lifted86
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Everything posted by lifted86
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organize multiple addActions via. script?
lifted86 replied to Antiprotestant's topic in ARMA 3 - MISSION EDITING & SCRIPTING
the addActions should be _sub not this _sub addaction ["Add to Fireteam", "team.sqf",[_sub],1,false,true,"","(_target distance _this) < 3" ]; and this = [] execVM "this_script.sqf" should be nul = [this] execVM "this_script.sqf"; -
script : Multiplayer versus Single player issue
lifted86 replied to super-truite's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i would use BIS_fnc_MP myParticleFunction.sqf _object = _this select 0; _li = "#lightpoint" createVehicle getpos _object; //... define parameters for the light source _ps = "#particlesource" createVehicle getPos _object; //... define parameters for the particle source source _object setvelocity [20,20,-50]; in init.sqf myParticleFunction = compile preprocessFileLineNumbers "myParticleFunction.sqf"; and when you want to create the particles use this line and it will call myParticleFunction for every player [[_objectParticlesAttachTo],"myParticleFunction",true,false] spawn BIS_fnc_MP; i havent tested this, but i have done similar with CBA in arma 2 for particles BIS_fnc_MP -
Unable to load in my Missions into the editor after 0.5.4 update Arma 3 Alpha
lifted86 replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
check if you have the right profile selected in options, sounds like the same thing that happened to me -
Building unique identifiers, I feel like I'm missing something fundamental..
lifted86 replied to arjay's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://forums.bistudio.com/showthread.php?125074-can-you-get-a-buildings-objectID-via-a-script theres a function to get a buildings id in this thread, i havent tried it tho. -
Hint to just one player/vehicle.
lifted86 replied to nerkaid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
isplayer returns true if _pil is any player. you could try if (player != _pil) exitWith{}; player returns the local player object -
Scripting: Any way to determine how much light is on a unit?
lifted86 replied to Millenium7's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i think setlightintensity may be used with _light1 = "#lightpoint" createVehicleLocal [0,0,0]; See the note on this page for reference -
Structured Text does not work on my control
lifted86 replied to Pimmelorus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try using style = ST_MULTI; as the stye in the base class. I think you need this for multi lines. -
Cannot Get My Dialog Into Game!
lifted86 replied to marker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
in your description.ext just try (using code from above post) #include <common.hpp> #include <camera.hpp> then use createdialog "cameracontrol"; Let me know what happens -
All that i can see on a quick look, it is missing class controls when i compare it to my dialogs. dont know if it will help tho. class respawn_Menu { idd = 1333; movingEnable = true; //onLoad = ""; //objects[] = {}; //class controlsBackground {}; [b] class Controls {[/b] class menuFrame: RscFrame { idc = 1800; text = "Select Respawn Location"; //--- ToDo: Localize; x = 1 * GUI_GRID_W + GUI_GRID_X; y = 1 * GUI_GRID_H + GUI_GRID_Y; w = 38 * GUI_GRID_W; h = 6.5 * GUI_GRID_H; colorText[] = {0.776,0.749,0.658,1}; colorBackground[] = {0.776,0.749,0.658,1}; colorActive[] = {0.776,0.749,0.658,1}; sizeEx = 1.1 * GUI_GRID_H; }; class mainBaseBtn: RscButton { idc = 1600; text = "Airport Base"; //--- ToDo: Localize; x = 2 * GUI_GRID_W + GUI_GRID_X; y = 4 * GUI_GRID_H + GUI_GRID_Y; w = 16 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; colorText[] = {0.776,0.749,0.658,1}; colorBackground[] = {0.776,0.749,0.658,1}; colorActive[] = {0.776,0.749,0.658,1}; }; class diversBaseBtn: RscButton { idc = 1601; text = "Divers Docks"; //--- ToDo: Localize; x = 21.5 * GUI_GRID_W + GUI_GRID_X; y = 4 * GUI_GRID_H + GUI_GRID_Y; w = 16 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; colorText[] = {0.776,0.749,0.658,1}; colorBackground[] = {0.776,0.749,0.658,1}; colorActive[] = {0.776,0.749,0.658,1}; }; [b]};[/b] };
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GUIEditor: Color Question.
lifted86 replied to tambovskya's topic in ARMA 3 - MISSION EDITING & SCRIPTING
colorText[] = {0, 0, 0, 0}; //{red, green, blue, alpha} Values are between 0-1 eg. LIGHTBROWN { 0.776, 0.749, 0.658, 1 } WHITE { 1, 1, 1, 1 } BLACK_HALF_TRANSPARENT { 0, 0, 0, 0.5 } TRANSPARENT { 0, 0, 0, 0 } Handy Link -
Any dialog editors that work for ARMA3?
lifted86 replied to SicSemperTyrannis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
while previewing a mission goto the esc menu, then press f1 to get to the inbuilt editor. press f1 again for help -
Count all units in Arma3 "count allUnits"
lifted86 replied to tedbell's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just tried this, count allunits worked for me. Try previewing your mission and open up the debug screen (esc menu >> shift + f1) and type allunits in one of the text lines at the top. You should get a list of all the units in your mission underneath. I'm using the stable build -
Associate ammo with player
lifted86 replied to xealot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you tried the killed event handler, to check who was the killer? If your just creating the ammo from createVehicle tho, Im not sure how this would affect the killer parameter. And im not sure if thrown grenades return the right object, due to the splash damage. Havent tested tho. EDIT: just realised you might want to link a unit to the crated ammo for the kill message to display that name... if thats right sry, im no help :) -
create a init.sqf in you mission folder and write execVM "scoreMon.sqf"; in it. The init.sqf runs at mission start by itself
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You need to keep repeating the hint. The simplest way to update the score is to put it in a loop that never ends, like this. scoreMon.sqf while {true} do // true condition will never change { hint format ["West Kills: %1", scoreSide West]; sleep 5; // wait 5 seconds then repeat the hint }; then add to your init.sqf execVM "scoreMon.sqf";
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Why the dialog or HUD cannot fit the full screen, changed with the size of interface?
lifted86 replied to dragon zen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
have a look at this post LINK and use the dialog editor to get your positions, it makes it a heap easier. Also see http://community.bistudio.com/wiki/SafeZone for info on the problem your having -
I can exec an sqf but not execVM it? Also: "Lose" trigger in MP.
lifted86 replied to GRS's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
maybe try? nul = [] execVM "cache.sqf"; -
Resetting a Countdown upon Respawning
lifted86 replied to Arcurus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can put it in that script after thirst=100; or in the units init field. but you'll have to change it to this addEventHandler ["Respawn", {thirst = 100}]; -
Resetting a Countdown upon Respawning
lifted86 replied to Arcurus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this will execute on respawn player addEventHandler ["Respawn", {thirst = 100}]; -
Giving names to _x in an array?
lifted86 replied to jakkob4682's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I guess it depends on what you are trying to do. You could create an array with all those units in it. _grp = grpNull; unitArray = []; { if ((side _x==west)&&((leader _x distance player < 300)&&!(leader _x distance player >700)) then { unitArray set [count unitArray, _x]; } }forEach allGroups; then check later if a unit is in that array { if ( _x in unitArray)then { //whateva you want to do with that unit here } }forEach allGroups; -
[Question] How to use public variables properly
lifted86 replied to Graz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
it should be (Grazstorm == true) // not sure if this works -
Editor Overcast .paas
lifted86 replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
half way down the page you'll see {"scope"=>2, "displayname"=>"ALICE Pack", "picture"=>"\\ca\\weapons_e\\data\\icons\\backpack_TK_ALICE_CA.paa", "icon"=>"\\ca\\weapons_e\\data\\icons\\mapIcon_backpack_CA.paa", "mapsize"=>2, "model"=>"\\ca\\weapons_e\\AmmoBoxes\\backpack_tk_alice.p3d", "transportmaxweapons"=>1, "transportmaxmagazines"=>12} -
Editor Overcast .paas
lifted86 replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
backpacks are in CfgVehicles, maybe try? getText (configFile >> "CfgVehicles" >> _backpack >> "Picture") SIX Config Browser site is handy, see under "Content", it shows you whats in there. -
Arma Role Playing Items - ARP Mod
lifted86 replied to thedog88's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah cool. Was hoping you could add a bottle of water or canteen, and a stack of u.s. cash And maybe a portable satellite dish :) -
Finding a item in Ammobox
lifted86 replied to d3lta's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_contents = getWeaponCargo _crate; // where _crate is the ammobox _weps = _contents select 0; if ("Cobalt_File" in _weps) then { hint "File is in this crate"; }; useful link about these items