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Everything posted by dragonsyr
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waituntil unit is in waypoint ???
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you guys !!! you r very helpful !! works ---------- Post added at 19:45 ---------- Previous post was at 19:42 ---------- also , how can i add waypoint position without the use of an object? -
i have this ....blah blah; _wpheli = h1 addWaypoint [position _helitarget, 20]; [h1, 2] setWaypointBehaviour "CARELESS"; [h1, 2] setWaypointCombatMode "BLUE"; [h1, 2] setWaypointSpeed "FULL"; waitUntil {h1 is in _wpheli}; hint"unit is in place"; how can i do that? also , how can i add waypoint position without the use of an object?
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Variables in list help needed
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i need to remove the addaction from the 2nd script because must removed while the player is still pilot. (other ifs and whiles on the 2nd script. also maybe this remove must happened from 3d, 4th , 5th script in a row) -
Variables in list help needed
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i have this code running allways from my mission init and is in mymission\c\ init.sqf. while {vehicle player isKindOf "Air"} do {if(_vehrole == "driver") then {hint"Radio on";playSound "Safe";_actiondep = _player addAction ["<t color='#ff9900'>ATC Call</t>", "C\dep.sqf", [], -1, false, false, ""];waitUntil {!(vehicle player isKindOf "Air")};} else {hint"no driver";sleep 2;};}; ........code continue on more while commands blah blah; execVM "ATC\Init.sqf"; now on dep.sqf if , thens whiles blah blah; player removeAction _actiondep;sleep 3; hint "stage end out of target";sleep 1;//debug execVM "C\Init.sqf"; //at the end of the script.............. my problem is that i can delete this adaction from any location. i need to remove the addaction from the dep.sqf but i want to know how can i remove this addaction and from c\init.sqf edit : i can delete the addaction only if the while statement is not valid (if player breaks the loop) like this while {vehicle player isKindOf "Air"} do {if(_vehrole == "driver") then {hint"Radio on";playSound "Safe";_actiondep = _player addAction ["<t color='#ff9900'>ATC Call</t>", "C\dep.sqf", [], -1, false, false, ""];waitUntil {!(vehicle player isKindOf "Air")};} else {hint"no driver";sleep 2;};}; ........code continue on more while commands blah blah; player removeAction _actiondep;sleep 3; execVM "ATC\Init.sqf"; but if the player is in the while loop and then the calling script need to delete the addaction i get 2 same actions and the remove is not working i hope the you understand what i mean. -
ogg files problem....
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
sorry for this but, with no changes at all in my code, today the files plays normal......... i dont know what the problem was.. thank you for your reply....... maybe with the restart of my pc the problem gone.... -
I have some audio files (5-10 secs length in mp3 format). i convert the files with "Audio Conversion Wizard", "audacity", "mp3toOGGconverter" and online from http://www.oggconvert.com/. i tried any possible setup (i think.....) i play the converted files and i hear the sounds as well .so far so good . when i call the sounds in arma , then i hear played in very fast forward style . is problem of the conversion or must change the numbers in the end of the line to slow down the speed of the file? my setup is this class CfgSounds { sounds[] = {Safe,contact}; class contact {name="contact";sound[]={"\TC\sounds\contact.ogg",db,1.0};titles[] = {};}; class Safe {name="Safe";sound[]={"\TC\sounds\safe.ogg",db,1.0};titles[] = {};}; }; thanks......
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ogg files problem....
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
the only change i see is the db+5....... i ll try that but i dont think that this is the problem. can i play other type of sounds???? like wav something........ btw i use this setup from arma2 with no problems .... i dont understand...... :-( i try also mp3 to ogg lab 2004 ...same thing -
Variables in list help needed
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks again mates...... i ll try to mesh with this examples. -
addaction in while loop problem
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i try that also .....i get the error. edit: working at last ..... !(vehicle player isKindOf "Air") ok you solve my problem with your next code.. thank you ---------- Post added at 02:49 ---------- Previous post was at 02:33 ---------- i get the point for semi-collon..... in my code removed allready :-D -
addaction in while loop problem
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you sir!! this works fine.... copy for the semi-colon ..... -
addaction in while loop problem
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@larrow, copy that but my problem is not the remove of the addaction, is how can i pause the loop when the player is pilot. ---------- Post added at 02:23 ---------- Previous post was at 02:17 ---------- i get same error Error in expression <", [], -1, false, false, ""];waitUntil {!vehicle player isKindOf "Air";};} else > Error position: <!vehicle player isKindOf "Air";};} else > Error !: Type Object, expected Bool -
addaction in while loop problem
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you for the reply ... no luck again. its stay in waituntil with this .if player get out of the heli the action not removed , and the script is not continue.... another thing is: can i do , waituntil the addaction is fired, ??? but this is not an option for my case because i want the addaction ONLY when the player is pilot, -
Variables in list help needed
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks for your fast replys..... i will try the global variable then..... edit: how can i do that? globalvariable command not in the list .. i want to make a script that can stand on dedicated server missions i only found publicVariableServer (run on client) and publicVariableClient (run on server) but i m not sure what is ... -
copy :-) thanks for the reply. once again, nice work mate :-)
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i try to spawn a flare deployed (like smokeshell do), my problem is that when i use F_40mm_Green , it burns but stay 20 meters in the air .no move no drop . when i use any smokeshel or Chemlights_ working as expected (freefall from the height i want to the ground) UGL_FlareGreen_F , FlareGreen_F , 2Rnd_GBU12_LGB , i get nothing . no visible object , no explosions , this is the command i use . 20 is the height above the target i want. _helitarget = mytarget; _flareType = "F_40mm_Green"; _flare = _flareType createVehicle [getPos _helitarget select 0, getPos _helitarget select 1,20];
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spawn flares fired how?
