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Lala14

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Everything posted by Lala14

  1. Lala14

    Reset Fallen walls?

    They're considered destroyed when they are fallen over, what you would do is actually for the first time use hideObjectGlobal. Then recreate the object and then you can delete it when it dies and recreate it from there. ZAK_fnc_rebuildBuidling = { _building = _this select 0; if (isNil {_building}) exitWith {}; _newBuilding = [typeOf _building, position _building, [], 0, "CAN_CONLIDE"]; deleteVehicle _building; _newBuilding addEventHandler ["Killed",{ [(_this select 0)] spawn ZAK_fnc_rebuildBuidling }]; }; ZAK_fnc_removePlacedBuildings = { _unit = _this select 0; if (isNil {_unit}) exitWith {}; { if (damage _x > 0.99) then { _x hideObjectGlobal true; [_x] spawn ZAK_fnc_rebuildBuidling; }; } forEach (nearestObjects [getPos _unit, ["Building", "Structures", "Fortifications","Structures_Cultural", "Structures_Walls", "Ruins", "Structures_Fences", "Signs","Structures_Town" ], 100]); }; try that, put it in a script or just in debug console like that and then use it like this in debug console. [player] spawn ZAK_fnc_removePlacedBuildings --Edit-- never mind that doesn't work on fences. let me see if I can find that command
  2. I'll take a look at it, all that your friend should have done was modify the script and add in his own array to the already present array called TGP_config. I'll probably take a look at this latter in the week but I'm confused as to why the camera was broken, are you sure that you're on the stable build? even though I know nothing has changed on the dev but still.
  3. alright look I would suggest to ditch the 2 commands (createVehicle,createUnit) and instead use BIS_fnc_spawnVehicle. This will spawn the units fully crewed and ready! then you could use BIS_fnc_relPos when spawning the vehicle (so before the vehicle is spawned in), this can cause the vehicle to spawn a certain distance away from something(unit/object). now after watching that video if you want to maybe add units in (ai) then I would say use createUnit or for easier use use BIS_fnc_spawnGroup. To move the units in simply use the moveInCargo command. and then with the waypoint thing you could do multiple things like modelToWorld or use a marker to make it follow something you've placed down already in the editor. with making the helicopter flying on patrol you could use lots of options of use the BIS_fnc_taskPatrol which should make the helicopter to fly around in a pattern until you assign it something. also please notice I've not read through everything, only your title and the commands. lel.
  4. The issue with changing the voice and face I believe would be due to the fact that each player in their profile has their own voice and face settings so changing it could cause an issue in mp possibly. As for the whitelisting im going to see if I can make a test mission just trying to whitelist csat weapons. (Possibility for a new script? (function))
  5. Just did some quick research on my code and it turns out that there is no 'side' for weapons but instead what we could do is change it to this (careful this is for vanilla so you may want to add your own for mods (AK's and such)) _csatweapons = "((configName _x find 'Zafir') OR (configName _x find 'Katiba') OR getText (_x >> 'displayName) find 'Sting'))" configClasses (configFile >> 'cfgWeapons');
  6. Maybe could possibly use configClasses if I remember correctly search for side = 0 I'll maybe post some code later, currently out. _csatweapons = 'getNumber (_x >> side) == 0' configClass (configFile >> 'cfgWeapons'); _changetoclassname = []; {_changetoclassname = _changetoclassname + [configName _x];}forEach _csatweapons; [myBox,_changetoclassname,true] call BIS_fnc_addVirtualWeaponCargo; now you would need magazines (cfgMagazines), (these will be tricky) then backpacks (cfgVehicles), and then clothes/items (cfgItems)
  7. @JAndrews1 The error is in the setTriggerStatements, as Jshock said do capturePoint setTriggerStatements["this","missionNameSpace setVariable ['haveHostagesBeenRescued',true]; hint 'Nice job, hostages rescued!;'",""]; that should also fix the other error
  8. Alright I've updated the link.
  9. Why don't you just ask me? Anyway if you would like I could possibly modify it so the mine detector is visible in hand. I'll see what I can do.
  10. Lala14

