rassiva
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Posts posted by rassiva
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I'm sorry but I don't really know how to use SelectionNames as I don't know where to put the code. All I get when I use the syntax in the objects init windows is Local variable in global space. And when I use the code in the example I get the same thing. :confused_o:
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As the title says I need help with a script that removes or hides the main and tail rotor on helicopters, kinda to what happens when the rotor hits a tree it gets destroyed and disappear. sorry if this has been answered but I have sheared for hours and not found any thing. :(
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yeah I use both and none of them have sound I hate tried to add it in my self but haven't been able to get it to work
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The C-RAM have no sound the AA missiles sound work fine but not the minigun
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well I think I have to change the way my intro will work any way thanks for the help any way.

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Odd, I just duplicated the above (using stock music) and it works fine. Can you upload your mission so we can take a look?Also, you might want to define your music as a music file in CfgSounds in your Description.ext (or wherever you are defining it), then call it as a track in the trigger's effects menu. The way you are doing it now might result in it being muted with the rest of the game audio, though I'm not certain of that.
Well I do have a lot of addons/mods installed so I can make the exact same thing but with out the mods addons. well this is strange now when I have disabled all my addon/mods and did the exact same thing like the mission it didn't work on it works so I guess it's one off my addons that are playing me a trick so I guess I have to play around whit them and see which one I have to disable.
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I have placed one trigger that activates the Music when blufor are in the trigger area and in the condition field I have
this
in the on Act I have
playSound ["intro", true]
and in the on Dea I have noting. I have a second trigger that also activates when blufor are in the trigger area, condition field I have
this
in the on Act
1 fadeSound 0;
and in the on Dea
186 fadeSound 1;
well the last trigger don't seem to mute the sound on the CRRC boat. what I'm aiming at is how to mute/disable the sound on the CRRC boat and only have the music in the intro of my mission. Sorry for not being clear in the beginning

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Hello all I have one question how do i mute the sound on vehicles? I trying to make a coop mission so i have made a intro where some units start in a CRRC boat and have a custom intro music playing as they drive to shore but the music is very low and you can't hear some parts of the music in the intro so i was wondering if theirs a way to mute the sound of the CRRC boat I have tried to use
0 fadesound 0
in a trigger. but that don't work. Ps I'm sorry if this have all ready been answered elsewhere but I can't find any thing.
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Yes you can place more then one static weapon, you need to edit a few little things.THis is my edited version:
*I have changed sqf name and the unit name in the script so will have to change that back. The unit name in this script is 'Eng1'.
//unit init: _null = [[["mash",0]],this,"start", 9] execVM "deploy.sqf"; this setGroupid ["Bravo 1"]; //init.sqf: DMZ_Deploy_Static = []; _anim = "AmovPercMstpSrasWrflDnon_AinvPknlMstpSlayWrflDnon"; // this is the transition animation used, change to whatever transition animation desired. other animations found here: [url]http://community.bistudio.com/wiki/ArmA2:_Moves[/url] - or search armaholic for animationviewer. _timer = 0; // this is the life the static has in seconds before it will despawn automatically and give the user the ability back, set to 0 for never, (default 0 = no timer, needs to be undeployed). _buildTimer = 2; // this is the timer to assemble/disassemble, set to 10 for now to show bar correctly. _mount = false; // set this to true to imediatly move in as gunner after build is completed. waitUntil {!isNil ("DMZ_Deploy_Static")}; _unit = _this select 1; if (_unit != Eng1) exitWith {}; // deploy/undeploy show progress function. _build = { _unit = _this select 0; if (_unit != Eng1) exitWith {}; _anim = _this select 1; _timer = _this select 2; _perc = _timer/10; _sel = 0; if ("teardown" in _this) then {_sel = 9}; _bar = [["|________"], ["||________"], ["|||_______"], ["||||______"], ["|||||_____"], ["||||||____"], ["|||||||___"], ["||||||||__"], ["|||||||||_"], ["||||||||||"]]; _unit playMove _anim; waitUntil {(animationState _unit) == _anim}; waitUntil {(animationState _unit) != _anim}; //_state = (animationState _unit); // use to dynamically get end anim of animation transition used, for now its hardcoded below. _state = "ainvpknlmstpslaywrfldnon"; while {_timer != 0} do { if ((animationState _unit) == _state) then { _text = format["Building %1 \n %2 \n \n move to abort",(_this select 3),(_bar select _sel)]; cutText [_text,"PLAIN",0]; // this is for text center screen, wich will disapear after completion. //hintSilent _text; // this is for discrete hint in top right corner, wich will stay long time after completion. if ("teardown" in _this) then {_sel = _sel - 1} else {_sel = _sel + 1}; sleep 1; _timer = _timer - 1; } else { _timer = 0; _unit setVariable ["abort", false, true]; _unit setVariable ["static", true, true]; waitUntil {!