IKG40Razor
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Get script working for JIP/reconnected player in MP
IKG40Razor replied to IKG40Razor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
got a lil bit further Script launched by call {execVM "drug1.sqf"}; in init.sqf or unit's init if "drug1.sqf" contains // Drugs Scripts // drug1.sqf while {isNil "NotUnderDrug1"} do { "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0,0,0,0.5], [random 5 - random 5,random 5 - random 5,random 5 - random 5,random 1], [random 5 - random 5,random 5 - random 5,random 5 - random 5, random 1]]; "colorCorrections" ppEffectCommit 1; "wetDistortion" ppEffectEnable true; "wetDistortion" ppEffectAdjust [0.5, 1, 1, 4.1, 3.7, 2.5, 1.85, 0.0051, 0.0051, 0.0051, 0.0051, 0.5, 0.3, 10, 6.0]; "wetDistortion" ppEffectCommit 5; "chromAberration" ppEffectEnable true; "chromAberration" ppEffectAdjust [0.02,0.02,true]; "chromAberration" ppEffectCommit 1; sleep 3; }; "colorInversion" ppEffectEnable false; "wetDistortion" ppEffectEnable false; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.5,0.5,0.5,0], [0.5,0.5,0.5,0], [0.5,0.5,0.5,0]]; "colorCorrections" ppEffectCommit 10; waitUntil {ppEffectCommitted "colorCorrections"}; "colorCorrections" ppEffectEnable false; "chromAberration" ppEffectEnable false; each player after rejoin has it's effect again. But if it has additional line to limit it's effect on a group or number of players such as // Drugs Scripts // drug1.sqf [color="#FF0000"]if !(player in units group A10) exitWith {};[/color] while {isNil "NotUnderDrug1"} do { "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0,0,0,0.5], [random 5 - random 5,random 5 - random 5,random 5 - random 5,random 1], [random 5 - random 5,random 5 - random 5,random 5 - random 5, random 1]]; "colorCorrections" ppEffectCommit 1; "wetDistortion" ppEffectEnable true; "wetDistortion" ppEffectAdjust [0.5, 1, 1, 4.1, 3.7, 2.5, 1.85, 0.0051, 0.0051, 0.0051, 0.0051, 0.5, 0.3, 10, 6.0]; "wetDistortion" ppEffectCommit 5; "chromAberration" ppEffectEnable true; "chromAberration" ppEffectAdjust [0.02,0.02,true]; "chromAberration" ppEffectCommit 1; sleep 3; }; "colorInversion" ppEffectEnable false; "wetDistortion" ppEffectEnable false; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.5,0.5,0.5,0], [0.5,0.5,0.5,0], [0.5,0.5,0.5,0]]; "colorCorrections" ppEffectCommit 10; waitUntil {ppEffectCommitted "colorCorrections"}; "colorCorrections" ppEffectEnable false; "chromAberration" ppEffectEnable false; or [color="#FF0000"]if ((UH60 == player || C130 == player || CH47_1P == player || CH47_2P == player || A10_1 == player || A10_2 == player) && !isdedicated) then {[/color] player from group A10 or from that list after reconnect don't get script effect again. I ask what's wrong, cause I assume after reconnection player's unit still remains in A10 group? -
Get script working for JIP/reconnected player in MP
IKG40Razor posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi. I have a script for some "drug" effect // Drugs Scripts // drug2.sqf if ((UH60 == player || C130 == player || CH47_1P == player || CH47_2P == player || A10_1 == player || A10_2 == player) && !isdedicated) then { while {isNil "NotUnderDrug1"} do { "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0,0,0,0.5], [random 5 - random 5,random 5 - random 5,random 5 - random 5,random 1], [random 5 - random 5,random 5 - random 5,random 5 - random 5, random 1]]; "colorCorrections" ppEffectCommit 1; "wetDistortion" ppEffectEnable true; "wetDistortion" ppEffectAdjust [0.5, 1, 1, 4.1, 3.7, 2.5, 1.85, 0.0051, 0.0051, 0.0051, 0.0051, 0.5, 0.3, 10, 6.0]; "wetDistortion" ppEffectCommit 5; "chromAberration" ppEffectEnable true; "chromAberration" ppEffectAdjust [0.02,0.02,true]; "chromAberration" ppEffectCommit 1; sleep 3; }; }; "colorInversion" ppEffectEnable false; "wetDistortion" ppEffectEnable false; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.5,0.5,0.5,0], [0.5,0.5,0.5,0], [0.5,0.5,0.5,0]]; "colorCorrections" ppEffectCommit 10; waitUntil {ppEffectCommitted "colorCorrections"}; "colorCorrections" ppEffectEnable false; "chromAberration" ppEffectEnable false; And i have a trigget that stops it at certain condition like condition: ({_x in thislist} count (units mpGroup + units moGroup))>=1 activation: call {[] spawn {sleep 30; NotUnderDrug1 = true;}} I have 2 problems: 1) when even the same player reconnects before trigger is activated "drug" effect is already no more 2) when even the same player reconnects after trigger was activated I'm not sure he receives the data that trigger has already been activated -
Help with launching script for a group or number of slots
IKG40Razor replied to IKG40Razor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
C'mon guys, no one knows how to do that? If I put my question in the wrong way or smth is not clear, I can do that with full script codes and video. But I'd really appreciate some help over here -
Help with launching script for a group or number of slots
IKG40Razor posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi. I will appreciate some help... Now I have a number of scripts in my mission which are executed for only 6 players. Each has condition like if ((UH60 == player || C130 == player || CH47_1P == player || CH47_2P == player || A10_1 == player || A10_2 == player) && !isdedicated) then {....}; The problem is that when some of this players reconnect during the mission scripts start to execute for him from the very beginning/ And I wanna them continue to execute if there is a player on the slot or just AI standing by in game while some1 is dropped and after this some1 reconnected. The group consists only from all these players, Group name is 1-2-B on Blue side, slot (role) names are A-10 Pilot, A-10 Pilot, CH-47 Pilot, CH-47 Pilot, C-130 Pilot, BH Pilot. Corresponding unit names are as above mentioned in code. So can any1 help? -
CLY Jukebox - play music and remember its progress!
