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Everything posted by Lala14
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the copilot is turret [0] so you would do unit moveInTurret [chopper,[0]] if that doesn't work then you have done something wrong! or if you want try [0,0] but that will probably move you onto the right gun.
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AddAction with changed cursor
Lala14 replied to lexx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm assuming you mean like with the addaction how at the centre of the screen it comes up with the text so instead you want like a picture? Well with what I've gathered from previous work you can't do that unless you want you can add an image with the addaction in the writing. -
Using functions inside a script?
Lala14 replied to jens198's topic in ARMA 3 - MISSION EDITING & SCRIPTING
his missing a ';' at _this addWeapon "LMG_mas_M249_F_a"; } -
I'm just gonna post 2 things for question 1 use setTimeMultiplier and then for question 2 I use this in my init.sqf [] spawn { while {true} do { if ((vehicle player != player) && (cameraView == "EXTERNAL")) then { vehicle player switchCamera "INTERNAL"; hint "No Third Person while in a vehicle!"; }; }; }; edit I dunno how you can not allow someone to accelerate the mission time .... maybe if you want have a while in place that simulates time in a script? probably would cause massive lag though. edit #2 for question 2 why not use an displayEventHandler e.g. (findDisplay 46) displayAddEventHandler ["KeyDown",{if ((_this select 1 in (actionKeys 'PersonView')) && (vehicle player isKindOf 'LandVehicle') && (vehicle player != player) then {vehicle player switchCamera "INTERNAL"; hint "No Third Person while in a vehicle!";};}]; edit #3 fixed code above with this although there is a major flaw, if the person enters in third person he will stay in third person until they switch, the eventHandler only launches when the player hits the key so yea. (findDisplay 46) displayAddEventHandler ["KeyDown", { if ((_this select 1 in (actionKeys 'PersonView')) && (vehicle player != player)) then { null = [] spawn { sleep 0.1; vehicle player switchCamera "INTERNAL"; hint "No Third Person while in a vehicle!"; }; ;} ;} ];
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XmedSys on spawned units
Lala14 replied to jaaxxxxon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
the reason no body has answered is because not everyone uses xmed ... anyway all I can suggest is this put it in your init.sqf [] spawn { while {true} do { { if (!(isPlayer _x) && (_x == vehicle _x) && (isNil {_x getVariable "xmed39_added"})) then {_x call X39_MedSys_fnc_initializeUnit; _x setVariable ["xmed39_added",true,true];}; }forEach allUnits; sleep 5; }; }; EDIT #1 Optional other way [] spawn { private "_x39_countCurrentUnits"; while {true} do { { if (!(isPlayer _x) && (_x == vehicle _x) && (isNil {_x getVariable "xmed39_added"})) then {_x call X39_MedSys_fnc_initializeUnit; _x setVariable ["xmed39_added",true,true];}; }forEach allUnits; _x39_countCurrentUnits = allUnits; waitUntil {allUnits != _x39_countCurrentUnits}; }; }; also this will be applied on ALL AI units. (didn't state this before) (and yes this is dynamic including the other one although the last one is more of a instant action) also I have not tested either -
Idk how to use EH's
Lala14 replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try this instead so you don't need to make a script player addEventHandler ["Hit", { [] spawn { "dynamicBlur" ppEffectEnable true; // enables ppeffect "dynamicBlur" ppEffectAdjust [5]; // intensity of blur "dynamicBlur" ppEffectCommit 0.2; // time till vision is fully blurred sleep 1; "dynamicBlur" ppEffectEnable true; // enables ppeffect "dynamicBlur" ppEffectAdjust [0]; // enables normal vision "dynamicBlur" ppEffectCommit 1; // time it takes to normal }; }]; -
How to make helicopters sling load vehicles??
Lala14 replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok so there is two ways, you can actually command the AI to attach the vehicle using the action menu (6) or You can do this [unit, vehicle to attach, [model space rope positions], vehicle classname (how much we want the helicopter to think it is carrying)] spawn AuxSling_fnc_TheAttaching; //e.g [player,veh1,[], "I_Quadbike_01_F"] spawn AuxSling_fnc_TheAttaching; //or if you have some positions [player,veh1,[[1,3,0],[1,-3,0],[-1,3,0],[-1,-3,0]], "I_Quadbike_01_F"] spawn AuxSling_fnc_TheAttaching; -
How to make helicopters sling load vehicles??
