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Posts posted by lappihuan
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whats the problem then?
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you need to add this to the init eventhandler (class) of your aircraft, after that _this select 0 will be the aircraft.
so use _aircraft = _this select 0; at the start of the script.
try say3D to play sound in the 3D space.
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Could we get a command that returns all selection of the given object?
Something like:
_selections = getSelections _object;
EventHandlers like Dammaged, HandleDamage and HitPart allready return the damaged selection but it is not usable to get all the selections of a model.
best regards
Lappihuan
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while the mission is running, for one Unit the EH can only fire once, am i understanding this right?
If so you should make it like IndeedPete described with the trigger...
If not, you could make a counter var that execute the script only when the count is at 1 and reset the counter when the unit is healed or whatever condition you want.
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you can use take eventhandler.Because each time a player is reloading, is taking a magazine in his cargo. So you just have to test if (unit == cargo), wich weapons has the unit and if the unit has taken a magazine for this weapon.
Interesting idea, would like to know if this would work!
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try it with the "AnimChanged" EventHandler.
Set it up, that it hints the secont return parameter, and reload. Then you see what animation is the reload anim.
Do this with all Weapons (i think every weapon has its own reload anim) and make a switch/case to check if the given anim in the second parameter is one of your collectet reload anims.
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Yes, i had that in mind too, but an actual terrain layer would be perfect.
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isn't it possible to just make a layer that is a little bit bigger than the actual road but 9m left and right from the road would be nothing left from this layer?
As i said, my terrain knowledge is very limited.
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Hello Guys
My Terrain knowledge is very limited but i came up with a idea that could make roadway ditches possible.
My Idea is, to have two Terrain Layers overlaying each other (If this is not possible, then my idea would not work...)
This picture should explain everything.
I'm just trowing this in, as i don't know if its possible.
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No, he want to use it as a 3D Editor for Mapmaking or just better objectplacement in Missions.
But you could try to make a "Save" script that gets allMissionObjects and write the Classnames and Positions in to the RPT.
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I bet the whole Zeus thing happend after Development like this:
Dev1: Dude, playing as Mission Admin feels like beeing god!
Dev2: yeah :don1:
Dev1: Dude, we are on Altis!
Dev2: yeah :don1:
Dev1: Dude, isn't Zeus the biggest and greatest god in Greek mythology?
Dev2: yeah :don1:
Dev1: Dude, let's add some controllable lightnings!
Dev2: Cool :don1:
Let the devs have fun and don't take everything so sereous...
In the end it is a feature that was taken from VBS2 to controll Missions in real time, the rest is just devs having fun.
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I think the extra parachutes get spawned because every client and the server execute this code.
You need to make sure this is only executet on the server like this:
if (isServer) then { private["_chute","_paraposReal"]; _paraposReal = [getPosATL parapos select 0, getPosATL parapos select 1, 300]; { _chute = "Steerable_Parachute_F" createVehicle [0,0,0]; _chute setPosATL [(_paraposReal select 0) + random 30,(_paraposReal select 1) + random 30,_paraposReal select 2]; //randomize spawnpos _x moveinDriver _chute; _chute setDir 150; } forEach (switchableUnits + playableUnits); };parachutes should now spawn in a radius of 30m instead of 3m.
also not tested btw.
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Yes it was BIS_fnc_addWeapon ^^
This would actually make your script much simpler and better if you add the magazines at the same time you add the weapon. The function automaticly takes the correct magazines in the chosen amount.
Use it like that:
[_this, "myWeaponClassname", 4] call BIS_fnc_addWeapon;
Parameters are described as this:
_this select 0: <object> unit that is issued new equipment
_this select 1: <string> weapon classname
_this select 2: <scalar> number of magazines
_this select 3 (Optional): <scalar> index of magazine class in weapon's config (default 0) OR <string> magazine classname
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woops, you are right. ^^
Search in the function library for BIS_fnc_addMagazines or something like that.
I can't ceck it because im at work..
Edit: just saw your question inside the code.. none of those would work. And forEach is not the right thing to do this.
A for loop with a random end var would be the right one.
But as i said, BIS provides a function in the function library to add multiple magazines and it checks if space is aviable etc. so this will be the best solution.
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yes, but your if syntax is wrong.
it would be like that:
if (_getweapon == "arifle_mx_f") then { _this addmagazine "30Rnd_65x39_caseless_mag" }but in your case i suggest you to use switch case:
switch (_getweapon) do { case "arifle_mx_f": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "myRifleClassname": {_this addmagazine "myMagazineClassname"}; };further information about swich here.
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it count as killed...
no errors in the RPT?
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note that i changed parapos1 - 6 (game logic or what ever you have in the editor) to just parapos and added a radomizer for the x,y koordinates.
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Had a copy&paste error in it ^^ i updatet my post above...
I think you just should never use static names in this case.
Allways use playableUnits.
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where do you execute this script?
Here a cleaner way of it, but makes basicly the same:
private["_chute","_paraposReal"]; _paraposReal = [getPosATL parapos select 0, getPosATL parapos select 1, 300]; { _chute = "Steerable_Parachute_F" createVehicle [0,0,0]; _chute setPosATL [_paraposReal select 0 + random 3,_paraposReal select 1 + random 3,_paraposReal select 2]; //randomize spawnpos _x moveinDriver _chute; _chute setDir 150; } forEach playableUnits; -
I don't want to script it for you but i can help you. Explain how you want this exactly to work and i can show you how.
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You would need to choose a object for your rally point.
Then you need a script that creates it in front of you when you hit a addAction or a Button inside a dialog.
Then you make a Respawn somewhere in the sea and move the players with setPosATL to the rally point object.
Thats it. ;)

Refined Vehicles
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Will leave this here (comparsion of configs from diffrent versions)
It may help someone to revive the mod.