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mikkol

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Everything posted by mikkol

  1. Well hello there boys & girls! I'm working on a Rts mission where you command your groups from "birds eye view". Now i would like to somehow visualize "mission area / trigger edges". Similar way to "Zeus - Add camera area module" does. Right now my when I leave from "trigger area" post-process effects will affect my camera. Like in the gif below. Example video Ofcourse this works good, but i would like to someway visualize trigger edges also. Anybody got any good ideas ? 🙂 I hope my explanation was understandable. To mention I know "BIS_fnc_drawAO" and also looked into "Zeus - Add camera area module" . And I believe it wont work without Zeus. Also searched this forum and found this topic.
  2. Hey there! Is there any way to draw curved lines with drawline3d ? Or is there a better way to do that? in 3d space. I'm trying to draw line from player to mouseposition with curve. I can get straight line with this code: { _line = addMissionEventHandler ["EachFrame", { drawLine3D [ASLToAGL eyepos player, getpos ML_Mouse, [1,0,0,1]]; }]}; Is there a way to use bezierInterpolation with drawLine3D?
  3. Yea! now i got it. I was overthinking this. Haha! Thanks !
  4. Hey killzone_kid! I know that command but My question was IS there a way to use that with drawline3d? ( Or Better way than drawline3d).Drawline3d uses start and endposition. Sorry For asking stupid questions. And yeah! I know how to Google but im not expert at scripting.
  5. Hey! Does anybody know where i can find "open uav terminal" script?. I tried to look every where but just cant find it, or i'm just blind :) Let's say that i wanna have "uav terminal" open if i press "F1". I know how to do Event handlers, but the problem is i cant find "uav terminal script". Or can i call the uav terminal another way?
  6. Hey! i have retextured MSE-3 Marid, but now i would like to have "unarmed" version of it. i know that you can use "this animate["hideturret",1];" in the editor. but, how i can get "hideturret" work in config.cpp i tried this but not working. /*extern*/ class DefaultEventHandlers; class CfgPatches { class Marid_black_ML { units[] = {"Marid_Black1_ML"}; weapons[] = {}; requiredVersion[] = {"0.100000"}; requiredAddons[] = {"A3_Armor_F"}; }; }; class CfgVehicles { /*extern*/ class O_APC_Wheeled_02_rcws_F; class Marid_black_ML: O_APC_Wheeled_02_rcws_F { scope = 2; _generalMacro = "O_APC_Wheeled_02_rcws_F"; displayName = "Marid Black ML"; side = 1; crew = "B_crew_F"; faction = "BLU_F"; vehicleClass = "Armored"; condition = "(alive this)"; [color="#FF0000"] statement = "this animate (""hideturret"",1)";[/color] hiddenSelections[] = {"Camo1", "Camo2", "Camo3"}; hiddenSelectionsTextures[] = {"ML_Addons\Marid\marid1.paa", "ML_Addons\Marid\marid2.paa", "ML_Addons\Marid\marid1.paa"}; }; };
  7. Ok! I'm sorry. i'm not sure if i understand your guestion correctly. If i use KBtell with arma 3 default sounds, i look sounds from "RadioProtocolENG " and create class for it. class Airplane { text = ; speech[] = {veh_air_plane_p}; class Arguments {}; }; player kbTell [player ,"All_sounds","Airplane","SIDE"]}; Edit. So you are looking way to use kbtell with arma default sounds, without creating class. So my post dont help you :)
  8. dubbing_radio_f -> RadioProtocolENG
  9. Hey! Can somebody help me with getting data from listbox to another listbox? I cheked this older thread, but it isnt exactly what i'm looking for. Or i dont know how to use those codes :D http://forums.bistudio.com/showthread.php?184556-How-to-return-data-of-selected-listbox-lbCurSel-returns-number What i'm trying to do is get group from first listbox and get group leader name to second listbox. In first listbox i have all groups //Grouplist box disableSerialization; waitUntil {!isNull (findDisplay 1734)}; lbClear 1500; _friendlyside = side player; { if ((side _x) == _friendlyside) then { _groupname= groupid _x; _GrouplistDialog = (findDisplay 1734) displayCtrl 1500; _addThisToListBox = _groupname; _GrouplistDialog lbAdd _addThisToListBox; }; } forEach allgroups; So First listbox works but in second listbox i got error "Type string, expected object". Second listbox //Second listbox disableSerialization; lbClear 1600; _index = lbCurSel 1500; _text = lbText [1500, _index]; lbSetData [1500, _index, _text]; _data = lbData [1500, _index]; //How do i get actual group, not STRING _Group = Group _data; _Leader = (Leader _Group); player sideChat format ["%1",_Leader]; _GrouplistDialog = (findDisplay 1734) displayCtrl 1600; _addThisToListBox = _Group; _GrouplistDialog lbAdd _addThisToListBox; obviously Second listbox dont work. So i need to get the actual "group" not "String" of group :)
