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JonyBIgood

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Posts posted by JonyBIgood


  1. :) Hi,

    Those who want to open the rear ramp of boeing simply fill in the init a trigger or waypoint the following code:

    Name Boeing C-17 animate ["back_ramp",1];
    

    For example :

    AV_1 animate ["back_ramp",1];

    or

    Using file .sqf :

    _globemaster_c17 animate ["back_ramp",1];

    To close ramp just replace 1 by 0

    You can open other doors (I have not tested it up to you)

    Name Boeing C-17 animate ["back_ramp_st",1];
    Name Boeing C-17 animate ["back_ramp_p",1];
    Name Boeing C-17 animate ["back_ramp_p_2",1];
    Name Boeing C-17 animate ["back_ramp_door_main",1];

    Hoping to have you bring aid, soon ;)

    Right Edition


  2. Hello,

    What's a className backpack'll see the day here?

    In all the links I found nothing on the backpack. I can find the codes, it is not a problem for me. But using the links regularly, it would be welcome to access them here. Thank you in advance and for the work done by the BIS team. :D

    hmm sorry ! He just had to open my eyes, the class Backpack is just down the page after ammobox className

    https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EMPTY

    Cordially JonyBIgooD


  3. Put this in your unit's initialization

    Faction Civil & Blufor :

    this unassignItem "NVGoggles";
    this removeItem "NVGoggles";

    Faction Opfor :

    this unassignItem "NVGoggles_OPFOR";
    this removeItem "NVGoggles_OPFOR";

    Faction Independent :

    this unassignItem "NVGoggles_INDEP";
    this removeItem "NVGoggles"_INDEP;

    For all units (ex: east), put this in your file init.sqf

    {
    if (side _x == east) then {
    
    _x unassignItem "NVGoggles_OPFOR";
    _x removeItem "NVGoggles_OPFOR";
    
    
    };
    } foreach allunits;

    or simply

    this unlinkItem "NVGoggles";
    this unlinkItem "NVGoggles_OPFOR";
    this unlinkItem "NVGoggles_INDEP";
    


  4. Hy Ikar,

    This superb aircraft F16. Please, i would like to know the release date of the mod? I know you work on other mod's, i hope that will not be long

    ______________________________________________________________________________________________________________________________________________

    Salut Ikar,

    Superbe ce F16, je sais que vous travaillez sur plusieurs addons mais j'aimerai connaitre la dâte de sortie de celui-ci. Hé oui après avoir vu les images je bave d'impatience!


  5. Sproyd use is briefing this better for Arma3 :rthumb:

    Works in multiplayer even after respawn, and after activation by a player other than the host or chef group :yay:

    BRIEFING.SQF

    FNC_tasknum_succeeded =

    {

    // player has finished the task

    // Mark it accomplished.

    taskNum setTaskState "Succeeded";

    // Create next task

    // (appears only when the code is initiated by the trigger)

    taskNum+1 = player createSimpleTask ["Title task+1"];

    taskNum+1 setSimpleTaskDescription [

    "Text description corresponding to the task+1",

    "Title menu task+1",

    "Title mkr map corresponding to the task+1"

    ];

    taskNum+1 setSimpleTaskDestination (getMarkerPos "mkrobj2");

    // defined as task to realize

    player setCurrentTask taskNum+1;

    };

    // Creation apparent task in briefing

    // (next task is no apparent for moment)

    taskNum = player createSimpleTask ["Title task"];

    taskNum setSimpleTaskDescription [

    "Text description corresponding to the task",

    "Title menu task",

    "Title mkr map corresponding to the task"

    ];

    taskNum setSimpleTaskDestination (getMarkerPos "mkrobj1");

    // defined as task to realize

    player setCurrentTask taskNum;

    player createDiaryRecord ["Diary", ["Crédit", "Text Description crédit and the thanking"]];

    player createDiaryRecord ["Diary", ["Informations", "Text description informations"]];

    player createDiaryRecord ["Diary", ["Context", "Text description context <marker name="Name_mkr_task_num"">Name place of mkr</marker> <br /><br />

    <img image='PICTURE.PAA or .JPG' height='64' width='64' /&gt]];

    TRIGGER

    First Trigger (time 2s),

    On Act :

    call FNC_taskNum_succeeded; ["TaskSucceeded",["Title text corresponding realize taskNum"]] call bis_fnc_showNotification; taskNum* = true;

    (realize the class Notification in Description.ext, see cfgNotification : https://community.bistudio.com/wiki/Notification)

    Second trigger (time 7s),

    Condition :

    taskNum*

    On Act :

    ["TaskAssigned",["Title text corresponding realize taskNum"]] call bis_fnc_showNotification;

    (see code BIS_fnc_showNotification : https://community.bistudio.com/wiki/BIS_fnc_showNotification)

    Third Trigger :

    "End1" call BIS_fnc_endMission; (realize in Description.ext, see debriefing : http://community.bistudio.com/wiki/Debriefing)

    special thanks for Karel Moriky;)

    Picture editor :

    editordv.jpg[/img]

    Display menu briefing :

    The task2 in briefing is not apparent. She is apparent when the trigger n°2 is activated

    taskbriefing.jpg[/img]

    Display in game :

    dbriefingrsultatettaskv.jpg[/img]

    Sorry for my english langage, at school I prefered to learn how to kiss girls, instead of learning foreign languages and the screenshots are french briefing

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