Evilhardt
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Everything posted by Evilhardt
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player-specific notfications upon trigger release
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, what I want to do is a trigger that fires for anybody leaving it's area and then displays a message on his screen that tells him to turn back. -
player-specific notfications upon trigger release
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And I'd have to do this how? -
player-specific notfications upon trigger release
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Uhm, and how? Me great noob. Edit: I want the hint to get displayed to every player who triggers the trigger... and there would be like 40 players. -
player-specific notfications upon trigger release
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ideally I would like a line of text popping up in the upper part of the screen. And I have no idea where this code you posted is supposed to go. When I put it in the ON ACT field of a trigger I get an invalid number of expressions error. -
player-specific notfications upon trigger release
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's two weeks later now and only too many hours of research and testing have gone into this darn problem, without any solution that had worked only in the slightest. But I have been on several servers that DO have local notifications. Can't really nobody help me on this? -
Flares spawned in air won't fall
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't understand. What am I supposed to do with the "po" to make that work? Edit: NVM I got it to work. Thx. -
Hey, I found this script to spawn flares: Flare = "F_40mm_Red" createVehicle [getMarkerPos "FlareMark" select 0, getMarkerPos "FlareMark" select 1, 250]; It works and all, but the flares just won't fall down. They just sit there in the sky, where they were spawned. This does not look nice at all. Is there a way to fix this? Edit: nvm, I found a solution suddenly...: http://forums.bistudio.com/showthread.php?149510-How-to-create-a-flare-in-the-sky
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Flares spawned in air won't fall
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thx, but changing the coordinate values only moves the spawn location of the flare for me. It will still drop in a straight line. Only away from the marker above which it is supposed to spawn. -
Flares spawned in air won't fall
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Actually I do still have an unsolved problem here. Combining the two codes makes the flare only fall straight down, like in a straight line vertical line. I wonder if there is a way to make it fall in a trajectory and accelerate a little while falling. -
Hey, I want a trigger that fires, when one element of a list is not alive. I got a bunch of bots named "bot1", "bot1_1", ..., "bot1_7" in a trigger area. I wrote a short fragment of code of which I don't know if it's logical: _bots = [bot1,bot1_1, bot1_2, bot1_3, bot1_4, bot1_5, bot1_6, bot1_7]; (!alive _x) forEach _bots; I put this in the condition field of the trigger. The trigger was meant to fire as soon as one of the bots gets shot. But not unexpectedly it does not work. Can you tell me how this code is supposed to look to make it work?
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check if element of list !alive
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you very much! -
check if element of list !alive
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thx, but init line of a trigger? I don't see an init line with triggers. -
Hey, I want to have 3rd person disabled but HUD enabled in my mission. With the general difficulty settings I can't achieve this. As soon as 3rd person is disabled via those settings the HUD will be disabled too. This is kinda stupid imo. But I was on servers that have the exact configuration i desire. Can you tell me how to get to that?
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How to: 3rd Person [off] HUD [on]
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
D'oh! It's that simple? I'm sorry. :/ But thank you anyway! -
enableSimulation false on trigger does not work
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Could you tell me were this is meant to go? I'd really appreciate that. I can't figure it out. Well, I my case this actually comes handy, as motion sensors for lamps are triggered by animals IRL as well... ^^ -
enableSimulation false on trigger does not work
Evilhardt posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, I want a streetlamp to turn on and off upon activating and deactivating a trigger. So I made a trigger with this script: On Act: L1 enableSimulation true; On Dea: L1 enableSimulation false; And a Streetlamp that i called L1. I put "this enableSimulation false" in the init line of the Streetlamp. The lamp will be initialized not shining and on activating the trigger it will turn on and shine. But on deactivation it won't turn off again. Any idea why that is? -
enableSimulation false on trigger does not work
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I assumed I was supposed to add this to the condition of the trigger. But I guess that is not where that code fragment is meant to be put, as I get an error when I put it in the condition field of the trigger: "&& Type Any, Expected Bool". -
enableSimulation false on trigger does not work
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I put this in the trigger: ON ACT: 0 = [0] execVM "lights.sqf"; ON DEA: 0 = [0.95] execVM "lights.sqf"; I set the trigger to "present ayone" I put a marker near the lamp that I want to be affected. In this case it's the marker "ML1". I use a sqf that uses the name of the marker. In this case "ML1.sqf" and it contains this code: _types = ["Lamps_Base_F", "PowerLines_base_F"]; _onoff = _this select 0; for [{_i=0},{_i < (count _types)},{_i=_i+1}] do { // powercoverage is a marker I placed. _lamps = getMarkerPos "ML1" nearObjects [_types select _i, 7]; {_x setDamage _onoff} forEach _lamps; }; (As I did not know how to modified the script correctly I use one sqf per lamp, as I want each lamp to have it's own trigger.) -
enableSimulation false on trigger does not work
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I got a problem with the script. I would like it to not react to dead players. The lamps stay on, if a player dies in the area of their assigned trigger. Can you help me fix this? -
enableSimulation false on trigger does not work
Evilhardt replied to Evilhardt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great, that works. Thx! But can I remove the "sleep 1;" line to make the effect occur more quickly? Edit: Nvm, I tried and it worked. -
Hey, I have the following problem. I want to make a trigger that removes gear only from the player that triggers the trigger. This shall be true for every member of the team. This is supposed to serve as a form of spawn protection for the enemy team. When a player enters their spawn area he gets stripped of his gear down to his underwear... :D the first naïve attempt I made was this code: “removeallweapons B1; removeallitems B1; removeheadgear B1; removevest B1; removeGoggles B1; removeUniform B1; removeAllAssignedItems B1; removeallweapons B2; removeallitems B2; removeheadgear B2; removevest B2; removeGoggles B2; removeUniform B2; removeAllAssignedItems B2; removeallweapons B3; removeallitems B3; removeheadgear B3; removevest B3; removeGoggles B3; removeUniform B3; removeAllAssignedItems B3;†etc. for all members of the team (The members of the team were named B1 – B8). I put this in the “at activation†field of the trigger. Of course this removes the gear from ALL players that are listed in the trigger. So how can I make a trigger that removes gear only form the triggering player? Is there a way to work with variables? It would need to be something like “X is a player. If X enters trigger area trigger affetcs X.†Edit: I guess I found a clumsy solution. Stack 8 triggers. Each trigger affects only 1 player and is synced with that exact player. But is there a more elegant solution?
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Ah, I see. Maybe a mod could move this and this other thread here: http://forums.bistudio.com/showthread.php?158281-player-specific-notfications-upon-trigger-release&p=2430496#post2430496 to the editing section?
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Hey, I would like to add mags for the Mk18 762 (srifle_EBR_F) to some of my players. I only fond this as the respective ammo classname: "20Rnd_762x45_Mag". But the entry cannot be found. Does anyone know the actual classname for the ammo for that rifle?
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Please explain to me, why OPFOR bots get BLUFOR bodies and faces when controlled by a player... http://i.imgur.com/qjR9rwZ.jpg
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Iranians become white when player controlled
Evilhardt replied to Evilhardt's topic in ARMA 3 - GENERAL
They STILL don't look like nordic people, dang it! It is completely irrelevant if they don't all look like they do in Arma 3. They don't look like nordic people either! And from the main characteristics the way they look in the game is closer to their main characteristics IRL than their main characteristics IRL are to nordic folk!