clydefrog
Member-
Content Count
706 -
Joined
-
Last visited
-
Medals
Everything posted by clydefrog
-
What is the best way to measure time since start of mission?
clydefrog replied to clydefrog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks mindstorm. so you suggest the trigger condition to be, for example: isServer && time > 3600 && alive VIP ? -
What is the best way to measure time since start of mission?
clydefrog replied to clydefrog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is that all I need to do? And then I have my trigger condition as normal shown in the first post? Also would I need to use spawn. e.g. [] spawn { if (isServer) then { START_TIME = diag_tickTime; while {true} do { ELAPSED_TIME = diag_tickTime - START_TIME; publicVariable "ELAPSED_TIME"; sleep 1; }; }; }; -
What is the best way to measure time since start of mission?
clydefrog replied to clydefrog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's not my server, so I'll just have to hope it is running well with a decent framerate when the mission is played. -
got it, cheers
-
Would it be possible for somebody to upload version 0.91? I can't seem to be able to get hold of it anywhere.
-
Set helo in motion on start for human pilot
clydefrog posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know how to have an AI pilot in the air and flying when the mission starts, but how do you do this for a human pilot? I know I still need to use moveindriver and move everybody else into the cargo but what else do I need to set so that the helicopter will already be up in the air, engine on and moving forward at whatever speed I set when the player spawns in it at the mission start. Is it possible to do this? I've already tried the usual setvelocity, engineOn true and flyinheight but it doesn't work. Thanks -
Set helo in motion on start for human pilot
clydefrog replied to clydefrog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ahh I completely forgotting about setting it to flying, cheers. Btw kylania I was going to PM you but can you link me to that thread where you posted something about disabling streetlamps on Arma 3? I can't find it anywhere, thanks. ---------- Post added at 18:24 ---------- Previous post was at 18:05 ---------- nevermind found it -
heh, well I'm guessing it will, don't see why it wouldn't. I'll obviously test it anyways.
-
Thanks a lot, should this all work properly on a dedicated server?
-
Kylania, how do you use these get/set variables so I could make it that the SDV's are instantly loaded onto the trucks when the mission starts, and do not have the load option but an unload option instead, but then after you unload them it works as normal?
-
Which is the best version of this script to use if you want to use a mobile respawn? I heard there's been some problems in a couple of them with that part of it?
-
Virtual Ammobox System (VAS)
clydefrog replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I saw something strange happen with VAS tonight while testing a mission. I have made it so there is a custom selection of weapons and magazines in the box by editing the config file, but somebody I was playing with somehow got the M320 LRR sniper rifle out of it even though it's not one of the weapons I selected. After playing it I checked the config file and the menu in game again and it was not there. Have you heard of this happening or have any idea why? -
Looking to hire a mission maker
clydefrog replied to alexharvey52's topic in ARMA 3 - MISSION EDITING & SCRIPTING
lol -
So what do you need in the init.sqf to initialise this upsmon version? That information is not included in the download.
-
Cheers larrow that fixes the error but this way of doing it doesn't seem to work, it still deletes the units I named in the blacklist.
-
Yeah it doesn't work, I got a script error on the if (not alive _x && _x !in _blacklist) then {_notalive = _notalive + [_x]}; line.
-
One thing with these mantis, I have a script that places some dead bodies that runs at the start of the mission. Will either of these scripts delete these too or not as I ideally want them to remain there for the mission.
-
How can I make this timer hint global?
clydefrog replied to clydefrog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll try it later, thanks -
How can I make this timer hint global?
clydefrog posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I am using this timer in a script that is run from an action on an object. The problem is naturally it only displays for the client who runs the script as it's local. I have tried making a function and running that with BIS_fnc_MP but couldn't get it working properly. How can I do this? Here is the timer code: _timeleft = 300; while {true} do { hintsilent format ["Charge Explode in :%1", [((_timeleft)/60)+.01,"HH:MM"] call bis_fnc_timetostring]; if (disarm) exitWith{}; // this is just checking for a variable that has been set true to indicate the disarm action has been used if (_timeleft < 1) exitWith{}; _timeleft = _timeleft -1; sleep 1; }; Thanks -
nice one, I already got the invade and annex one but it looks like that second one you put deletes the vehicles and everything if they're destroyed which is better. Does it need to be run only on the server?
-
How can I make this timer hint global?
clydefrog replied to clydefrog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cheers, the countdown stops at 00:00 though and then nothing happens. -
Could anybody recommend a good body removal script for multiplayer?
-
How can I make this timer hint global?
clydefrog replied to clydefrog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_timeleft = 300; while {true} do { hintsilent format ["Charge Explode in :%1", [((_timeleft)/60)+.01,"HH:MM"] call bis_fnc_timetostring]; if (disarm) exitWith{}; if (_timeleft < 1) exitWith{}; _timeleft = _timeleft -1; sleep 1; }; if (disarm) exitWith{}; "M_Mo_82mm_AT" createvehicle getpos _object; {_x setdamage 1} foreach crew _object + [_object]; deleteVehicle _object; and this is it with Mikeys suggestion FOCK_SpawnScriptEveryone = [[300],FNC_Timer]; publicVariable "FOCK_SpawnScriptEveryone"; _cacheTimer = [300] spawn FNC_Timer; if (disarm) exitWith{}; "M_Mo_82mm_AT" createvehicle getpos _object; {_x setdamage 1} foreach crew _object + [_object]; deleteVehicle _object; -
How can I make this timer hint global?
clydefrog replied to clydefrog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cheers Mikey, I have the same problem I had before now which is after the timer reaches 0 and goes out of the loop it goes to this code: //exit the script in the bombs been disarmed if (disarm) exitWith{}; // charge explodes "M_Mo_82mm_AT" createvehicle getpos _object; {_x setdamage 1} foreach crew _object + [_object]; deleteVehicle _object; but this all happens straight away when the timer starts as it's no longer waiting to come out of a loop before doing it. How can I make the script wait to do this until the timer has reached 0? -
Created Markers for JIP players
clydefrog replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Player markers are persistent on Arma 2 though as well aren't they so that isn't anything new. Moricky said he was talking about scripted ones. Maybe this is on the devbuild only, or maybe it's only something that's been tried and not even implemented yet, or maybe it's just been completely made up? haha