Lala14 replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
qq I SAID ---------- Post added at 20:02 ---------- Previous post was at 20:01 ---------- Do you mean sling people? ... there are parts you will need to edit to do that. -
How to make helicopters sling load vehicles??
Lala14 replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Your right ... I broke the respawn action ... Just fixed it! The link is updated -
How to make helicopters sling load vehicles??
Lala14 replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well see the way the script works is the addActions are actually set on the player. And also it will look for the vehicles, nothing to do with anything else ... ---------- Post added at 11:42 ---------- Previous post was at 11:36 ---------- I'll try and replicate your results though and see if I also get this error. ---------- Post added at 12:47 ---------- Previous post was at 11:42 ---------- Ok i just went through testing it with using the Light Vehicle Respawn Script and I tried the chopper respawning which still worked and then I tried the vehicle that was to be slinged respawning and both and it still worked D: -
How to make helicopters sling load vehicles??
Lala14 replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes all of my scripts SHOULD work in MP -
How to make helicopters sling load vehicles??
Lala14 replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My Auxillary Sling Loading Script I think it's the last one. -
PAK-FA (T-50) AddOn: Work in Progress
Lala14 replied to LyotchikSniper's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry but your incorrect. wikipedia -
Restrict UAV Backpack
Lala14 replied to migueldarius's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok wait hold up ... so you just want to restrict the UAV Backpack??? -
typeof Land_Device_assembled_F doesn't work?
Lala14 replied to nark0t1k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
that's weird, I just tested that and it worked .... I copied your code exactly. is it possibly if you can post the whole script that is causing the issue? .... if not then I suggest looking at this 2 commands isEqualTo or isKindOf -
cosmos engine does that
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well remember you'll be modifying the addon ... *cough* Any unauthorised use or editing of this Addon is against the EULA & is NOT allowed.
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Anyone knows a simple "save loadout script"?
Lala14 replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Get/Set Loadout -
another JIP addaction issue !
Lala14 replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
here is an example from my code I'm too tired to think of fixing code for now [[myM2, ["<t color='#FF0000'>Delete Vehicle</t>", {deleteVehicle (_this select 0)}, [], 0, false, true, "", "driver _target == _this"]], "addAction", true, true] spawn BIS_fnc_MP; edit fix (might not work) [[cargoBox1,["Place Charge","charge.sqf",[], 0, false, false, "", "_this distance _target < 4"]],"addAction",true,true] call BIS_fnc_MP; // adds the "place charge" action again -
Is there a hostage script out there that works in dedicated server?
Lala14 replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No you need the this so the trigger does not activate until the hostages are in the capture zone/rescue zone otherwise the task will be instantly completed Also the hostages are randomized from 2 - 8 I think -
another JIP addaction issue !
Lala14 replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
why revive such an old thread D: so basically you can ditch all the cfgFunctions and just do in your script this _object = _this select 0; _caller = _this select 1; _id = _this select 2; // ID of the action to be removed [[cargoBox1,_id],"removeAction",true,true] call BIS_fnc_MP; // removes the "disarm charge" action player playmove "AinvPknlMstpSnonWnonDnon_medic_1"; sleep 5; [[cargoBox1,["Place Charge","charge.sqf"]],"addAction",true,true] call BIS_fnc_MP; // adds the "place charge" action again -
[Release] [Script] TGP - Targeting Pod for Air Vehicles
Lala14 replied to Lala14's topic in ARMA 3 - MISSION EDITING & SCRIPTING
2x Tab Also thanks for the feedback! -
How can I add not supported sling vehicles
Lala14 replied to gummybear_qc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alrighty so here it is There are currently 2 variables in place The sling is a addaction that comes up in red Inside the script there are 3 arrays that you can modify for your needs I'm also going to post it here -
How can I add not supported sling vehicles
Lala14 replied to gummybear_qc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
your gonna need a script I'll make one -
THE REASON WHY IT DOESNT WORK IS SIMPLE my post didnt go before sadly, it would have been first the name of the marker which is name _obj arma only always 1 marker to have 1 name it cannot be overridden like vehicles! simple ---------- Post added at 01:30 ---------- Previous post was at 01:27 ---------- sorry for the english its like 1:30 am I suggest using a array and then adding to it every time markerarrayname = [0]; _markername = format ["house%1",count markerarrayname]; markerarrayname pushBack (count markerarrayname); //markercreatecode