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malakdecaen

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Everything posted by malakdecaen

  1. malakdecaen

    Show a dialog in a PIP ??

    thanks for you'r reply , do you know if an example of dialog in pip existe ?
  2. hey guys , it is possible a dialog in a PIP ?
  3. malakdecaen

    Show a dialog in a PIP ??

    anybody knows ? or if is possible to setup the chopper radar inside the PIP ?
  4. Hi everybody , I want setup an attachment for my weapon and show a map or a gps on it but the problem , i add #(argb,256,512,1)r2t(rendertarget1,1.0) to the face where i want the map but nothing work, it's only black on face. Please help me , thanks for you'r time and sorry for my bad english . Or it is possible to attach an object to the weapon ? Edit : now i can see a PIP but i would like see a Map or GPS now . http://img707.imageshack.us/img707/3430/ojql.png (812 kB) Please help me
  5. thanks again for you'r reply , i've try but nothing work , do you know if an example of this existe ? It is possible to setup the chopper radar inside the PIP ? Thanks a lot for you'r time ;)
  6. Hi Hjohnson, Thanks for you'r reply , If the PIP work already on my weapon , it is possible just to turn the PIP by the GPS ? or i need to make a script like you'r suggestion ? http://img707.imageshack.us/img707/3430/ojql.png (812 kB)
  7. Hi everybody , Is there a way to detect if the player have a silencer on his weapon ?primary and secondary ? and get a hint if yes . Thanks a lot guys and sorry for my bad english .
  8. thank you very much , i go to test it . EDIT: Thanks that's exactly what i'm looking for and the code work perfectly !! Thanks for you'r time .
  9. malakdecaen

