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IKG40Razor

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Everything posted by IKG40Razor

  1. 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?
  2. 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
  3. 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
  4. 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?
  5. :confused:I can't terminate this script at all. It either works forever from the start or is not working at all! HEEEELP!:confused:
  6. CLY_jukeboxkill=<fade out time in sec> not working! How to kill that jukebox with a help of trigger?:confused:
  7. 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?
  8. 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
  9. 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 :)
  10. 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
  11. 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??
  12. 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?
  13. 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?
  14. IKG40Razor

    One more stupid question

    Thank you very much, and still how about
  15. scout cav will arrive eta 7 min after mission start. And thx for your opinion and advices as to the disabling movement of ppl, but I actually need SOLUTION how to do it, not pursuading me not to do that ;) Believe me, I know what I want to do. Walls aren't solution, cause they need to get out somehow after trigger works. Trigger can destroy walls, but that will create wroung atmosphere and can injure some1. I can use disableUserInput true , but that would bee to cruel, wanna have them opportunity to change dance :) ---------- Post added at 22:21 ---------- Previous post was at 22:10 ---------- Agreed, problem solved, now have that in action menue. Btw, I have an alternative as to your advice. Can I lock house's doors by the script so the can't get out untill trigger activated? But there is special house from some addon island... The doors have option to lock-unlock ---------- Post added at 23:32 ---------- Previous post was at 22:21 ---------- Building is "Pub" at MGB - Buildings 3 pack
  16. Hey guys. I'm trying to create my first mission, and I've met some difficulties with creating specific scripts. 1) How to make _person playMove "ActsPercMstpSnowWnonDnon_DancingDuoIvan" unstopable (cycle), so it never stopped untill another playMove command received or trigger1 activated. 2) How to make person unable to move (other actions possible) untill trigger1 is activated. 3) Is that possible to make another daytime for a group of ppl on server and return it to general server daytime after trigger1 activated? Some more further questions may appear...
  17. anyway I think even this scrip will be working person have to select "dance like a fool" to start dancing and the dance will end after some time. And the person again will be able to move either before starting dancing or after it. And the person should NOT be able to move until trigger "Scout cav arrived" is activated. ArmA2 CO + BAF + ACE mod ---------- Post added at 19:54 ---------- Previous post was at 19:48 ---------- unit name is p25. I have in it's init: this addAction ["Dance like a fool!","dance.sqf",[],1,false,true,"","danceTime"]; in init.sqf: danceTime = true in dance.sqf: p25 playMove "ActsPercMstpSnonWnonDnon_DancingDuoIvan"; with such conditions action is not available in menu at all (can't see it).
  18. This is not working, may be because: condition: String - (optional, Arma 2 only, default:true) ?
  19. I mean not AI - only players. Animation won't be uncontrollable at all - they will have 3 different dances in addaction menu :). This will last untill trigger "Scout cav arrived" is activated. Then they will be able to move (but dance menue will leave). Skiptime is ok - but how can I make a trigger to make it back to the general server time after "Scout cav arrived"? I mean how to write down in trigger to p.e. skiptime -5 only for that 6 ppl which had skiptime 5 in their init field from the start?
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