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Everything posted by dragonsyr
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Custom sound, superb, repeat?
dragonsyr replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
not at all.. is only for the hint delay ---------- Post added at 19:58 ---------- Previous post was at 19:56 ---------- you must be out of the trigger to make your sound fade....... ---------- Post added at 20:00 ---------- Previous post was at 19:58 ---------- 4000*4000 covers almost all the map of stratis !! ---------- Post added at 20:07 ---------- Previous post was at 20:00 ---------- make the same trigger 50*50 with a unit out of range and test it to see how this works -
Custom sound, superb, repeat?
dragonsyr replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did a test and everything is working properly... trigger 50*50 blufor repeat... ONACT 1 fademusic 1; playmusic "music1"; ONDEA 1 fademusic 0; ---------- Post added at 19:51 ---------- Previous post was at 19:35 ---------- on DEA put this to see if the trigger working -
Custom sound, superb, repeat?
dragonsyr replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@JAndrews1 . check your trigger settings. also i dont know if this command works in A3 . i see in here that The fadesound command doesn't work, in Arma 2 1.05. and is for Operation Flashpoint Version: 1.00.... -
Detecting player in vehilce or on foot
dragonsyr replied to twisted's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this is from one of my threats answer from iceman . maybe this helps.............. -
Custom sound, superb, repeat?
dragonsyr replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
also you can use an empty helipad .. this is also invisible..... -
Custom sound, superb, repeat?
dragonsyr replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
replace this with the name of your object (you must add an object on map with a name of your choice.) if you dont like that then comment this line , and replace the _source on playsound3d command line, with player or other ,i dont know exactly what you want.... ---------- Post added at 21:14 ---------- Previous post was at 21:09 ---------- if you put an object in the middle of the building and use it as source for your sound , Then you have something like ambient sound effect... try it.. -
btw make use of the folder "sounds". is the proper way for playing custom sounds
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try this class CfgSounds { sounds[] = {fortunate}; class fortunate {name="Fortunate"; sound[]={"\sounds\fortunateSon.ogg",db+5,1.0}; titles[] = {};}; }; and call with player addAction["play", {heli1 say3D "Fortunate";}]; make a folder named sounds in your mission folder and in there, put your sound file.
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it is not clear from what i see in your posts , if you use this class CfgSounds { sounds[]={fortunate}; class fortunate { name="fortunate"; sound[]={"fortunateSon.ogg",.5,1}; titles[]={}; }; }; then you play the sound like this player addAction["play", {heli1 say3D "fortunate";}]; i m right?
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Tophe's Arma Dedicated Server Tool (TADST)
dragonsyr replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
is your mission .pbo file? -
relative position from object (???)
dragonsyr posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
i have an object as reference for direction (placed facing west in my case (in the middle and verticaly from airport runway) i need a script that checks the player relative position from target relative direction, (im confused a little about this) so if the player is 0-180 from object direction then must go for north approach and if 180-360 then go for south approach (something like that) i need something like that i think _targetdir = getdir _target; // return direction of the object ???? or this _targetdir = direction _target _playerPos = [_targetdir, player] call BIS_fnc_relativeDirTo; // Check the direction of the player relative to the _target direction??? if (_playerPos = 0 to 180 from _targetdir) then {hint "you are right of the object";}; //??? if (_playerPos =180 to 360 from _targetdir) then {hint "you are left of the object";}; //??? -
relative position from object (???)
