i use the BIS Revive System. But i missed all the time a option to drag and drop the body. That's why i wrote a small script. With this script, you have a option to drag and drop the injured body. I tested the script with a friend on dedi-server and on hosted server. If you find bugs, please contact me. You need a initlocalplayer.sqf in your mission file. waitUntil {!(isNull player)}; waitUntil {player==player}; call compileFinal preprocessFileLineNumbers "DOF_DragAndDrop_for_BISRevive\DOF_DragAndDrop_for_BISRevive.sqf"; Then you have to copy the attaced file. Normaly there is a folder DOF_DragAndDrop_for_BISRevive. There is only one file inside: DOF_DragAndDrop_for_BISRevive.sqf Downloadlink: http://kehenas.myqnapcloud.com:8080/share.cgi?ssid=0s8umJT
  8. drunken officer

    [COOP-7 / SP] Russian Assault

    Hello. I want to present my mission. In this mission you are part of a small Russian infantry squads. The Russian army is after a long civil war on Altis, to protect the peace. However, there is in the northwest rebels, who regard the Russians as enemies. There have been recent attacks on Russian convoys or the local government. That's why the Russian army checkpoints erected in order to better control the situation. On this day, it's your turn to their service performed in a checkpoint. As medicsystem i use Farooq's Revive 1.5. Inside the base is a teleport-flag for JIP or killed players. Mods: - CBA_A3 - TaskForceRadio - RHSAFRF Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=648925532&searchtext=russian+assault Becaue our "clan" doesnt play ArmA 3 at the moment ( Naval Action is the favaroit for the most guys ), i couldnt test this mission completely.
  9. You have to "undock" the guys. { unassignVehicle _x} forEach [q1,q2,......,q8]
  10. I write my own stuff, because not every mission is equal to eachother. The background is always the same. 1. You have to "mark" the city 2. Place a trigger (for beginners is easier) or check inside a script is somebody inside this area 3. Create an array. 4. Spawn the guys and push them to the array 5. If nobody inside this area, you have to delete all units in this array.
  11. drunken officer

    headgear and vest always on the ground

    1000 years later..... i found the options the set name property. Now it works, thanks Locklear
  12. drunken officer

    headgear and vest always on the ground

    No. Edit: I have a model.cfg right now. Now the problem is a other one. The good thing is, the cap turns left and right together with the head. The bad thing is, this cap is not on head, it's in the middle to the model. :(
  13. drunken officer

    Creating a Custom Crosshair!?

    ... class mygun : hgun_Rook40_F { .... cursor = ""; cursoraim = "yourmod\pathtothepicture\yourcustompicture.paa"; };
  14. Hello. I've trouble with my modells. The headgear and the vest are always on ground, if i load my own object. If i load a arma object, everyting is fine. Here me code: cfg class CfgWeapons { class ItemCore; class iteminfo; class Uniform_Base; class UniformItem; class Vest_Camo_Base; class vest_base; class VestItem; class HeadgearItem; class DOF_Polizei_muetze : H_Cap_blu { displayName = "Polizeibasecap"; model = "\DOF_Polizeimod\obj\schirmmuetze.p3d"; picture = "\A3\characters_f\Data\UI\icon_H_Cap_blu_CA.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {""}; class ItemInfo : HeadgearItem { mass = 10; /// combined weight and volume of the cap, this equals to single magazine uniformModel = "\DOF_Polizeimod\obj\schirmmuetze.p3d"; /// what model is used for this cap allowedSlots[] = {801,901,701,605}; /// this cap is so small and flexible that it fits everywhere modelSides[] = {6}; /// available for all sides armor = 0; /// this cap doesn't provide any protection passThrough = 1; /// this cap doesn't provide any protection hiddenSelections[] = {"camo"}; /// what selection in model could have different textures }; }; The position and the selection "head" is a 1:1 copy from the bis sample_F Basecap. here a a picture how it looks in game. The cap is betwen the leg on ground. And here is a pic from Oxygen: Can somebody tell me, what my mistake is? Greetz
  15. drunken officer

    German Police Mod

    Its a free 3d model, which one you can download. I do not breaking any rules. By the way, the most us police ford charger or ford crown, are free models.