drunken officer
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Everything posted by drunken officer
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Dialog with map, problems with zoom
drunken officer replied to drunken officer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
JW, in you mission, you use addaction command. I add a trigger to start the script. I cant zoom the map with my mouse wheel. :( Are you sure, that you can zoom your map, if you start the dialog by a trigger? -
commandArtilleryFire not working.
drunken officer replied to JasperRab's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To test it, try this code. Open your editor and copy this code inside the init of your mortar unit: TEST = this spawn { private ["_magClass"]; while {alive player} do { _magClass = currentMagazine _this; if (getpos player inRangeofArtillery [ [_this], _magClass]) then { effectiveCommander _this commandArtilleryFire [getpos player, currentMagazine _this, 1]; _This globalChat format ["Fire! Using: %1", _magclass]; _this setVehicleAmmo 1; } else { _This globalChat "Player is out of range" }; hintsilent format ["Distance: %1", player distance _this]; sleep 4; }; }; -
BW-Mod - Ranksign
drunken officer replied to drunken officer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update fixed: - after changing uniform, there was no ranksign on arm - low soldier ranks (Gef -> OSG) was mirrored on arm (thx. to [3.JgKp]Tom to inform me about this little mistake) Download: https://www.dropbox.com/s/kco6n5cu1mz2l28/%40BW_Ranksign.zip?dl=0 -
BW-Mod - Ranksign
drunken officer replied to drunken officer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here is a update, becaue BW_Mod release Vers. 1.2.1 Requirements: BW_Mod Vers. 1.2.1 CBA_A3 Download: https://www.dropbox.com/s/kco6n5cu1mz2l28/%40BW_Ranksign.zip?dl=0 -
Hello guys. I've reworked my IEDtoMine Addon. In the first version, you have to use a init, that a BIS IED working like a mine. Now i've add 4 new IED to the game. They are all working like mine. MagazineClassName: (to fill a box) DOF_IED1_MAG DOF_IED2_MAG DOF_IED3_MAG DOF_IED4_MAG AmmoClassName: (to spawn them) DOF_IED1_AMMO DOF_IED2_AMMO DOF_IED3_AMMO DOF_IED4_AMMO You can place them in the editor or spawn them. The BIS IEDs i didn't change. There are no other addons require. Download: https://www.dropbox.com/s/fcg92vv4lqart48/%40IEDtoMine.zip?dl=0 In this video i show you: - how to find in editor (IEDs are mine) - hoe to handle the BIS IED (they are remote bombs) - how to handle my IED class and the different to the BIS IEDs (my IEDs are mines) - Dammage on vehicles @Foxhount You released my IEDtoMine Addon Vers. 1 by Armaholic. Can you delete it and the "old" thread, because Version 2 is totally reworked.
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IEDtoMine V2 (totally reworked)
drunken officer replied to drunken officer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No, you don't have to use the init-Logic!!! Just place the IED (new class) on map. But i informed Foxhound. With the next update, the init logic is removed edit: improve spelling -
IEDtoMine V2 (totally reworked)
drunken officer replied to drunken officer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Okay, this message i never saw. And i know why. case "IEDUrbanBig_Remote_Ammo" : {_granatentyp = "Sh_82mm_AMOS"}; case "IEDLandBig_Remote_Ammo" : {_granatentyp = "R_230mm_fly"}; case "IEDUrbanSmall_Remote_Ammo" : {_granatentyp = "R_TBG32V_F"}; case "IEDLandSmall_Remote_Ammo" : {_granatentyp = "R_60mm_HE"}; The script searching for IEDLand .... But again, DONT use the INIT if you use the new IED class. The new IED Ammo classes are inherit from them, but they have anoher name. Check the video 09:00 min - ... In this part, i spawn the IEDs. And they dont need a script anymore Edit: I removed the INIT, because the init is not necessary with the new IED class. And i renamed the IED (stringtable in english/german) -