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you mean that i need to put these two lines at the end of my ifs??? edit: ok ..... at last this working fine....... _target = rwdir; _relDir = [_target, player] call BIS_fnc_relativeDirTo; if (_reldir < 0) then {_reldir = _reldir + 360}; if (_reldir > 360) then {_reldir = _reldir - 360}; if ( _relDir >= 0 && _relDir <= 90 ) then {hint"you are frontright";sleep 1;hint format ["_relDir is %1", _relDir];sleep 1;}; if ( _relDir >= 90 && _relDir <= 180 ) then {hint"you are backright";sleep 1;hint format ["_relDir is %1", _relDir];sleep 1;}; if ( _relDir >= 180 && _relDir <= 270 ) then {hint"you are backleft";sleep 1;hint format ["_relDir is %1", _relDir];sleep 1;}; if ( _relDir >= 270 && _relDir <= 359 ) then {hint"you are frontleft";sleep 1;hint format ["_relDir is %1", _relDir];sleep 1;}; thank both of you guys !!! --what a mess.......!! --- -
relative position from object (???)
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@ Larrow .....maybe this is stupid.....but can you set the azimouth in your arrow to 285 degrees? -
relative position from object (???)
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i try with this and after 253 degrees i get nothing...... -
relative position from object (???)
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i make new empty mission only with the arrow and a unit as player. same thing......no frontleft ... wtf??? cbaa3 and mcc mod only...... -
relative position from object (???)
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i tried excactly the above code and no frontleft for me. -
relative position from object (???)
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
name of object in map the object is a "Sign_Arrow_Direction_F" only for the tests edit : copy from my mission edit: with this works .......but when i m on position 0-270 then i get the true position and after i get the else from the last if in the code........... _target = rwdir; _relDir = [_target, player] call BIS_fnc_relativeDirTo; if ( _relDir > 0 && _relDir < 90 ) then {hint"you are frontright";sleep 1;}; if ( _relDir > 90 && _relDir < 180 ) then {hint"you are backright";sleep 1;}; if ( _relDir > 180 && _relDir < 270 ) then {hint"you are backleft";sleep 1;} else {hint"you are frontleft";sleep 1;}; //if ( _relDir > 270 && _relDir < 359 ) then {hint"you are frontleft";sleep 1;}; ---------- Post added at 19:39 ---------- Previous post was at 19:16 ---------- i tried only this _target = rwdir; _relDir = [_target, player] call BIS_fnc_relativeDirTo; if ( _relDir > 270 && _relDir < 359 ) then {hint"you are frontleft";sleep 1;} else {hint"you are nowhere";sleep 1;}; the only hint i get all around object is ...... guess what!! you are nowhere !!!! the 270-360 not working -
relative position from object (???)
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
note: the hint "left",right" i use is for debug only..... just for the tests......when the code working i replace the hint..... ---------- Post added at 18:14 ---------- Previous post was at 18:10 ---------- i want to solve this because i want to use in future scripts this _target = rwdir; _relDir = [_target, player] call BIS_fnc_relativeDirTo; if ( _relDir > 0 && _relDir < 90 ) then {hint"you are frontright";sleep 1;}; if ( _relDir > 90 && _relDir < 180 ) then {hint"you are backright";sleep 1;}; if ( _relDir > 180 && _relDir < 270 ) then {hint"you are backleft";sleep 1;}; and this is the problem ...... i tried with "or" instead of "&&" but with this i have other problems (2 hints mixed together) ---------- Post added at 18:19 ---------- Previous post was at 18:14 ---------- not working for me ... i have problem from around 200 to 360......no hint at all ---------- Post added at 18:24 ---------- Previous post was at 18:19 ---------- i think is something between the first if <180 and the second if <360 .... i dont know..... i m confused ---------- Post added at 18:53 ---------- Previous post was at 18:24 ---------- i test this _target = rwdir; _relDir = [_target, player] call BIS_fnc_relativeDirTo; if ( _relDir > 0 && _relDir < 90 ) then {hint"you are frontright";sleep 1;}; if ( _relDir > 90 && _relDir < 180 ) then {hint"you are backright";sleep 1;}; if ( _relDir > 180 && _relDir < 270 ) then {hint"you are backleft";sleep 1;}; if ( _relDir > 270 && _relDir < 359 ) then {hint"you are frontleft";sleep 1;}; // also this if ( _relDir > 270 ) then {hint"you are frontleft";sleep 1;}; and works only the 3 ifs from 0 to 270. after that no hint for frontleft this is strange... -
relative position from object (???)
