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Posts posted by JohnKalo
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Well planning on using a trigger to call the script. That way it will work for all. So as far as I understand:
HousePat = Compile preprocessFileLineNumbers "HousePatrol.sqf"; {[_x] call HousePat;} forEach [op1,op2,op3];
is the right way to go
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Final Update:
Yep it was simple after all. The code should be placed here:
{[_x, "ON"] remoteExec ["switchLight",0,true];} forEach (nearestObjects [_caller, [], DistanceToReach]); // Codes can be placed here ; _target animateSource ["switchposition",1]; _target animateSource ["light",0]; _target setDamage 1;
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Update again:
Now I saw the code with the colors more clearly I found a solution. Placing the code here seemed to work:
{ [_x, "ON"] remoteExec ["switchLight",0,true]; man setDamage 1; } forEach (nearestObjects [_caller, [], DistanceToReach]);
Posting it for anybody else wanting to use the switch although that might not be the right position. ForEach does not make much sense. Now tired will do more tests tomorrow ^^^
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Update:
I found the code that I had discovered some time ago on steam forums!!!!!! Here it is:
DistanceToReach = 300; this addAction [ "Turn Off", { params ["_target", "_caller", "_actionId", "_arguments"]; { [_x, "OFF"] remoteExec ["switchLight",0,true]; } forEach (nearestObjects [_caller, [], DistanceToReach]); _target animateSource ["switchposition",1]; _target animateSource ["light",0]; _target setDamage 1; }, [], 1.5, true, true, "", "alive _target", 3, false, "", "" ]; this addAction [ "Turn On", { params ["_target", "_caller", "_actionId", "_arguments"]; { [_x, "ON"] remoteExec ["switchLight",0,true]; } forEach (nearestObjects [_caller, [], DistanceToReach]); _target animateSource ["switchposition",-1]; _target animateSource ["light",1]; _target setDamage 0; }, [], 1.5, true, true, "", "!alive _target", 3, false, "", "" ];
So now I have the a lever going up and down without really doing anything. Somewhere in there I can call a script. This must be simple but I cannot find it
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Yep that is no actual guard. Oh okay. Thanks for the prompt reply 👍
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I have got a script that works by calling it like this:
guard = [op1] execVM "HousePatrol.sqf";
is there a way to call this script for multiple units at the same time so as not to write:
guard = [op2] execVM "HousePatrol.sqf"; guard = [op3] execVM "HousePatrol.sqf"; ...
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Hey guys in the editor there is an object named Transfer Switch. I am trying to make an action where the player can move the lever of that switch. When they do so something will happen and the mission will continue. It is about a WIP MP mission.
So how can that be done please?
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Well without an i5 a 4 Giga RAM and a 2 Giga Nvidia graphics card there will many issues. Unless you are used to low FPS and such.
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A simple solution would be to let it fly for a second and then disable its simulation.
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Well the ASR AI3 addon really helps the AI be better. Not a simple script though but it works and does not cause huge lag.
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A quick solution could be to attach an invisible helipad to the vehicle and set the waypoint on it
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Well to be honest I have never heard of such a thing happening again. For a quick and simple fix you can separate the audio from the video. Make the video without sound and play the audio via a trigger for example. Start the whole scene with:
cutText ["","BLACK OUT"]; // so as for the screen to go black
make the video start to play after some seconds so as for the song to have time to play. If the skipping of scenes happens in the video too you might have to do something more. Take the initial video and cut it into parts. Then use something like:
["nameOfVideo1.ogv"] call BIS_fnc_playVideo; sleep 10; ["nameOfVideo2.ogv"] call BIS_fnc_playVideo; sleep 10;
and so on. It is not the best solution but it will work. Maybe it depends on the program you use to edit the video in the first place because you can play parts of videos with only audio.
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Better place to look for an answer here: https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/
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I must admit that things are not very clear but in general to make a video compatible with Arma 3 so as to play as it should:
- You create a video,
- you download, install and open Any Video Converter
- and you convert your video to a .ogv one [without changing the default resolution of the video provided by AVC].
Maybe other programs exist too but as far as I am aware only the above works.
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Ok that is weird
So the video plays as it should including sound and image and only skips some parts of the video scenes? All other video scenes are shown as they should? Sorry for repeating myself. When I say black screens I mean when the video plays normally and black screens is the effect of the video closing. Maybe however I am translating it wrong.
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Hello, welcome to the forums!
What do we mean by "the black screens of the video"? Effects implemented in the video alone or through the game as the video is played?
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@7erra The trick was to use 4 actions for which you need 4 different variables. Each player had one of those 4 variables. That way all had the action and once the one was activated all were erased!
@pierremgi I placed the code in an objects init. The object was a vanilla table. Actually the action applies to an object on that table but in order to make the action more visible I added it to the table. And yes we are talking about a hosted server. No copy paste here anywhere.
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Well first off:
- can INDFOR units get in a BLUFOR vehicle? Because sometimes some factions cannot get in vehicles where other factions are in. Even when the latter factions are only in as passengers. That one I learned the hard way. Also,
- is the sync between the get in nearest and the hold waypoint needed? Have no experience with the hold waypoint so I would just use a move one for the boat and as a condition in a trigger simply put:
nameOfUnit1 in nameOfBoat && nameOfUnit2 in nameOfBoat && nameOfUnit3 in nameOfBoat
the getInNearest waypoint is really nice if activated once the boat is near.
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To do that you can have a move waypoint for the units before the getInNearest waypoint. That move waypoint will be activated once the boat is near with something like:
nameOfBoat distance aMarkerName < 15
That should work.
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Ehm I did not understand what you did exactly and the images above have an add on them so they are too blurry. For the image uploads imagebb is cool.
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It has been some time but here we are with yet another update! For starters however I would like to wish you all a:
From then on we have Mission 09 having its tasks ready and awaiting the voice recording while Mission 10 has started being developed. Mission 07 was tested but due to some details the mission could not end! That sadly means that the mission might have to be tested again making its release date unknown. Mission 06 however was tested and after some fixes took place it is ready for release! Feedback however will be greatly appreciated especially with the mission below!!!
Episode 06 - Cave Invaders RELEASE!
In this mission there were weird tasks that players however did manage to overcome! Will you be able to do so as well? It remains to be seen....
Also there are more news to the picture. The final release date of the campaign is scheduled to be before August of 2020. Last but not least the credits have been updated. More are to come when the needed missions are released.
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Thank you very much for the detailed explanation! I will use the first method since the missions are not JIP friendly anyways. Also players might want to check the leaflets again for clues ;)
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And the second issue that came up with the one mission was this:
this addaction ["Pickup Key","Scripts\PickupKey.sqf"];
the above resulted in 4 actions appearing on the object. 4 were the players 4 were the actions. So if I place the above code in a trigger that is Server Only will the action only appear once while been shown to all players?
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Hey guys just tested a mission and came up with an issue. I am using this code:
["init", [y, "images\spoilers.jpg", "Spoilers"]] call BIS_fnc_initLeaflet;
["init", [x, "images\spoilers.jpg", "Spoilers"]] call BIS_fnc_initLeaflet;
in an MP mission. All worked fine but one thing. The action to see the leaflet both times was only visible to the host. Clients could not even see the action. How can I make the above action visible to all in MP please?
Swapping objects upon mission start with a script?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Part of code used in my Ghosts Wanted mission:
the fence part should be the one you need