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you sir!! i ll try that asap.. :-)) -
is it possible to add the screen resolution for windowed mode as an option in launcher? nice work .....
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I think is a bug.... try to give this command unit playmoveNow 'Acts_NavigatingChopper_Loop'; to a unit armed and then unarmed (same unit with this in init line "removeallweapons this;") you will see while unit is armed that the animation loop working. but while the unit is unarmed, then the animation is taking place only for 1 time .(no loop) one solution is if after the loop anim command give unit disableAI "anim" then the loop continues. but if you want to make a sequence of moves (ex: unit playmoveNow 'Acts_NavigatingChopper_Loop'; unit disableAI "anim" ;unit dowatch player ;then you have problem . is this a bug?
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
dragonsyr replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
the only solution to run that you post my init if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; // Wait until player is initialized if (!isDedicated) then { waitUntil {!isNull player && isPlayer player}; waituntil {Player == Player}; }; /*waitUntil {(getPlayerUID player) != ""}; _uid = getPlayerUID player; _namesList = ["1234","45678"];*/ _Reserved=["Dave","Sam"]; _PlayerName = name Player; if (!isnil "mcc_actionInedx") then { hint "Welcome"; } else { if ((_PlayerName in _Reserved)) then {hint "Welcome Mcc Admin";} else {hint"Mcc Disabled"; sleep 1; player removeAction mcc_actionInedx; }; };// this works but i dont know if is the right way with this , if you have mcc and you r not in the list, then mcc is off ... this is ok but, if you dont have mcc, you get error if you r not in the list, because the script ignore the --if (!isnil "mcc_actionInedx") then { hint "Welcome"; }-- command somehow and continue on --else {hint"Mcc Disabled"; sleep 1; player removeAction mcc_actionInedx; };-- command ....... in other hand, if you are in the list , you get the {hint "Welcome Mcc Admin";} no luck at all with UID's . i v tried many combinations but i cant get nothing as return for UID all the tests made in game editor...... not tested on server .... edit: if you put only this in init.sqf if (!isnil "mcc_actionInedx") then { hint "true"; } else {hint"false";}; and preview the mission , you will see that you get FALSE as return. If you press the ESC key and run the same command from the Debug console , you will see that now you get TRUE as return....... so i think that the init is not the right place to put this command . maybe this help for the solution......... Working perfect with this setup... make file mcc.sqf if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; // Wait until player is initialized if (!isDedicated) then { waitUntil {!isNull player && isPlayer player}; waituntil {Player == Player}; }; _Reserved=["Dave","Sam"]; _PlayerName = name Player; //if (!isnil "mcc_actionInedx") then { hint "true"; } else {hint"false";}; // for debug if (!isnil "mcc_actionInedx") then {if ((_PlayerName in _Reserved)) then {hint "Welcome Mcc Admin";} else {hint"Mcc Disabled"; sleep 1; player removeAction mcc_actionInedx; }; }; in editor put a trigger type none, activation none, 0 0 0 and on condition put alive player , and on act nul=[] execVM "mcc.sqf"; i tested with this way the UID's... not working.... why... -
I need help for syntax a script
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
After many hours of reading and with your code as a reference, here is what i v made _target = pad; _marshal = helper; _vehPlayer = vehicle player; _heightPlayer = (getPosATL player) select 2; _heightTarget = (getPosATL _target) select 2; _heightDiff = _heightTarget - _heightPlayer; _vehlist = ["B_Heli_Light_01_F","B_Heli_Light_01_armed_F","B_Heli_Attack_01_F","B_Heli_Transport_01_camo_F"]; _smokeType = "SmokeShellPurple"; //smoke shell color you want to use _minheight = 55; // the height you have to be before you can actually see the helper _HQ = [West,"HQ"]; _toHigh = format [ "<t align='center'><t size='2.2' color='#ed3b00'>TO HIGH</t><br/><t size='1.2' color='#9ef680'>You need to be bellow</t><br/><t size='1.5' color='#ed3b00'>%1 meters</t><br/><t size='1.2' color='#9ef680'>in order to use Marshal.</t></t>", _minheight ]; //text to display when not low enough to land hint "init complete"; //debuging if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; // Wait until player is initialized if (!isDedicated) then { waitUntil {!isNull player && isPlayer player}; waituntil {vehicle Player != Player}; }; _vehRole = assignedVehicleRole player select 0; // working now //--- conditions for player and helper if ((getPos player) select 2 > _minheight) exitWith {hint parseText _toHigh}; // i need a loop for height check .as it is, the player must leave the trigger and enter again <50 meters //if ( another landing in progress) ) exitWith {hint "Marshal is not currently available. Wait your turn."