    ADF Uncut

    READ THE THREAD! This issue has been known for quite a while now!
  11. you do not use setPos you use setMarkerPos You'll usually find that the markers have their own commands for positioning and such. actually I think you need to use getMarkerPos this setPos getMarkerPos pos;
  12. Hey everyone! I'm currently working on something (shhhhhhhh!) and I've put a hud Although I have ran into an issue! This is in regards to class MFD >> class Bones When defining a bone such as PlaneW you would use the type "vector", although this doesn't seem to be at all showing up on my hud neither are type = "linear" or just basically any type. Is there something that I seem to be missing? Here is a copy of the current setup Could it be something that I have not defined in the model? Now what happens is all the other information which I have not included such as ALT and ILS seem to work but the horizon line or the vector stuff aren't popping up. SOLVED! Needed to move the memory points closer to the player (in front of the glass/mfd)
  13. This has been incorporated a long time ago. Although if this is for your own mod I you would have to go ahead and add it to the IL_Config e.g IL_config = IL_config + [ [["Heli_Light_01_base_F"], false, [ [ [0,1,0.5], IL_c_red, IL_attenuation, IL_intensity ] ],true], then you would add for example the RHS GAZ IL_config = IL_config + [ [["Heli_Light_01_base_F"], false, [ [ [0,1,0.5], IL_c_red, IL_attenuation, IL_intensity ] ],true], //Notice here this true which indicates that the light can be changed! [["rhs_tigr_base"],false, [ [ [0,-1.5,2.15], IL_c_orange, IL_att_soft, 10] ],false] //Notice here this false which indicates that the light cannot be changed!
  14. I suggest setGroupId, it only needs to be activated one I'm pretty sure.
  15. Is there a variable that you have already in place? If not what mission are you using? If not then you would have to define maybe in the description.ext what time the mission will end at and then you can add that to a variable and then use the daytime command or the date command So then you can use maybe like this in the init.sqf _missionendtime = 2.5; //0230 hours hint str(_missionendtime - daytime); OR you can use the serverTime variable which will let you tell you how much time the mission has been up for on the server. _missionammount = 45*60; //45mins hint str(_missionammount - serverTime);
  16. place in the init of the F/A 18E this setObjectTextureGlobal [0,"\js_jc_fa18_squads\data\fa18f_hull_raaf_generic_co.paa"];
  17. here I fixed it and here is a mission Its now using only one script by the way. Also few notes added here and there also I suggest not using BIS_fnc_randomPos as it may not work on modded maps! also I added _actionid if you want to remove the action when the vehicle gets lifted ---------- Post added at 00:47 ---------- Previous post was at 00:18 ---------- here's another version without the use of the HOOK waypoint, it still can be combined into one script but i decided to leave it as it was. Now I should have told you what was your error, the error was that when setWaypointStatements, local variables are stored in another scope so you would have to change it to become a public version. Also Your cool down period doesn't seem to work and I didn't want to change it just a heads up.
  18. The only thing that I can think of is that sling loading is not working because the helicopter itself is unable to carry the vehicle!
  19. Do the same code in the init of the unit :P or put in the init.sqf that code but replace _unit with player. also i'm talking about Moricky's code
  20. When running CBA go to Menu >> Configure >> Controls >> Configure Addons (bottom left next to Ok) >> Targeting Pod
  21. rifle on back anim: "AmovPercMstpSrasWrflDnon_AmovPercMstpSnonWnonDnon" pistol in pocket anim: "AmovPercMstpSrasWpstDnon_AmovPercMstpSnonWnonDnon" although you'll need to script more
  22. Lala14

    Mine Detector

    Nice, I've also made one a while back with almost near functionality. link
  23. @Gundy Thanks for sending this information I see I found what I need to use. I'll probably push out another update with the scripted version.
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