IEDtoMine V2 (totally reworked)
drunken officer replied to drunken officer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thx for the info But if you use Version 2, dont set the INIT if you place the new IED class. You can select them in the editor. There is no script. They IED are inherit from APRES Mines. You can find the new IED class under the menu "mines". Then you have 4 new objects DOF_IED_Mine1 DOF_IED_Mine2 DOF_IED_Mine3 DOF_IED_Mine4 -
IEDtoMine V2 (totally reworked)
drunken officer replied to drunken officer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you use my new IEDs (Version2), you dont need a script. The IEDs are own objects they working like a mine. Place the IED on map and feel happy, when it blow up. BUT in Vers1 was a init, because i got trouble with a arma weapon class. There was a script. Vers 2 is better for the performance, because the script from Vers 1 checked all the time, if some near to IED. And that for each IED. I think, use Vers 2 if you need IEDs they working like a mine -
SIX Config Browser - Editing resource - ARMA 3 Alpha available
drunken officer replied to sickboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Website is down? Anyone with the same problem? I use firerfox -
Hello. In this small mod, i've a init. With this init its possible, that the ArmA 3 IED working like a mine. They will explode, if a player closer then 2.4 meters to the mine For all, the want to create a IED, here are the classname: "IEDUrbanBig_Remote_Ammo" "IEDLandBig_Remote_Ammo" "IEDUrbanSmall_Remote_Ammo" "IEDLandSmall_Remote_Ammo" Because my english is not the best, i've made a video. Download: https://www.dropbox.com/s/fcg92vv4lqart48/%40IEDtoMine.zip?dl=0
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[How to] - Rank Insignia for all units
drunken officer replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Script on serverside: private ["_RANKICON"]; { _RANKICON = [_x,"texture"] call BIS_fnc_rankParams; if (_x isKindOf "B_Soldier_base_F" || _x isKindOf "I_Soldier_base_F") then { _x setObjectTextureGlobal [1, _RANKICON]; } else { _x setObjectTextureGlobal [2, _RANKICON]; }; } forEAch allunits CSAT units has more hiddenselections then USA / AAF -
set Variable from mission to CfgUnitInsignia ?
drunken officer posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. I've question. In my addon, i've a class inside the CfgUnitInsignia class CfgUnitInsignia { class DOF_RANK_SYSTEM { displayName = ""; // Name displayed in Arsenal author = "Drunken Officer"; // Author displayed in Arsenal texture = "\bw_zusatz\texturen\Dienstgrade\gef_ca.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; }; [/Code] With a script, i check the rank of player and set a this [code] ..... case 6 : {DOF_EIGENES_RANKICON_Display_arm = "\bw_zusatz\texturen\Dienstgrade\Fw_ca.paa"}; case 7 : {DOF_EIGENES_RANKICON_Display_arm = "\bw_zusatz\texturen\Dienstgrade\OFw_ca.paa"}; case 8 : {DOF_EIGENES_RANKICON_Display_arm = "\bw_zusatz\texturen\Dienstgrade\HFW_ca.paa"}; ..... Now i tried to set configFile>>"CfgUnitInsignia">>"DOF_RANK_SYSTEM">>"texture">>DOF_EIGENES_RANKICON_Display_arm; But it doesnt works. The texture is a string and the DOF_EIGENES_RANKICON_Display_arm is a string too. It's a doubelstring and it'S not possible. Compiling of DOF_EIGENES_RANKICON_Display_arm returns a code. Is there a way, to set texture? At the moment, i've a own class inside the CfgUnitInsignia for each rank. It's monster hpp :mad: -
set Variable from mission to CfgUnitInsignia ?