IKG40Razor replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
:confused:I can't terminate this script at all. It either works forever from the start or is not working at all! HEEEELP!:confused: -
CLY Jukebox - play music and remember its progress!
IKG40Razor replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
CLY_jukeboxkill=<fade out time in sec> not working! How to kill that jukebox with a help of trigger?:confused: -
sound "" not found - trying to make "say3D" of default arma 2 music
IKG40Razor replied to IKG40Razor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep, thx a lot for reply. But I've already found that script 2 days ago and used it. Now the problem is that CLY_Jukeboxkill command is not working. Idk why. If I set it in the script CLY_jukeboxkill>0 I can't hear any sounds at all. ANy conditions to kill it after it's launched are not successful -
sound "" not found - trying to make "say3D" of default arma 2 music
IKG40Razor replied to IKG40Razor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can't! I was told that one can pass internal animations and etc. but not sounds! seems like BIS bug or mby because .And yes - I CAN (not have to) copy that but it will increase size and may cause lags. Regarding to the fact I wanted to emit a number of tracks - this is not the solution.What I'm trying now - is to make Jukebox module work ONLY for needed group of players. But yet I can't see the solution... I would be very glad to see jukebox module in script version :) -
sound "" not found - trying to make "say3D" of default arma 2 music
IKG40Razor replied to IKG40Razor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You wrote: instead of my That's the only difference. I did that change in my description.ext - and nothing changed. It still says sound Track10_Logistics not found. :confused::confused::confused: ---------- Post added at 16:47 ---------- Previous post was at 16:24 ---------- Reloaded mission - now error "not found" diseappeared. But no sound is emitted... Argh... ---------- Post added at 17:08 ---------- Previous post was at 16:47 ---------- So no1 knows how to help me? really? ppl, which know how to use all scripts from the very OFP don't have a ready solution? I just need say3D to play not custom sound but original from music.pbo -
sound "" not found - trying to make "say3D" of default arma 2 music
IKG40Razor replied to IKG40Razor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
playMusic will play music for all players on the server, which is very lame. I actually can try to avoid this by creating external script with if ((p1 == player || p2 == player || p3 == player || p4 == player || p5 == player || p6 == player) && !isdedicated) then ... , but ideally the "Pub" building should emit sound with fading effect. And I do not (Am I too stupid?) understand what have you meant with and then coping my code without any changes. Can you show me how to redefine with an example?? -
sound "" not found - trying to make "say3D" of default arma 2 music
IKG40Razor posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, the prob is that I want to use "say3D" command, and the tracklist I wanna use consists of some default arma music http://community.bistudio.com/wiki/ArmA_2:_Music. I have a chopper (name "h1"), which should emit sound when some1 is near. I have a trigger, in it's act field h1 say3D "Track10_Logistics"; . Then I have descriprion.ext and class CfgMusic { tracks[]={}; class Track10_Logistics { name = "Track10_Logistics"; sound[] = {"music\Track10_Logistics.ogg", db+1, 1.0}; }; }; in it. When I start mission, trigger activated and it says .I think the problem is that it searches sound in the mission folder. But I don't want to extract original sound, then copy it to mission and make it's size bigger, because I suppose it's unneccessary, as I use default arma 2 sound. So what am I doing wrong? -
I deadly unable to execute script only for a certain group of players
IKG40Razor replied to IKG40Razor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Problem solved -
I deadly unable to execute script only for a certain group of players
IKG40Razor posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
my script should work only for 6 players (their names are p1, p2, p3, p4, p5, p6) in 1 group (let's call it mpGroup). Script, called drug2.sqf: // Drugs Scripts // drug2.sqf _endeZeit = time + 60; while {time < _endeZeit} do { "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0,0,0,0.5], [random 5 - random 5,random 5 - random 5,random 5 - random 5,random 1], [random 5 - random 5,random 5 - random 5,random 5 - random 5, random 1]]; "colorCorrections" ppEffectCommit 1; "chromAberration" ppEffectEnable true; "chromAberration" ppEffectAdjust [0.01,0.01,true]; "chromAberration" ppEffectCommit 1; sleep 3; }; I tried to make {while ...} forEach units mpGroup; - does not work. Script either works for all units, or doesn't work at all. Where I don't catch it? -
One more stupid question
IKG40Razor replied to IKG40Razor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you very much, and still how about -
I need some little help here. I have a unit, in it's initialisation field this addAction ["Dance like a fool!","dance1.sqf",[],1,false,true,"","danceTime"]; this addAction ["Dance like a freak!","dance2.sqf",[],1,false,true,"","danceTime"]; this addAction ["Dance like a nut!","dance3.sqf",[],1,false,true,"","danceTime"]; But what I have to write in dance1\2\3.sqf so the action (dance) is activated only for the one, who called it. ??? playMove "ActsPercMstpSnonWnonDnon_DancingDuoIvan"; and is that possible to create 1 dance.sqf with 3 lines (3 different dances) - playMove "ActsPercMstpSnonWnonDnon_DancingDuoIvan"; playMove "ActsPercMstpSnonWnonDnon_DancingDuoStefan" playMove "ActsPercMstpSnonWnonDnon_DancingStefan" and what shall I write in initialisation field of the unit then?