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lifted86

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Posts posted by lifted86


  1. 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


  2. 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]
    };
    


  3. 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 :)


  4. 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";


  5. 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;
    


  6. 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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