drunken officer replied to drunken officer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
setovjecttextureglobal, yeah. Sometimes, i'm really blind. It's so simple... -
Need help with random pics in display
drunken officer posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. I want to show in the right upper corner a display with the rank of player. def.hpp // Control types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_SHORTCUTBUTTON 16 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_ANIMATED_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 #define CT_LISTNBOX 102 #define CT_CHECKBOX 77 //Arma 3 // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0c #define ST_TYPE 0xF0 #define ST_SINGLE 0 #define ST_MULTI 16 #define ST_TITLE_BAR 32 #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_BACKGROUND 80 #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_HUD_BACKGROUND 128 #define ST_TILE_PICTURE 144 #define ST_WITH_RECT 160 #define ST_LINE 176 #define ST_SHADOW 0x100 #define ST_NO_RECT 0x200 // this style works for CT_STATIC in conjunction with ST_MULTI #define ST_KEEP_ASPECT_RATIO 0x800 #define ST_TITLE ST_TITLE_BAR + ST_CENTER // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 // progress bar #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 // Listbox styles #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 #define FontM "Zeppelin32" // Tree styles #define TR_SHOWROOT 1 #define TR_AUTOCOLLAPSE 2 // MessageBox styles #define MB_BUTTON_OK 1 #define MB_BUTTON_CANCEL 2 #define MB_BUTTON_USER 4 class DOF_RscPicture { access = 0; idc = -1; type = CT_STATIC; style = ST_PICTURE; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; class DOF_RscText { access = 0; idc = -1; type = CT_STATIC; style = ST_CENTER; linespacing = 1; colorBackground[] = {0,0,0,0}; // ist gleich transparent colorText[] = {0.804,0.773,0.749,1}; text = ""; shadow = 2; font = "PuristaLight"; SizeEx = 0.05; fixedWidth = 0; x = 0; y = 0; h = 0; w = 0; }; class RscTitles { class Display_RANK { idd = -1; duration = 20; //standzeit in Sekunden onLoad = "_this call onRscLoad1";//UI event handler class controls { class DOF_RANK_Pic : DOF_RscPicture { idc = -1; type = 0; style = 0; font = "PuristaLight"; sizeEx = 0.1; //colorBackground[] = {0,0,0,1}; colorText[] = {1,1,1,1}; //text = "#(argb,256,256,1)r2t(rendertarget0,1.0);" text = ""; x = 0.785 * safezoneW + safezoneX; y = 0.015 * safezoneH + safezoneY; w = 0.044687 * safezoneW; h = 0.092 * safezoneH; }; }; }; }; in my initlocalplayer.sqf i use this: //---- check for value of DOF_RANK and set pic from addon switch (player getVariable "DOF_RANK") do { case 1 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\gef_ca.paa"}; case 2 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\OG_ca.paa"}; case 3 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\HG_ca.paa"}; case 4 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\Uffz_ca.paa"}; case 5 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\SU_ca.paa"}; case 6 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\Fw_ca.paa"}; case 7 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\OFw_ca.paa"}; case 8 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\HFW_ca.paa"}; case 9 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\Lt_ca.paa"}; case 10 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\OLt_ca.paa"}; case 11 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\Hpt_ca.paa"}; case 12 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\Maj_ca.paa"}; case 13 : {DOF_EIGENES_RANKICON_Display = "\bw_zusatz\texturen\Dienstgrade\Oberst_ca.paa"}; }; sleep 1; //---- start onRscLoad1 from def.hpp onRscLoad1 = { private ["_display","_idc","_ctrl"]; _display = _this select 0; _idc = -1; _ctrl = _display displayCtrl _idc; _ctrl ctrlSetText DOF_EIGENES_RANKICON_Display; }; 1 cutRsc ["Display_RANK","PLAIN"]; But it shows nothing! i tried it with text with other pic. Nothing. Where is my mistake? -
Need help with random pics in display
drunken officer replied to drunken officer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found my mistake!!! class DOF_RANK_Pic : DOF_RscPicture { idc = -1; type = 0; style = 0; the correct code is: idc = some number type = CT_STATIC; style = ST_PICTURE; -
Dialog Tutorial For Noobs [By A Noob]