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i convert your code for my needs but i have a problem if i use this _target = rwdir; //my object _relDir = [_target, player] call BIS_fnc_relativeDirTo; if ( _relDir > 0 && _relDir < 180 ) then {hint"you are right";sleep 1;}; if ( _relDir > 180 && _relDir < 360 ) then {hint"you are left";sleep 1;}; working from 0-180 as right and 180- almost 200 as left. from 200 to 360 nothing happend. if i use this _target = rwdir; //my object _relDir = [_target, player] call BIS_fnc_relativeDirTo; if ( _relDir > 0 && _relDir < 180 ) then {hint"you are right";sleep 1;} else{hint"you are left";sleep 1;}; //if ( _relDir > 180 && _relDir < 360 ) then {hint"you are left";sleep 1;};}; working . why the first commands working this way???? i m doing something wrong???? -
CfgSentences - using entries with say/playSound?
dragonsyr replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
player is not be able to hear the differences when playing some sounds with say3d , playsound3d, say , playsound. the difference is what other players hears(mp) you can test this if you call the sound on object/other unit near you and then walk around to hear the difference. ---------- Post added at 16:31 ---------- Previous post was at 16:24 ---------- from my tests the say3d fade the sound about 2 clicks from the source , playsound3d fade the sound to the distance in meters you set. say and playsound is local to the player and you can hear the sound from any place on the map (for the local only, i think .... im not sure ) -
CfgSentences - using entries with say/playSound?
dragonsyr replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i m not sure what you want to avoid, but if the description part is your problem, try this in your script you want to play the sound. _mysound = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString;// this will bypass your cfgsounds setup _playmysound = _mysound + "sounds\mptype_defense_01_blufor_BHQ_0.ogg";// your path goes here playSound3D [_playmysound, player, true, getPos player, 10, 1, 20];// and you can play your sound with this command i m not sure 100% that you dont need the description part with this but give it a try..... also i dont know if the playsound3d is that you want... ---------- Post added at 13:29 ---------- Previous post was at 13:17 ---------- the diference is say = local call of sound (i think that only the caller hear the sound say3d = global call (all players hear the sound in distance < 2 miles...... from my tests) playsound3d = global call with fade on distance (all players hear the sound in < distance you set .....in this code is the number 20 at the end of the play command......edit: and the number 10 is the db of your sound) someone can confirm that ?............ -
CfgSentences - using entries with say/playSound?
dragonsyr replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
make a folder named sounds in your mission folder and paste the sound there. then in your description.ext file put this class CfgSounds { sounds[] = {sound1}; class sound1 {name="mysound1";sound[]={"\sounds\mptype_defense_01_blufor_BHQ_0.ogg",db+10,1.0};titles[] = {};}; and then you can play the sound with player say "mysound1"; -
spawn unit in a building
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you sir ! i set also and i think this could be fine... -
i have a problem spawning units in a building. i use this command to get the position i want copytoclipboard str getposASL player; and this command for the spawn "B_Competitor_F" createVehicle [1907.89,5716.65,18.4575]; but the unit is spawned out of the building. if i use objects instead of units (ex "Chemlight_blue") then they spawned in the place that i want how can i do it??? thanks my goal is to spawn 3 units in the radiotower (in front of the consoles) ps. i search for it , i found 2 threats that is not related to my problem ,i found no help for this .
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spawn unit in a building
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
works perfect ! and how can i make the unit facing in some direction? i tried and works with this man = grp createunit ["B_Competitor_F",[1906.7,5712.63,18.4587],[],0,"can_collide"]; man setDir 145 ; man disableAI "ANIM"; i use disable because without this the unit on spawn is facing 145 but after that return on default direction... ---------- Post added at 18:23 ---------- Previous post was at 18:11 ---------- and unarmed?