Jump to content

Diabolical1001

Member
  • Content Count

    26
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Diabolical1001

  1. Hello again all was just wondering how one would go about changing a gui background from a color to a texture, and if so are there any limitations on file sizes and such? idc = -1; x = -28.5 * GUI_GRID_W + GUI_GRID_X; y = -10.5 * GUI_GRID_H + GUI_GRID_Y; w = 28.5 * GUI_GRID_W; h = 45.5 * GUI_GRID_H; colorBackground[] = ?????? i tryed just directing the color background to the paa but when i load up the mission the background is white ---------- Post added at 03:15 ---------- Previous post was at 01:35 ---------- Just got it to work fine with a picture frame, just not the background?
  2. Diabolical1001

    Define Unit by Clothing

    I said it before and ill say it again, thanks for your time Iceman77. would have been lost otherwise
  3. Hello everyone I dont know if this is a quick fix or just impossible Iam using a script that will only let pilot class soldiers enter helo's/plane's in a game mode iam working on the class selection interface im using will only change your outfit not your actual unit class (rifleman in pilot clothing) this is the code by Sa-Matra so were it defines _pilots = ["B_Helipilot_F"]; would there be a way to make it read a combination of clothing instead? "H_pilothelmetfighter_B" , "U_B_pilotcoveralls" , "B_parachute"; thanks in advance
  4. Diabolical1001

    Define Unit by Clothing

    how about performance wise, it will be going into a large scale tvt gamemode
  5. Diabolical1001

    Define Unit by Clothing

    ok the pilot side of things are working, i decided i didnt want to use an eventhandler. so i ended up using the older code you had put up waitUntil {!isNull player}; _aircraft = ["B_Heli_Light_01_F"]; while {true} do { if (driver vehicle player == player && {typeOf vehicle player in _aircraft}) then { if (headGear player != "H_PilotHelmetFighter_B" || {uniform player != "U_B_PilotCoveralls"}) then { player action ["eject", vehicle player]; }; }; sleep 1; }; now i want to move onto the vehicles (apc's, tanks, etc) and also, i dont know how to implement the turret restriction with this one?
  6. Diabolical1001

    Define Unit by Clothing

    nope, i added it, looks identical to what you put up ;)
  7. Diabolical1001

    Define Unit by Clothing

    to stop the copilot exploit i just add the turret to the script as well
  8. Diabolical1001

    Define Unit by Clothing

    ok then, thanks a million for the help, ill go test this stuff now and come back with my findings
  9. Diabolical1001

    Define Unit by Clothing

    ok. hopefully my last question before i test this fully were it states (uniform player != "U_B_PilotCoveralls" does that only define the clothing of the player or can it also be use to define lets say a helmet of a player?
  10. Diabolical1001

    Define Unit by Clothing

    so say i wanted to make this work with class names would i go _aircraft = ["heloclassname"]; waitUntil {player == player}; if (uniform player != "pilot_uniform_name" && {driver _aircraft == player}) then { player action ["eject", _aircraft]; }; as ive said, pretty fresh to all of this
  11. Diabolical1001

    Define Unit by Clothing

    i assume if im correct that were it states {driver theHelo == player}) theHelo = the name of the the aircraft not the class?. there you go, you can use sarcasm on my newbie questions. just here to learn
  12. Diabolical1001

    Define Unit by Clothing

    ok i think i get it, will test and come here if any problems, or if i get it working ill post it up
  13. Diabolical1001

    Define Unit by Clothing

    not really one to bump, but maybe some fresh eyes have the answer
  14. Diabolical1001

    GUI background texture/paa

    what i did was replace the background with a picture class, then text= etcetc. seems to be working
  15. as the title has stated is there a way ( in a multiplayer setting) to restrict the gunner/commander seats in vehicles unless there is a driver present? been looking around and cant seem to find anything on it thanks
  16. this has got me stuck, if i could fin a way in were if your in the drivers seat it would disable the option to move to commander and gunner it would be fine
  17. cheers working good besides the fact that if your in the the drivers seat and scroll to the gunners seat it doesn't kick you out, not sure on a fix for that
  18. thanks iceman, and the whole (What happens if the vehicle is out in the field and something happens to the driver) ill use the tough luck excuse ---------- Post added at 04:59 ---------- Previous post was at 04:48 ---------- thanks iceman, and the whole (What happens if the vehicle is out in the field and something happens to the driver) ill use the tough luck excuse ---------- Post added at 05:02 ---------- Previous post was at 04:59 ---------- well, not quite working, this is what was in the rpt file though Error in expression <s select 0; _unit = _this select 2; if (count driver _veh > 0) then { hint "read> Error position: <count driver _veh > 0) then { hint "read> Error count: Type Object, expected Array,Config entry File C:\Users\radio rentals\Documents\Arma 3 - Other Profiles\Diabolical\mpmissions\crewkick%20test.Stratis\init.sqf, line 4 Error in expression <s select 0; _unit = _this select 2; if (count driver _veh > 0) then { hint "read> Error position: <count driver _veh > 0) then { hint "read> Error count: Type Object, expected Array,Config entry File C:\Users\radio rentals\Documents\Arma 3 - Other Profiles\Diabolical\mpmissions\crewkick%20test.Stratis\init.sqf, line 4 Error in expression <s select 0; _unit = _this select 2; if (count driver _veh > 0) then { hint "read> Error position: <count driver _veh > 0) then { hint "read> Error count: Type Object, expected Array,Config entry File C:\Users\radio rentals\Documents\Arma 3 - Other Profiles\Diabolical\mpmissions\crewkick%20test.Stratis\init.sqf, line 4
  19. Diabolical1001

    =BTC= Revive

    Hello, would like to start by saying i love the script and use it for everything quick question though, how would i go about forcing a script to run after selecting were you respawn? its just i have a loadout ui i want to pop up after you get back in the game
  20. Diabolical1001

    Virtual Ammobox System (VAS)

    pretty sure it would work with any map, just download the latest version and follow the install instructions to have it in any mission ---------- Post added at 01:38 ---------- Previous post was at 01:30 ---------- is the class CfgFunctions mentioned twice in the description.ext?
  21. Diabolical1001

    Virtual Ammobox System (VAS)

    ok ive done this and still ending up with the same problem of sometimes opfor getting the option only to get blufor stuff outta their box. ive got save loadout disabled because i have another script handling the gear respawn. its like it is not recognizing opfor players when they join, but only for some
  22. Diabolical1001

    Virtual Ammobox System (VAS)

    ok ill give it a go, thanks Or would there be a way to make one ammo box(opfor) call on a separate config to that of blufor?
  23. Diabolical1001

    Virtual Ammobox System (VAS)

    is there a way to make the mission call or update who is opfor/blufor while it is running?
  24. Diabolical1001

    Virtual Ammobox System (VAS)

    Hi all, thanks for the great interface I might add small little niggle im having with it though I have a pvp mission setup using vas and im using different loadouts for opfor to blufor (opfor=katibas blufor=mx stuff) now in the config.sqf ive changed the load out restrictions from this vas_weapons = ["MX","katiba"]; to this if (playerside == west) then {vas_weapons = ["MX"]}; if (playerside == east) then {vas_weapons = ["Katiba"]}; most of the time this works but some times for some unknown reason opfor players get the blufor loadout in there vas loadout any tips? thanks in advance
×