drunken officer replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've a question to random pics in displays. // Control types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_SHORTCUTBUTTON 16 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_ANIMATED_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 #define CT_LISTNBOX 102 #define CT_CHECKBOX 77 //Arma 3 // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0c #define ST_TYPE 0xF0 #define ST_SINGLE 0 #define ST_MULTI 16 #define ST_TITLE_BAR 32 #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_BACKGROUND 80 #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_HUD_BACKGROUND 128 #define ST_TILE_PICTURE 144 #define ST_WITH_RECT 160 #define ST_LINE 176 #define ST_SHADOW 0x100 #define ST_NO_RECT 0x200 // this style works for CT_STATIC in conjunction with ST_MULTI #define ST_KEEP_ASPECT_RATIO 0x800 #define ST_TITLE ST_TITLE_BAR + ST_CENTER // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 // progress bar #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 // Listbox styles #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 #define FontM "Zeppelin32" // Tree styles #define TR_SHOWROOT 1 #define TR_AUTOCOLLAPSE 2 // MessageBox styles #define MB_BUTTON_OK 1 #define MB_BUTTON_CANCEL 2 #define MB_BUTTON_USER 4 class DOF_RscPicture { access = 0; idc = -1; type = CT_STATIC; style = ST_PICTURE; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; class DOF_RscText { access = 0; idc = -1; type = CT_STATIC; style = ST_CENTER; linespacing = 1; colorBackground[] = {0,0,0,0}; colorText[] = {0.804,0.773,0.749,1}; text = ""; shadow = 2; font = "PuristaLight"; SizeEx = 0.05; fixedWidth = 0; x = 0; y = 0; h = 0; w = 0; }; class RscTitles { class Display_RANK { idd = 20010; duration = 20; class controls { class DOF_RANK_Pic : DOF_RscPicture { idc = 20010; text = ""; //text = "\bw_zusatz\texturen\Dienstgrade\gef_ca.paa"; x = 0.785 * safezoneW + safezoneX; y = 0.015 * safezoneH + safezoneY; w = 0.044687 * safezoneW; h = 0.092 * safezoneH; }; }; }; }; Now in my initlocalplayer.sqf i want to set rank-pic for the player. disableSerialization 1 cutRsc ["Display_RANK","PLAIN"]; ctrlSetText [20010, "texturen\test_ca.paa"]; ctrlShow [20010, true]; But i doesnt works If i load the picture inside the definition, it works. But i need differnet pictures -
Extract array postion of highest value in array
drunken officer posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everybody. I create a group on serverside and set it public. When the players join to the server, they join to the group named as “Tango31†So far, so good. But there is a problem to set the right leader. If the player with the rank "captai"n joins a bit later, the captain is not the leader but have the highest rank. I set in my initlocalplayer.sqf to all connecting player a value: Player setVariable [“DOF_RANKâ€,4,true] 4 is an example. Value between 1-14 In my initserver-sqf, I have a small spawn script to control the group. [] spawn { private ["_cnt", “_grparrayâ€, " _valuearray", "_value_highest"]; _cnt = -1; _grparray = []; while {true} do { waitUntil {sleep 3; count units tango31 != _cnt}; _grparray = []; _valuearray = []; // ----- mutiarray { _grparray = _grparray + [_x,(_x getVariable "DOF_RANK") ] } count units tango31; { _grparray = _grparray + [_x] } count units tango31; { _valuearray = _ valuearray + [(_x getVariable "DOF_RANK")] } count units tango31; _value_highest = [_valuearray, 1] call BIS_fnc_findExtreme; player sideChat format ["%1, %2, Hoch: %3", _grparray, _valuearray , _value_highest]; //tango31 selectLeader player; _cnt = count units tango31; }; }; What I need is, that the player with the highest value set as leader of tango31. BIS_fnc_findExtreme (modus 1) give me the highest value of an array. How can I extract the array-position ? With this position I can set the leader Tango31 selectleader (_grparray select (postion of highest value)) -
Extract array postion of highest value in array
drunken officer replied to drunken officer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thx a lot. Here my code. it works in editor. Maybe i've to call the selectleader line via BIS_BNC_MP for dedicate server. [] spawn { private ["_cnt"]; _cnt = 0; _grparray = []; while {true} do { waitUntil {sleep 3; count units tango31 != _cnt}; _grparray = []; private ["_index", "_highest"]; _index = -1; _highest = -1; { _grparray = _grparray + [_x] } count units tango31; { if(_x getVariable ["DOF_RANK", -1] > _highest) then { _highest = _x getVariable ["DOF_RANK", -1]; _index = _forEachIndex; }; //player sideChat format ["INDEX: %1 Name: %2", _index, (_grparray select _index)]; } forEach units tango31; tango31 selectleader (_grparray select _index); _cnt = count units tango31; }; -
re-syncronice with a modul is not working