    Custom main menu level cutscene

    i'm looking for the same :(
  10. Hi everybody , I know there is a problem for adding magazine to the good slot , you need to add a container , magazine and after a weapon but the problem when my script load , the magazine slot on the weapon is empty . Here is an example of how my saving script save : 15:52:18 "_x_0: ["U_C_Poloshirt_Pants"]" 15:52:18 "_x_1: ["V_BandollierB_khk"]" 15:52:18 "_x_2: ["B_Carryall_Base"]" 15:52:18 "_x_3: [""]" 15:52:18 "_x_4: ["arifle_MX_GL_F"]" 15:52:18 "_x_5: [""]" 15:52:18 "_x_6: ["ItemFlashlight"]" 15:52:18 "_x_7: ["ItemMap","ItemCompass","ItemRadio"]" 15:52:18 "_x_8: ["muzzle_snds_H","acc_flashlight","optic_Aco"]" 15:52:18 "_x_9: []" 15:52:18 "_x_10: ["","",""]" 15:52:18 "_x_11: ["PartGlass"]" 15:52:18 "_x_12: [""]" 15:52:18 "_x_13: ["U_B_Wetsuit","UGL_FlareWhite_F","UGL_FlareWhite_F","UGL_FlareWhite_F","UGL_FlareWhite_F",]" 15:52:18 "_x_14: [""]" 15:52:18 "_x_15: [""]" 15:52:18 "_x_16: ["arifle_MX_GL_F","ItemFlashlight"]" 15:52:18 "_x_17: ["30Rnd_65x39_caseless_mag_Tracer",15]" 15:52:18 "_x_18: []" 15:52:18 "_x_19: []" 15:52:18 "_x_20: ["arifle_MX_GL_F"]" So you can see , in 17 is my magazine loaded with the exacte number of ammo in it . and here is the loading script : /* --- Script fait par =[TTK]= Yourry --- --- Chargement de l'inventaire sauvegardé --- --- ARMA 3 --- --- S.E.S --- -- V0.90-- */ private ["_loadout", "_i", "_details"]; _loadout = _this select 0; diag_log"SES_Loadgear----START"; if(isNil {_loadout}) exitWith {hint"ERREUR: pas de sauvegarde d'inventaire !!!"}; //Slot data doesn't exist //DEbug _nb = 0; diag_log"--------------------------"; diag_log format ["SES_Load_gear---NAME PLAYER: %1",(name player)]; { diag_log format ["_x_%2: %1",_x,_nb]; _nb = _nb + 1; } foreach _loadout; diag_log"--------------------------"; //Strip the unit down RemoveAllWeapons player; {player removeMagazine _x;} foreach (magazines player); removeUniform player; removeVest player; removeBackpack player; removeGoggles player; removeHeadGear player; { player unassignItem _x; player removeItem _x; } foreach (assignedItems player); for "_i" from 1 to (count _loadout) do { switch (_i-1) do { //--------------------------------------------------------------------------------------------------------------------------------------------- //Donne du sac case (2) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { player addBackpack _x; //Supprime le contenu de certain sac déjà pré-rempli : { player removeItemFromBackpack _x; /*diag_log format ["%1",_x]; */ }foreach (backPackItems player); }; } foreach (_loadout select (_i-1)); }; }; //Chargement du sac à dos case (13) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { _details = [_x] call VAS_fnc_fetchCfgDetails; //diag_log format ["Détails_sac: _x: %1 // %2",_x,_details]; switch (_details select 6) do { case "CfgMagazines": {(unitBackpack player) addMagazineCargoGlobal [_x,1];}; //case "CfgWeapons": {(unitBackpack player) addWeaponCargoGlobal [_x,1];}; case "CfgWeapons": {if(count(_details select 7)==0)then{(unitBackpack player) addItemCargoGlobal [_x,1];}else{(unitBackpack player) addWeaponCargoGlobal [_x,1];};}; //default {(unitBackpack player) addItemCargoGlobal [_x,1];}; default {(unitBackpack player) addWeaponCargoGlobal [_x,1];}; }; }; } foreach (_loadout select (_i-1)); }; }; //------------------------------------------------------------------------------------------------------------------------------------------------ //Donne un uniforme case (0) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { player addUniform _x; /*diag_log format ["%1",_x];*/ }; } foreach (_loadout select (_i-1)); }; }; //Chargement de l'uniforme : case (11) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { _details = [_x] call VAS_fnc_fetchCfgDetails; //diag_log format ["Détails_uniform: _x: %1 // %2",_x,_details]; switch (_details select 6) do { case "CfgMagazines": {player addItemToUniform _x;}; case "CfgWeapons": {if(count(_details select 7)==0)then{player addItemToUniform _x;}else{player addItemToUniform _x;}}; default {player addItemToUniform _x; /*diag_log format ["Item: %1",_x];*/ }; }; }; } foreach (_loadout select (_i-1)); }; }; //--------------------------------------------------------------------------------------------------------------------------------------------- //Donne une veste case (1) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { player addVest _x; /*diag_log format ["%1",_x]; */ }; } foreach (_loadout select (_i-1)); }; }; //Chargement de la veste : case (12) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { _details = [_x] call VAS_fnc_fetchCfgDetails; //diag_log format ["Détails_uniform: _x: %1 // %2",_x,_details]; switch (_details select 6) do { case "CfgMagazines": {player addItemToVest _x;}; case "CfgWeapons": {if(count(_details select 7)==0)then{player addItemToVest _x;}else{player addItemToVest _x;}}; default {player addItemToVest _x; /*diag_log format ["Item: %1",_x];*/ }; }; }; } foreach (_loadout select (_i-1)); }; }; //-------------------------------------------------------------------------------------------------------------------------------------------- //Rend le nombre de balle exacte dans le chargeur des armes : case (17) : { if(count (_loadout select (_i-1))>0) then { if(((_loadout select (_i-1))select 0) !