}; // i need to figure out how this will work if ((getPos player) select 2 < _minheight) then { if (typeof _vehplayer in _vehlist && (_vehRole == "driver")) then { if (_vehplayer distance _target > 5) then { _marshal dowatch _vehplayer; _marshal playmoveNow 'Acts_NavigatingChopper_Loop'; hint "Move closer , slow speed"; //debuging sleep 3; _smoke = _smokeType createVehicle [getPos _target select 0, getPos _target select 1,5]; _HQ sideChat " A Smoke has been dropped at landing site."; waituntil {((_vehplayer distance _target) < 5);}; _marshal playMove 'Acts_NavigatingChopper_Out'; hint "You can land now"; //debuging }; } else { hint "no conditions meet";}; //debuging }; this is the first step of that i need . its not finished because a have some problems as you can see first i need one loop for the detection of _minheight = 55; ..... many tests with while {true} do , waituntil commands with no luck. as it is line 28, when you are to high then you need to get out of the trigger area and trigger again bellow the minheight value...... second part i want if the pilot land the heli out of the pad , then helper playmove "....." (the command for land ???) and if engine off then the helper do something else. and if get out or eject, i need the script stops . but if the player get in again as driver and is in the trigger ,then the script run again also... it is possible to lock the _target when i m on landing prossedure, so no other player pilot can use the pad same time?? -
i need help to make this C++ please if is kind of air and has engine on and the distance between player from the unit1 is higher than 5 meters, then unit1 playMove "something" and if lower than 5 meters unit1 playMove "something_2" and/or if the player switch engines off, then unit1 playMove "something_3" and/or if player land more than 1 meter distance from unit1 then unit1 playMove "something_4" same for kind of vehicle (no players) with stop , not landing offcourse.. :-) i think that is easy for you :-) thanks
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I need help for syntax a script
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
no luck for every test i made...... i think this is not so easy after all...... and from the editor with triggers only it is not possible. -
I need help for syntax a script
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok.... i v made many tests with your code for how this working. No luck.... lets clear what i m trying to do, i have a helipad named "pad" and one AI about 30 meters away, in a building.(the name of the AI is "helper"). one trigger 50X50 or 100X100 , init s = [] execVM "signal.sqf"; now , i want the trigger active only if the player is pilot and the speed is lower than a value, then the "helper" walk from his spot about 10 meters radius from the helipad , facing the player and playMove 'Acts_NavigatingChopper_Loop'. (note that during this, the helper must always facing the player (edit:i found this that works _helper dowatch vehicle player; )) next , when the player position is in the middle of the helipad i want the helper playMove 'Acts_NavigatingChopper_Out' next if player land the heli inside the helipad , then helper PlayMove 'AmovPercMstpSrasWrflDnon_Salute' and when the player get out , then helper return to initial position (30 meters away, in the building) if the player leaves the trigger without land then the helper playmove "Acts_AidlPercMstpSlowWrflDnon_pissing" and then return to initial position maybe an addaction to the pilot for smoke spawn in the middle of the helipad(or if the helper can throw smoke with a command, or what about the helper uses light sources attached in hands when 'Acts_NavigatingChopper_Loop' in case of night (i dont know if this possible)) as more help for landings. if this works, the result is an active air marshal. -
I need help for syntax a script
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you byrkoet.. test in a few hours and i post the results ....... -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
dragonsyr replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
private "_namesList"; _namesList = ["0123456","145487424"]; if (!isnil "mcc_actionInedx" && (getPlayerUID player) !in _namesList) then {player removeAction mcc_actionInedx;}; i get error missing ) in line 3 also , mcc_actionInedx , or mcc_actionIndex ???