drunken officer replied to drunken officer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this works fine!!! player spawn { while {true} do { waituntil {sleep 3; backpack _this == "tf_mr3000_bwmod"}; //UL_Modul synchronizeObjectsAdd [uL_Unit]; UL_Modul synchronizeObjectsAdd [uA_Modul]; UA_Modul synchronizeObjectsAdd [player]; [ _this, UA_Modul, UL_Modul ] call BIS_fnc_addSupportLink; _GPO=[player,"GPS_Ortung"] call BIS_fnc_addCommMenuItem; waituntil {sleep 3; backpack _this != "tf_mr3000_bwmod"}; [player,_GPO] call BIS_fnc_removeCommMenuItem; //player synchronizeObjectsRemove [uA_Modul]; UL_Modul synchronizeObjectsRemove [uA_Modul]; UL_UNIT synchronizeObjectsRemove [uL_Modul]; [ _this, UA_Modul, UL_Modul ] call BIS_fnc_removeSupportLink; }; }; For all the others. You have to sync the supporting units with the support modul. -
re-syncronice with a modul is not working
drunken officer posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. I've a problem in my multiplayer-mission. I want, that my artillery officer (AO) only can call the artillery, if the AO has a longrange-radio (use TFAR in my missions). I placed follow things on map: the mortar unit = UL_Unit the supportmodul = UL_modul the requestermodul = UA_Modul Nothing is sync with each other I start the spawn-script inside the initplayerlocal.sqf. To the beginning, the AO don't has a longrange radio and don't has the possibility to call the mortar. When the AO pick up the longrange radio, i sync UL_Unit to UL_Modul -> UL_Modul to UA_Modul and UA_Modul to AO. Now it's possible to call the mortar. When the AO drop down the longrange radio, i desync Player -> UA_Modul, UA_Modul -> UL_Modul, UL_Modul -> UL_Unit. The icon in the left corner is gone and it's not possible to call. So far so good. But now, when i pick up again, the longrange radio, nothing happends! In my script is a test-line. The loop is working. At the beginnig, the script wait for pickup. Then it stops and wait for drop and back to beginning in a loop. -
Changing Cargo value of a box (configfile)
drunken officer posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. I set 4 boxes (B_supplyCrate_F; [ArmA3 NATO-box] ) into my base. Now i want to change the maximum cargospace, NOT clear the space. I tried many ways but nothing happends. All the ways don't change the cargospace. Here my way: serverinit: dof_paladin_boxloadspace = getNumber (configFile >> "CfgVehicles" >> Typeof _x >> "maximumload"); dof_paladin_boxloadspace = dof_paladin_boxloadspace + 50000; } forEAch [box_base_1, box_base_2,box_base_3, box_base_4]; i tried with: dof_paladin_boxloadspace = getNumber (configFile >> "CfgVehicles" >> Typeof _x >> "maximumload"); _X setVariable ["dof_paladin_boxloadspace",50000, true]; } forEAch [box_base_1, box_base_2,box_base_3, box_base_4]; it tried it, to use this code in the init line: dof_paladin_boxloadspace = getNumber (configFile >> "CfgVehicles" >> Typeof box_base_1 >> "maximumload"); dof_paladin_boxloadspace = dof_paladin_boxloadspace + 50000; Can somebody show me how to do? -
Trigger Condition For Player Vehicles Only
drunken officer replied to macusercom's topic in ARMA 3 - MISSION EDITING & SCRIPTING
He want to open a bargate. And in this case, you can work with player -
Create Marker On Every Object in Radius.
drunken officer replied to D. Patterson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It'S untested my idea is. you need 2 arrays. The first one is a empty markerarray. The 2. is your objectLoc array. After that, you fill the markerarray 1:1 with your obj array. For every obj you add a eventhandler. If this object killed, say deletemarker -> select them from markerarray -> select postion in markerarray >> select the postion which the obj in his own array has (because it'S 1:1) The selected one is a string. mkrarray = []; objectLoc = nearestObjects [position _talke, ["Land_Pallets_F","ARP_Objects_IED","Land_Tyre_F","Land_MetalBarrel_F","Land_BarrelTrash_grey_F","Land_Sacks_heap_F","ARP_Objects_IED", "Land_GarbageBags_F", "Land_GarbageWashingMachine_F","Land_JunkPile_F"], 1000]; { _mrkr = createMarkerLocal [str(_x),getPos _x]; _mrkr setMarkerShape "ELLIPSE"; _mrkr setMarkerSize [200, 200]; _mrkr setMarkerColor "ColorRed"; mkrarray = mkrarray + [_mrkr]; _x addeventhandler ["killed", {deleteMarker (mkrarray select (objectLoc select (_this select 0)) ) }]; } forEach objectLoc -
how to prevent 2 things
drunken officer replied to Wiki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you dont need a while loop running the whole time. Use a waitunitl together with sleep. It saves performance. You can reduce the sleep time. The player can see just one sec the 3rd person. After a while, the players stop to try to switch in 3rd person :smile: if (local player) then { while {true} do { waituntil {sleep 1; (vehicle player != player) && (cameraView == "EXTERNAL")}; vehicle player switchCamera "INTERNAL"; }; }; But it's funny. Most servers do it this way, the the player can use 3rd person, when they are inside a vehicle and outside they have only 1st person.