lifted86
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Posts posted by lifted86
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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
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check if you have the right profile selected in options, sounds like the same thing that happened to me
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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.
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isplayer returns true if _pil is any player.
you could try
if (player != _pil) exitWith{};
player returns the local player object
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i think setlightintensity may be used with
_light1 = "#lightpoint" createVehicleLocal [0,0,0];
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try using style = ST_MULTI; as the stye in the base class. I think you need this for multi lines.
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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
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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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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 }
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while previewing a mission goto the esc menu, then press f1 to get to the inbuilt editor. press f1 again for help
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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
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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 :)
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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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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
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maybe try?
nul = [] execVM "cache.sqf";
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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}];
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this will execute on respawn
player addEventHandler ["Respawn", {thirst = 100}];
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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;
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it should be (Grazstorm == true) // not sure if this works
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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}
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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.
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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 :)
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_contents = getWeaponCargo _crate; // where _crate is the ammobox
_weps = _contents select 0;
if ("Cobalt_File" in _weps) then
{
hint "File is in this crate";
};
organize multiple addActions via. script?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted · Edited by Lifted86
the addActions should be _sub not this
_sub addaction ["Add to Fireteam", "team.sqf",[_sub],1,false,true,"","(_target distance _this) < 3" ];
and
should be