="") then { if(count (_loadout select (_i-1))>1) then { player addMagazine [((_loadout select (_i-1))select 0),((_loadout select (_i-1))select 1)]; }else{ player addMagazine ((_loadout select (_i-1))select 0); }; /*diag_log format ["%1 // %2",((_loadout select (_i-1))select 0),((_loadout select (_i-1))select 1)];*/ }; }; }; case (18) : { if(count (_loadout select (_i-1))>0) then { if(count(_loadout select (_i-1))>1)then{ if(count((_loadout select (_i-1))>1))then{ player addMagazine [((_loadout select (_i-1))select 0),((_loadout select (_i-1))select 1)]; }else{ player addMagazine ((_loadout select (_i-1))select 0); }; /*diag_log format ["%1 // %2",((_loadout select (_i-1))select 0),((_loadout select (_i-1))select 1)];*/ }; }; }; case (19) : { if(count (_loadout select (_i-1))>0) then { if(((_loadout select (_i-1))select 0) !="") then { if(count(_loadout select (_i-1))>1)then{ player addMagazine [((_loadout select (_i-1))select 0),((_loadout select (_i-1))select 1)]; }else{ player addMagazine ((_loadout select (_i-1))select 0); }; /*diag_log format ["%1 // %2",((_loadout select (_i-1))select 0),((_loadout select (_i-1))select 1)];*/ }; }; }; //------------------------------------------------------------------------------------------------------------------------------------------ //Donne les armes du joueurs : case (4) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { player addWeapon _x; }; } foreach (_loadout select (_i-1)); //Supprime les items des armes par défaut {player removePrimaryWeaponItem _x}foreach (primaryWeaponItems player); }; }; case (5) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { player addWeapon _x; }; } foreach (_loadout select (_i-1)); //Supprime les items des armes par défaut //{player removeSecondaryWeaponItem _x}foreach (secondaryWeaponItems player); }; }; case (6) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { player addWeapon _x; }; } foreach (_loadout select (_i-1)); //Supprime les items des armes par défaut {player removeHandgunItem _x}foreach (handgunItems player); }; }; case (20) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { player selectWeapon (_x); }; } foreach (_loadout select (_i-1)); }; }; //------------------------------------------------------------------------------------------------------------------------------------------- //Donne les items case (7) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { player addweapon _x; // Assign l'arme directement dans le bon slot sans passer par l'inventaire }else { player linkItem _x; // Assign l'arme directement dans le bon slot sans passer par l'inventaire //player addItem _x; //player assignItem _x; }; } foreach (_loadout select (_i-1)); }; }; //------------------------------------------------------------------------------------------------------------------------------------------ //Donne le casque case (14) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { player addHeadGear _x; }; } foreach (_loadout select (_i-1)); }; }; //------------------------------------------------------------------------------------------------------------------------------------------ //Donne les lunettes case (15) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { player addGoggles _x; }; } foreach (_loadout select (_i-1)); }; }; //----------------------------------------------------------------------------------------------------------------------------------------- //Assigne les items l'arme principale case (8) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { //ON lance un spawn pour temporiser le montage des armes sinon l'ajout d'item déconne _x spawn {sleep 1;player addPrimaryWeaponItem _this;}; }; } foreach (_loadout select (_i-1)); }; }; //Assigne les items l'arme secondaire case (9) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { //ON lance un spawn pour temporiser le montage des armes sinon l'ajout d'item déconne _x spawn {sleep 1;player addSecondaryWeaponItem _this;}; }; } foreach (_loadout select (_i-1)); }; }; //Assigne les items sur le pistolet case (10) : { if(count (_loadout select (_i-1))>0) then { { if(_x!="") then { //ON lance un spawn pour temporiser le montage des armes sinon l'ajout d'item déconne _x spawn {sleep 1;player addHandgunItem _this;}; }; } foreach (_loadout select (_i-1)); }; }; }; }; //Recharge les armes diag_log"SES_Loadgear----END"; With this script , my magazine are placed in my vest but not in the good slot . Can you help me please ? Thanks a lot for you'r times .
  11. Hi everybody , I want to know if is possible to run a script if a tent get some items inside the inventory , not from player inventory ?. Do you know a script like that ? like if the player's tent have 2 itemMAP and 1 Google in the inventory , an addaction come . Do you know where i can find some exemple or explanation about this ? Thanks a lot.
  12. Hi everybody , Sorry by advance for my bad english , so i have a question and i don't find the solution yet . I want my player get an addaction when he walk in a forest but how can i do that ? i've try this but that doesn't work : if (_vehicle == player and ("forest","surfacetype") then { player addAction [format["test"], "actions\Wood.sqf",[_unit], 1, false, true, "", ""]; }; Do you know how can i do for designate if the player are in forest or if player designate a tree ? Thanks a lot for you'r time.
  13. malakdecaen

