Tuliq
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Posts posted by Tuliq
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Well spawn only returns the script handle for the spawned script so no wonder things went out of control.
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Don't need a handle for scripts called with spawn! ;)
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hard coded into arma afaik
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We need to know what the mps_ammobox function looks like. .
---------- Post added at 13:04 ---------- Previous post was at 13:03 ----------
looks like you didn't define it
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[["taskOne","Succeeded",true],"BIS_fnc_taskSetState",nil,true] spawn BIS_fnc_MP!
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Its 2035 who knows maybe they are jacked up on steroids and nanos.
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There is another way to do this which i feel is probably the best way. Use setmarkerposlocal to set the position of a marker locally on a players computer, independent from all other players. Just make a simple "if" check, and if the player is a pilot, then do a "respawn_west" setmarkerposlocal [your pilot spawn coordinates].
---------- Post added at 11:41 ---------- Previous post was at 11:38 ----------
F.ex "respawn_west" setmarkerposlocal getpos player will make units respawn at the same position you placed them in the editor
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You could make a trigger and write in the condition field
!alive anton
then in on activation write
hint "Anton is dead. He is with us no more. Anton was a brave man who fought with great honor for his country. We shall never forget his memory or his boundless sacrifice to our common cause. Viva la Anton!";
I hope this helps!
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That seems strange... BIS's own splendid cam displays icons, so I guess there must be a way to do it.
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You have to make sure that the script only runs on the killers machine dude.
player addMPEventHandler ["MPKilled",{ _killer = _this select 1; if (_killer == player) then { _killer execVM "killed.sqf"; }; } ];
alt:
player addMPEventHandler ["MPKilled",{ _killer = _this select 1; if (_killer == player) then { mymoney = mymoney + 100; }; } ];
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Driving over? I am confused.
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if(isNil "myIcons") then { myIcons = addMissionEventHandler["draw3d",{ { if(side _x != side player) then { drawIcon3D ["", [1,0,0,0.7], visibleposition _x, 1, 1, 45, (format ["%2:%1m",player distance _x, name _x]), 1, 0.03, "default"]; } else { drawIcon3D ["", [0,1,0.5,0.4], visibleposition _x, 1, 1, 45, (format ["%2:%1m",player distance _x, name _x]), 1, 0.03, "default"]; }; } foreach allunits; } ]; };
Maybe that would work? I am not sure. Worth a shot!
I also replaced position _x with visibleposition, learned that from KK, and it gives it a lot smoother updating.
Eh, made a mistake. fix'd it!
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Don't give a shit about people saying COD is shit and this is arma and blah blah blah... if you want to make a COD like mission, then go do it. If you want to make a Peggle Extreme like mission, go do it. Because that is Arma. Freedom to play like you want.
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It doesn't overlap for me, but it does for other interface sizes other than small. I guess I should keep the values within the 0 - 1 range?
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You might be right. That is what I am using though. Here is my resource definition.
class RscTitles { class sniperList { idd = -1; fadeout=0; fadein=0; duration = 1; name= "sniperList"; onLoad = "uiNamespace setVariable ['sniperList', _this select 0]"; class controlsBackground { class sniperListText:RscStructuredText { idc = 6000; type = CT_STRUCTURED_TEXT; size = 0.047; x = 0.856875 * safezoneW + safezoneX; y = 0.686927 * safezoneH + safezoneY w = 0.3; h = 0.5; colorText[] = {1,1,1,1}; lineSpacing = 4; colorBackground[] = {0,0,0,0}; text = ""; font = "PuristaMedium"; shadow = 2; class Attributes { align = "right"; }; }; }; }; };
I stole the gist of it from another script, so I am not sure about if this is the proper way to make a simple list resource. I am a total noob at dialogs..
---------- Post added at 16:03 ---------- Previous post was at 15:59 ----------
For now I have just moved the resource a tiny bit more to the left, so that if a player is using the normal interface size, he will see it.
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objectPos = [firstObject,4,random(360)] call bis_fnc_relPos;
4 = radius from center, firstObject
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So I have a UI resource which I want to place in the lower right corner of the screen. It's a vertical list of the names of players connected to the game. I want this list to be displayed at the same relative position on the screen through all aspect-ratios and interface-sizes. Right now, it looks good and sits in place when I am in the "small" interface size, but my friend who has interface size set to "normal" will have this list of names cut off on his screen. What would I have to do to ensure that this list stays at the same relative spot on the screen for both of us?
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thanks, onplayerdisconnected mixed with some UID magic did the trick.
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Hmm, have a look at bis_fnc_param. It is a function used inside a lot of BIS functions to handle function parameters.
---------- Post added at 01:04 ---------- Previous post was at 00:56 ----------
you should place the marker name / spawn pos as the first index of the passed array, and the model type second, or vice versa, since they are the most important parameters passed. Also, you can do away with the _minNumberOf var. Just pass _numberOf as an array if you want random amount of objects (like [4,19] four being the min, 19 the max), or as a number for an exact amount.
---------- Post added at 01:08 ---------- Previous post was at 01:04 ----------
Also, while I can see that having an option to name all your placed objects according to a formula is great, you might have an easier time just returning an array of all the created objects at the end of the function. then you could call it like this:
_myWonderfulArrayOfObjects = [YOUR ARGUMENTS] call fnc_ranPos
_myWonderfulArrayOfObjects would then be an array of all the objects.
---------- Post added at 01:11 ---------- Previous post was at 01:08 ----------
For super easy-peasy mode, make the spawnpos parameter only accept a position array [x,y,z]. Then you don't have to rely on only using markers and units to spawn.
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Hi, anyone know how to test for if a player has left the server? In other words, if I have a variable that refers to a player, what will this variable refer to when the player has disconnected?
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_tyre = "Land_Tyres_F" createVehicle (_position); missionNameSpace setVariable [format["tyres%1",_i],_tyre];
setVariable uses a string to name the variable, so you can use format command on it to set the variable name
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No that is impossible as far as I know.
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You need to place an unit and set is as playable before you can run the mission, also you need to save your mission before you can play it if you are running MP mode.
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I too prefer the new scope version.
Creating JIP-compatible markers on the fly
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
-snip- solved