  10. ok! Atleast for testing purpose im using your function. I changed to kk_fnc_groupfromnetid.
  11. Yeah! Two boxes relevant to each other. This is my first gui stuff with arma , so maybe my code is confusing :). With "lbCurSel" i mean "selected group in grouplist box". Thanks Larrow for help! gonna test your code. Added pics to explain what im trying to do.
  12. Thanks DreadedEntity and Killzone_Kid. I got it working with "KK_fnc_netId" & "KK_fnc_objectFromNetId" and "cases". _index = lbCurSel 1500; switch (_index) do { case 0: { _getNetId = "0:1" call KK_fnc_objectFromNetId; _Group = Group _getNetId; _Leader = (Leader _Group); _Name = Name _Leader; player sidechat format ["%1",_Name]; _GrouplistDialog = (findDisplay 1734) displayCtrl 1600; _addThisToListBox = _Name; _GrouplistDialog lbAdd _addThisToListBox; }; case 1: { _getNetId = "0:2" call KK_fnc_objectFromNetId; _Group = Group _getNetId; _Leader = (Leader _Group); _Name = Name _Leader; player sidechat format ["%1",_Name]; _GrouplistDialog = (findDisplay 1734) displayCtrl 1600; _addThisToListBox = _Name; _GrouplistDialog lbAdd _addThisToListBox; }; }; Next step is try to get this working "dynamically" so that I wouldn't have to create "case" to every group.
  13. Where i should call "BIS_fnc_objectVar" ? every variation i tried ended with "Type string, expected object".
  14. Thanks Killzone_Kid!. Problem is that i really dont know how to use these filters. gonna try something :)
  15. Hey! Does anybody know is there a way to add equalizer or filter to default arma 3 audio samples via scripting and without creating an new addon? I'm using kbtell with arma 3 sound samples from arma 3 root dir. I would like to add some eq to cut low-end and boost some mid-high. I could use external software to edit samples, but mission file size would become to big.
  16. Thanks! i will try that. ---------- Post added at 09:32 AM ---------- Previous post was at 09:24 AM ---------- Edit. For some reason it's not working. Is something wrong with this ? init = "_this animate (""hideturret"",1);";. i also checked this page, https://community.bistudio.com/wiki/ArmA:_Event_Handlers EDIT 2. Now it working. Needed to add class AnimationSources /*extern*/ class DefaultEventHandlers; class CfgPatches { class Marid_black_ML { units[] = {"Marid_Black1_ML"}; weapons[] = {}; requiredVersion[] = {"0.100000"}; requiredAddons[] = {"A3_Armor_F"}; }; }; class CfgVehicles { /*extern*/ class O_APC_Wheeled_02_rcws_F; class Marid_black_ML: O_APC_Wheeled_02_rcws_F { scope = 2; _generalMacro = "O_APC_Wheeled_02_rcws_F"; displayName = "Marid Black ML"; side = 1; crew = "B_crew_F"; faction = "BLU_F"; vehicleClass = "Armored"; hiddenSelections[] = {"Camo1", "Camo2", "Camo3"}; hiddenSelectionsTextures[] = {"ML_Addons\Marid\marid1.paa", "ML_Addons\Marid\marid2.paa", "ML_Addons\Marid\marid1.paa"}; class eventHandlers { init = "_this animate (""hideturret"",1);"; }; }; };
  17. I would like to have voice actor for mission Briefing and I can pay some money :). I'm looking someone who speak english well and hopefully have "deep" voice. I can do editing for audio. I'm not so good at writing in english, so can be misspellings :D If anyone is interested. Send pm.
  18. yeah! i noticed:). i think its easy way to do this with triggers.
  19. Can you post example how to get this work?. i have set it up squads "sq1,sq2,sq3,sq4" and "bh1,bh2,bh3,bh4". Ghost hawks start engines,wait groups but they dont takeoff in sequence.
  20. mikkol

    Defend module Error

    Is dedend module still broken? "Mass closing tickets marked as resolved more than 1 month ago." and i cant get it working. I'm using dev-build. Or do anyone have different "easy" way to same kind of mission?.
  21. Hey! I was messing with editor and attaching objects to each other and actually "created" helmetcam. Ofcourse it's not perfect, but if someone is looking "easy" way to do it, here it its.. Actually it's pretty good if you use high command. http://mikkolmusic.net//Poorman's_helmet_cam_ML.Stratis.rar Open uav terminal and select darter. If someone knows simple way to make it better, please share it.
  22. Yep, but switchcamera is fullscreen only ? That attach method is ment to use with uav terminal.
  23. mikkol

    Making AI Assemble Mortar

    I asked same question some time ago, fortunately cobra4v320 helped me with this :) http://forums.bistudio.com/showthread.php?173297-Is-BIS_fnc_unpackStaticWeapon-working-or-how-to-get-it-working
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