(_unit getVariable ["abort", true])}; }; cutText ["","PLAIN",2]; }; }; // status check function. _statusChk = { if (_this != Eng1) exitWith {}; _type = "none"; _wep = "none"; _uid = "none"; if (_this in playableUnits) then {_uid = getPlayerUID _this} else {_uid = vehicleVarName _this}; {if (_uid in _x) then {_type = _x select 1;_wep = _x select 2}} foreach DMZ_Deploy_Static; [_type,_wep] }; // status change function. _status_change = { {if ((_this select 0) in _x) then {_x set [2,(_this select 1)]}} foreach DMZ_Deploy_Static; publicVariable "DMZ_Deploy_Static"; }; _uid = "none"; if (Eng1 in playableUnits) then {_uid = getPlayerUID player} else {_uid = vehicleVarName Eng1}; if ("start" in _this) then { _type = []; _wep = "not"; if ((count DMZ_Deploy_Static) != 0 AND ({_uid in _x} count DMZ_Deploy_Static) != 0) then { while {alive _unit AND _wep != "none"} do { _ret = _unit call _statusChk; _type = _ret select 0; _wep = _ret select 1; sleep 1; }; } else { _type = _this select 0; DMZ_Deploy_Static = DMZ_Deploy_Static + [[_uid,_type,"none"]]; publicVariable "DMZ_Deploy_Static"; if (_unit in playableUnits) then { _idx = _unit addMPEventHandler ["MPRespawn", { _unit = _this select 0; _null = _unit spawn { waitUntil {alive _this}; if (_this != Eng1) exitWith {}; _uid = "none"; if (_this in playableUnits) then {_uid = getPlayerUID _this} else {_uid = vehicleVarName _this}; _wep = "none"; _type = []; _loop = true; while {_loop} do { {if (_uid in _x) then {_type = _x select 1;_wep = _x select 2;if (_wep == "none") then { _loop = false}}} foreach DMZ_Deploy_Static; sleep 1; }; _null = [_type,Eng1,"start"] execVM "deploy_engineer1.sqf"; }; }]; }; }; if (alive _unit) then { Eng1 setVariable ["static", true, true]; { _dir = 0; _obj = _x select 0; if ((count _x) == 2) then {_dir = _x select 1}; _vDName = getText(configFile >> "cfgVehicles" >> _obj >> "displayName"); _name = format["<t color = '#0000FF'>Build %1</t>",_vDName]; _id = Eng1 addAction [_name, "deploy_engineer1.sqf", [_obj,_vDName,_dir,"deploy"], 1, false, true, "", "alive _this AND (vehicle _this) == _this AND _target == _this AND _this getVariable ['static', true]"]; } foreach _type; }; } else { _obj = _this select 0; _id = _this select 2; _arg = _this select 3; if ("deploy" in _arg) then { _unit setVariable ["static", false, true]; _dir = getDir _unit; _pos = getPos _unit; _cd = _dir mod 360; _newX = (_pos select 0) + (sin _cd * 1); _newY = (_pos select 1) + (cos _cd * 1); _newZ = (_pos select 2)-0.03; //Switch for single build or multi build (fals,true) is single, (true,true) is multi _unit setVariable ["static", true, true]; _action = [_unit,_anim,_buildTimer,(_arg select 1)] spawn _build; waitUntil {scriptDone _action}; if (_unit getVariable ["abort", true]) then { _vName = format["DMZ_Static_Weapon_%1",_unit]; _wep = createVehicle [(_arg select 0), [0,0,500], [], 0, "NONE"]; _wep SetVehicleVarName _vName; _wep Call Compile Format ["%1=_This ; PublicVariable ""%1""",_vName]; // _marker = createMarker[_vName,[0,0,0]]; // _marker setMarkerShape "ICON"; // _marker setMarkerType "DOT"; // _marker setMarkerColor "ColorBlue"; // _vDName = format["%1s %2",(name Eng1),(getText(configFile >> "cfgVehicles" >> (typeOf _wep) >> "displayName"))]; // _marker setMarkerText _vDName; _null = [_uid,(vehicleVarName _wep)] spawn _status_change; if (_timer != 0) then { _null = [_wep,_unit,_timer,_uid,_marker] spawn { _obj = _this select 0; _unit = _this select 1; _uid = _this select 3; sleep (_this select 2); if (!isNull _obj) then {deleteVehicle _obj}; deleteMarker (_this select 4); _unit setVariable ["static", true, true]; {if (_uid in _x) then {_x set [2, "none"]}} foreach DMZ_Deploy_Static; publicVariable "DMZ_Deploy_Static"; }; }; if ((count _Arg) == 4) then {_dir = _dir + (_arg select 2)}; _wep setDir _dir; _wep setPos [_newX,_newY,_newZ]; _con = format["_this == %1 AND (vehicle _this) == _this",_unit]; _wep addAction ["Remove fortification", "deploy_engineer1.sqf",[], 1, false, true, "", _con]; if (_mount) then {_unit assignAsGunner _wep; _unit moveInGunner _wep}; _marker setMarkerPos (getPos _wep); } else { // hint "static setup aborted"; _unit setVariable ["static", true, true]; _unit setVariable ["abort", true, true]; }; } else { _action = [_unit,_anim,_buildTimer,(typeOf _obj),"teardown"] spawn _build; waitUntil {scriptDone _action}; if (_unit getVariable ["abort", true]) then { deleteMarker (vehicleVarName _obj); deleteVehicle _obj; _unit setVariable ["static", true, true]; _null = [_uid,"none"] spawn _status_change; }; }; };:colgate: Thanks man It was a pain to change every thing but it works fine now I will be able to continue to build om my mission. Again Thank you!
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Hello I have goggled after a script like for a long time and I found this and just want to tell you that it works fine. I have a question: Is there a way to make you able to place more then just one object or set a limit? as I'm working on a survival map there you are defending a small town and it's going to be MP.
Need help removing/hiding rotor on helicopter
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
I tried every step 1-9 and it game me the following.
by the way
should be
as it says chopper1 [#]hideSelection ["myRotor", 1]; expeted Bool when I execute the command any way I got the following from step 6
Problem is that none seam to work as I tried the to change "myRotor" in to the different stuff in above for example
I even changed it to false just to see but no differences what so ever. I even made the heli in to a simple object but that only made it face the opposite direction and changed texture into the AAF ones and it even added some logo to the pilots door. :wacko: