Jump to content

dreadedentity

Member
  • Content Count

    1224
  • Joined

  • Last visited

  • Medals

Everything posted by dreadedentity

  1. Need a little more information here, it kind of seems like you're asking why adding degrees to your direction makes it different
  2. dreadedentity

    Best way to safely spawn a vehicle?

    Use a combination of createVehicle with "CAN_COLLIDE" and modelToWorld. Since garages are small, and HEMTT's are quite large, you may wish to consider spawning your vehicle somewhere else, rotating it, then moving it to it's final position, as well.
  3. from the original post
  4. dreadedentity

    Change Active Background Color in Dialog

    Thanks for that Das, I'm looking into disabling the IDC's now but the colorBackgroundActive didn't seem to work. See you soon ---------- Post added at 18:14 ---------- Previous post was at 18:10 ---------- Here it is, I found what I was looking for after days of frantic searching. The attribute I was looking for is called colorSelectBackground, for anyone else wondering
  5. -showScriptErrors Also, tell me more, "didnt work" doesn't help anybody ---------- Post added at 12:58 ---------- Previous post was at 12:51 ---------- Example Mission
  6. I'm not really sure, I don't use it. As for the icons, you're able to create your own icons and use them with both of those scripts. I actually just used paint and made 10x10 squares and then colored them how I want. If I remember right, .png didn't work so I had to save the icons as .jpg
  7. Okay so just save that code into a script, then you can run it like: "RANK" execVM "myScript.sqf"; So like: "SERGEANT" execVM "limitView.sqf"; That makes it so that only units that are ranked sergeant and above can look in 3rd person
  8. Was there an error? What did it say? They both will work with dedicated server, but you need to use BIS_fnc_MP to tell the clients to run the script
  9. a hint of sarcasm maybe? lol. Sorry, I don't think it's possible to disable those tags from showing up on individual units :(
  10. Run the mission in a higher difficulty than recruit or regular
  11. Here's the documentation for the terminate command. It can be quite useful, but I strongly recommend not using it with this particular script.
  12. Do you just want to know the commands or can I write the script for you (please) switchCamera, cameraView, rank ---------- Post added at 23:28 ---------- Previous post was at 23:16 ---------- Sorry, I thought this was actually pretty cool so I went ahead and wrote it anyway. This script takes "strings" that are the rank names. You can find all of the rank names inside the script in an array called _ranks. Also you have a choice between using hints or systemchat to inform noobish players that they are not allowed to use 3rd person (I have commented out the systemchat command, just delete the // and put // in front of hintSilent) _ranks = ["PRIVATE","CORPORAL","SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL"]; _required = _ranks find _this; while {true} do { waitUntil {cameraView == "EXTERNAL"}; if (_ranks find (rank player) >= _required) then { }else { player switchCamera "INTERNAL"; hintSilent format ["Only %1s or higher can use 3rd person view.", _this]; //systemChat format ["Only %1s or higher can use 3rd person view.", _this]; }; };
  13. dreadedentity

    [RELEASE]Zeus Mission Builder

    I think it's planned, who knows we might still get it
  14. Well I'm glad someone found that script useful lol. Here is the usage information from my old post /* USAGE: _handle = ["P1", "P2", [P3_a, P3_b, P3_c, etc.], "P4"] execVM "DE_simpleIconsJIP.sqf"; _handle = Can be anything. Multiple instances can use the exact same handle without issue. P1: STRING - UNIQUE(!!!) name for the onEachFrame event. Name must be unique or instances will be overwritten. P2: STRING - Text you want to appear under each icon. P3: ARRAY - Array of OBJECTS you want to make icons for. P4: STRING (OPTIONAL) - Name of icon you want to use. (include filetype) EXAMPLE: null = ["eachFrame", "Kill", enemyUnits] execVM "DE_simpleIconsJIP.sqf"; */ That should give you everything you need to know. Keep in mind that you shouldn't terminate the script, the script will automatically remove the icons when each unit dies, then the script will end itself when every unit in the array you gave it dies.
  15. It says solved, but just for anyone else wondering this too, the classnames for any unit are in the upper right corner in the editor. Specifically for these objects, the classnames are: "B_CargoNet_01_ammo_F" - NATO "O_CargoNet_01_ammo_F" - CSAT "I_CargoNet_01_ammo_F" - INDEPENDENT
  16. There are event handlers for zeus things, take a look at this page (curator means zeus player). The only other way to get all units as soon as they spawn would be some kind of hacky workaround like this: [] spawn { _old = allMissionObjects "ALL"; while {true} do { waitUntil {_old != (allMissionObjects "ALL")}; _new = _old - (allMissionObjects "ALL"); _old = allMissionObjects "ALL"; { [_x] execVM "myScript"; }forEach _new; }; }; But allMissionObjects is a demanding command, so I'm not sure how useful that snippet will be for you. You might also want to invest time in asking the mod creators if they've included any way to get an array of units that their mod spawns.
  17. dreadedentity

    BIS_fnc_MP not executing given code serverside

    Keep in mind when using spawn that new processes get put into the scheduler, which could increase the time it takes for the server to get the data, this may cause an empty string to be sent back after a request. Also, I think with fnc_MP, a packet is sent to all players, dramatically increasing network traffic. It would be much safer to use publicVariableServer and publicVariableClient and a few specialized public variable event handlers
  18. As far as I know, you can't write a custom event handler, the easiest way to do what I think you want to do is write a script for the loadouts, then run the script with the unit passed as a parameter. Something like: _obj = createVehicle ["B_Soldier_F", position player, [], 0, "NONE"]; [_obj] execVM "myCustomLoadout.sqf";
  19. Hello, can you please provide more information about what exactly you are trying to do? I wrote a script 2 months ago that you can find here. There is a picture example of what it does in that post. If that's what you are looking for, excellent, but if not, I need to know more. Hope that helps
  20. dreadedentity

    1/2 in Ground 1/2 not

    pos = getpos this; dir = getdir this; //deleteVehicle this; this setposATL [pos select 0, pos select 1, 6]; weapon1 = createVehicle ["Land_New_WiredFence_10m_F", position pos,[], 0, "can_collide"]; weapon1 setdir dir; Not sure what you mean by half in ground, half not. Are you talking about the object itself? You will just have to manually figure out how high the object is and offset it that way. About this, it's absolutely possible, but it has to be done through a script. You'll need to figure out how long the object is (starting from the center point), then use trigonometry to get an actual position on the map. Luckily, the function BIS_fnc_relPos will be a huge help here, it can do the trig for you. But if that didn't exist, don't delude yourself, computer science is a very real science, sometimes you have to get your hands dirty. Personally, I've had to study up on math that I haven't learned about in years, and like every other kid, never thought I would ever use.
  21. Persistance is an interesting topic. Is it safe to assume you already have some way of saving the objects? In that case, in your saving script you'll need to add the locked state of the vehicle found using the locked command to your save array. Then in your rebuild script, just read that data and set the locked state with lock.
  22. dreadedentity

    Arma 3 shop and money system?

    Right, this is what I had intended. That system can be easily integrated to multiplayer with a single PVEH that indicates the unit and amount of money, then each client can update that data locally
  23. Game crashes are never part of the normal operation. Please report your findings on the Feedback Tracker. (You can find a quick-link to it on the main-menu in the game in the box on the upper-right corner)
  24. dreadedentity

    Arma 3 shop and money system?

    I like the changes you made, but my code worked just fine, now yours wouldn't be able to get money because you can't add anything to nil. You should go with the alternate syntax for getVariable, due to it's ability to set a default variable. this addEventHandler ["Killed", { _killer = _this select 1; if (isPlayer _killer) then { _killer setVariable ["player_money",((_killer getVariable ["player_money",0]) + 100)]; //no need to make persistent }; }]; Also, keep in mind that the event handler will fire on every client that has added it, which would be all of them since this EH is being added from the unit's init line. Therefore, as long as there's no way to actually spend the money you're getting, the values will be the same across each client, so there's no reason to create extra network traffic.
  25. dreadedentity

    Arma 3 shop and money system?

    Your best bet is probably to go with a "killed" event handler and use set/getVariable due to it's ability to create a default value on-the-fly if one doesn't exist. Add this to each unit: this addEventHandler ["Killed", { _killer = _this select 1; if (_killer == player) then { player setVariable ["player_money", (player getVariable ["player_money", 0]) + 100]; }; }];
×