    check if an object is hit

    dawned i need to find a way for tree's give me an addaction , do you know how can i do that ?
  14. i've try this to see if a hint come when i shout a tree but i get an error private["_trees"]; _trees = ["t_BroussonetiaP1s_F.p3d","t_FicusB1s_F.p3d","t_FicusB2s_F.p3d","t_FraxinusAV2s_F.p3d","t_OleaE1s_F.p3d","t_OleaE2s_F.p3d","t_PhoenixC1s_F.p3d","t_PhoenixC3s_F.p3d","t_PinusS2s_b_F.p3d","t_PinusS2s_F.p3d","t_poplar2f_dead_F.p3d","t_PopulusN3s_F.p3d","t_QuercusIR2s_F.p3d"]; _trees addeventhandler ["hitPart", {hint "hit";}];
  15. malakdecaen

    check if an object is hit

    i've try this to see if a hint come when i shout a tree but i get an error private["_trees"]; _trees = ["t_BroussonetiaP1s_F.p3d","t_FicusB1s_F.p3d","t_FicusB2s_F.p3d","t_FraxinusAV2s_F.p3d","t_OleaE1s_F.p3d","t_OleaE2s_F.p3d","t_PhoenixC1s_F.p3d","t_PhoenixC3s_F.p3d","t_PinusS2s_b_F.p3d","t_PinusS2s_F.p3d","t_poplar2f_dead_F.p3d","t_PopulusN3s_F.p3d","t_QuercusIR2s_F.p3d"]; _trees addeventhandler ["hitPart", {hint "hit";}];
  16. i've try both but no addaction come , i'm desperate . Maybe there is another solution to designate forest ? or designate trees ? or if i shout a tree an addaction come ? Thanks guys for you'r help. // allowed trees list _trees = ["t_BroussonetiaP1s_F.p3d","t_FicusB1s_F.p3d","t_FicusB2s_F.p3d","t_FraxinusAV2s_F.p3d","t_OleaE1s_F.p3d","t_OleaE2s_F.p3d","t_PhoenixC1s_F.p3d","t_PhoenixC3s_F.p3d","t_PinusS2s_b_F.p3d","t_PinusS2s_F.p3d","t_poplar2f_dead_F.p3d","t_PopulusN3s_F.p3d","t_QuercusIR2s_F.p3d"];
  17. thanks , now that work i get #gdtStratisforestpine so if i put this : if (_vehicle == player and ("gdtStratisforestpine","surfacetype") then { player addAction [format["test"], "actions\Wood.sqf",[_unit], 1, false, true, "", ""]; }; that should be work ? how can i test this in editor ?
  18. thanks , i get an error on ligne 2 "While" type bolean ...
  19. Hello everybody , I setup two small addon with their config , one building and one keypad but the problem is when i attachto the keypad on the door of the building i don't see the addaction. I only see the name of the building but if i see the ground i see my keypad addaction ?! What's wrong with my keypad ?! I've try to disable the radius of my building with radius = -1 and radiusview= -1 but i see only the displayname of the building not the keypad displayname to see my keypad addaction i need to see the ground in front of my door . How can i fix that ? please help me and sorry for my bad english .
  20. SOLVED i've change the size of the Geometrie LOD .
  21. yeah that exactly what i'm looking for , thank you zenophon i will try that
  22. Hi everybody , I want to know if is possible to spawn a AI when a player die ? and if is possible to spawn the AI but with the same gear and the same position ? exemple : I die with a m16 and a backpack , i want the AI spawn with the same gear at the same position after 5 minutes . It is possible to do that ? and how can i do that please ? Thanks a lot .
  23. malakdecaen

    JSRS2.0 WIP Thread

    ho ok i see , thanks for the reply
  24. malakdecaen

    JSRS2.0 WIP Thread

    hi , where can i find the key to allow this mod on my server ? thanks for you'r work
  25. ho thank you very much , ok i will try that .
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