OLO
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Everything posted by OLO
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Don't think so, by using this command you can change types of thermal image, but can't add anything to it :icon_sad:
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I was wondering if you can tweak current thermal image with simple scripting, for example by adding some ppEffects. You can easily do this with night vision, but don't about FLIR.
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Whenever I try to put a picture inside CT_COMBO type control, it's always invisible (text next to the picture shows up fine). If I change the control type to CT_LISTBOX, the picture is shown as it should be. Has anyone encountered something like this?
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Another thing... this command changes the color, on the list, but the second you select the picture it goes invisible again. To overcome it launch: lbSetPictureColorSelected on every row again. I'd expect lbSetPictureColorDisabled to work aswel.
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Thanks so much Kilzone_Kid, that works just perfectly :)
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Live Feed/Picture In Picture of an area from a fixed location.
OLO replied to J_ONeill's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now, when I think of it, I wouldn't either. Function gives errors in some cases as I've noticed. cameraEffect with 'rtt' parameter is an easier way to do it. Also, when you want to have couple different 'shots' in one particular texture or display an you're using camera for that, don't forget to terminate camera with player cameraEffect ["terminate","back"]; between those shots. -
Live Feed/Picture In Picture of an area from a fixed location.
OLO replied to J_ONeill's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you'd want to create a monitor somewhere at the base, you could place "user Texture" in the editor and place it anywhere you want. Next you'd have to assign a PIP texture to it using "setObjectTexture" command. PIP texture is this: #(argb,256,256,1)r2t(rendertarget0,1.0). Now you have to enable PIP using bis_fnc_PIP function (check parameters of that function to assess your key view points). You can launch bis_fnc_PIP whenever you want, with triggers, actions, etc. To maker PIP larger...I don't know about 3d placed monitors, but you can create displays, big as much as the screen, assign the texture again, and again fire bis_fnc_PIP. -
Display player names (Training Aid)
OLO replied to abdecken's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You need to enable effect for the camera first with: cameraEffectEnableHUD true; -
Try "puristaLight" or "puristaMedium". They are both very similar, although I prefer the last one. They do not give errors in dialogs etc.
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Satellite camera at the begining of showcases or in menu is done with "establishing shot" function. You can find it in the function list in the editor.
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I've got the Polish version of the game and both chernarussian benchmarks are called 'Benchmark 1' and 'Benchmark 2'. Google translation is correct though and I would say you're right. Also framepoints indicate those 2 benchmarks indeed.
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Triggers Do they detect Vehicle Unit Side?
OLO replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
They indeed are at first. But when a unit enters the vehicle and then get out, it is assigned to a unit side. Also that vehicle become local to the unit machine after entering. Correct me if I'm wrong. -
Hello I have an array that consist of several units like: units_array = [unit1,unit2,unit3,unit4,unit5]; Each one of those units has speciffic variable set by using setVariable command. My question is how I can check (using getVariable command), which one of those units has that one variable I want?
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'getVariable' and units array
OLO replied to OLO's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is one minor mistake with brackets in the upper code. Instead of '()' flanking getVariable command, there should be '{}', but it's good and now I have what I wanted. Propper code: { if(!isNil{_x getVariable "101"}) then { myCar setPos (getPos _x); }; } forEach units_array; Thanks for the answers. Problem solved. -
'getVariable' and units array
OLO replied to OLO's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If so, then where's the problem here: if !(isNil {{_x getVariable "101"} forEach units_array}) then {myCar setPos (position _x)}; -
Hello, my problem is that whenever I create a BAF_ied's via createVehicle command and set a "hit" EventHandler for it, the handler doesn't fire. Funny thing is that when I do exactly the same with IED's placed in the editor, the handler do fires, so obviously scripted ones lack something, but don't know what that is. Can anybody know the answer?
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BAF_ied's and eventhandlers
OLO replied to OLO's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'd say definitely because of it. Thanks for the info PvPscene. -
BAF_ied's and eventhandlers
OLO replied to OLO's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Roger. Thanks for the answers. -
BAF_ied's and eventhandlers
OLO replied to OLO's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It is odd, and very frustrating :/. "BAF_ied_v1" (or any other) is not the same as the IED's objects that can be placed in the editor, so you can't do anything with them, you can't give them an EH or add an action, anything. So how I can create via script, the same object which figures in the editor list?! Sometimes this game drives me crazy... -
BAF_ied's and eventhandlers
OLO replied to OLO's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nope, it doesn't work. Looks like creating them that way makes them "naked" object that can't be dammaged. Any other suggestions? -
Hello, Does anyone have an idea how to check if cargo has a specific amount of magazines? I need this as a trigger condition.
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Any ideas how to check if cargo has a specific amount of magazines?
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Is there any way to terminate this function or the video that is launched by this function? I tried terminate command but it didn't work.
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Yes, I have already tried overwriting. Overwritting one video with another is not perfect solution, but will do the job in it's way. Of course the engine still "remember" the file that was launched in the first place. So when you want to launch that video again, while it's still playing in the background, it will pops up and continue. Unless I make 2 identical videos and give them 2 different names. Then when I spawn the second one, it will overwrite the first one indeed. I am using .ogv files, yes. Thanks for helping me guys. If someone else have other ideas, I'll be pleased. Edit: 19 cutRsc ["", "plain"]; I'll try that tommorrow, thanks.
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It does make the GPS disappear from the screen, but the video is still playing in the background and when I want to launch it again, it doesn't start from the beginning, but actually pops up again and continue. I hope there is a solution to that.