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LoonyWarrior

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Everything posted by LoonyWarrior

  1. hi does anybody know in which .pbo file re stored the pictures available, for example, in CfgDebriefing..? class CfgDebriefing { class End1 { title = "Mission Completed"; subtitle = ""; description = "You successfully rescued our forces and neutralized the spotters, despite being forced to retreat."; pictureBackground = ""; picture = "[color="#FF0000"]b_inf[/color]"; pictureColor[] = {0.0,0.3,0.6,1}; }; };
  2. LoonyWarrior

    Auto jede or iede

    thats right :) auto jede = car is going/moving
  3. if i look at http://community.bistudio.com/wiki/Arma_3_Respawn class CfgRespawnTemplates { // Class used in respawnTemplates entry class myTag_beacon { // Template name displayName = "Beacon"; // Function or script executed upon death. Parameters passed into it are the same as are passed into onPlayerKilled.sqf file onPlayerKilled = "\myAddon\scripts\respawnBeacon.sqf"; // Function or script executed upon respawn. Parameters passed into it are the same as are passed into onPlayerRespawn.sqf file onPlayerRespawn = "\myAddon\scripts\respawnBeacon.sqf"; // Default respawn delay (can be overwitten by description.ext entry of the same name) respawnDelay = 20; }; class Spectator { displayName = "Spectator"; onPlayerRespawn = "BIS_fnc_respawnSpectator"; }; }; .......onPlayerKilled .........onPlayerRespawn
  4. its not my mission... i used it as "guide".. its in resources/osd.hpp and client function update osd anyway... try this... in RscTitles class class LW_teamDeathmatch_OSD { idd = -1; duration = 100; movingEnable = false; enableSimulation = false; controlsBackground[] = { }; controls[] = { "InfoLine" }; objects[] = { }; onLoad = "uiNamespace setVariable [""LW_teamDeathmatch_OSD_display"", _this select 0];"; class InfoLine { idc = 9701; type = 13; style = 0; text = ""; size = 0.03; colorBackground[] = { 0, 0, 0, 0.3 }; colorText[] = { 1, 1, 1, 1 }; x = safeZoneX + 0.03; y = safeZoneH + safeZoneY - (0.14 + 0.0825); w = 1.0; h = 0.14; }; }; init.sqf _null = [] spawn { waitUntil { alive player}; sleep 2; cutRsc ["LW_teamDeathmatch_OSD", "PLAIN", 0]; disableSerialization; _display = uiNamespace getVariable "LW_teamDeathmatch_OSD_display"; _infoLine = _display displayCtrl 9701; while { true } do { _infoLine ctrlSetStructuredText parseText format ["<t>%1</t>", time]; sleep 0.3; }; };
  5. LoonyWarrior

    MP problems

    actualy there 3 different places... in Documents... sources for editor in appData... missions downloaded online (hidden folder) in Arma3... missions exported from editor when u export mission from the "source" to the MP, u create archive, like .zip or .rar but in this case it has .pbo extension... ...............it works for thousands of us ?
  6. LoonyWarrior

    MP problems

    if i do it correctly.. it always works.. :confused:
  7. wonna fight ? :p ...i dont know any objective reasons for that.. anyway.. my subjective reason is.. that u can meet this expression in several BIS missions.. and i do that in same way... :cool:
  8. funny... im working on samething right now.. :) ....looks like its better to use cutRsc https://community.bistudio.com/wiki/cutRsc and the text can be later changed by... https://community.bistudio.com/wiki/ctrlSetStructuredText ...i have mission where its done... http://loonywarrior.dyndns.org/arma/HiA3_Sniper_Long_Range.Stratis.zip just be aware that its ugly code transfered from Arma 2.. look for OSD.. (code handling with the text is only on few lines....)
  9. :) BIS_fnc_MP = step forward to Arma 3 BIS_fnc_execVM = step back to Arma 2 exec should be used only if u really need it ! if u use exec the code is compiled over and over and over, each time u use it... u should compile your function on the init and then use it from the memory where it stays compiled for whole mission... https://community.bistudio.com/wiki/execVM https://community.bistudio.com/wiki/compileFinal
  10. my words :D ...anyway... i was playing yesterday with tasks all day and i have to say that using BIS_fnc_MP in combination with BIS task functions is one BIG BULL****.. :) the example was updated... all magic can be done like this: if isServer then { _null = [] spawn { waitUntil { triggerActivated LW_trigger_createTask }; _null = [west, "taskName", ["description", "title", "waypoin"], "LW_taskWaypoint", true] spawn BIS_fnc_taskCreate; waitUntil { triggerActivated LW_trigger_setState }; _null = ["taskName", "SUCCEEDED"] spawn BIS_fnc_taskSetState; }; }; i tryed it in editor and localy client -> dedicated and it simply works..
  11. if u use createSimpleTask alone, task name is displayed as task title... thats what confused u... taskObject = player createSimpleTask ["TaskName"]; taskObject setSimpleTaskDescription ["description", "title", "waypoint"]; once again... you have to understand that u CANT use quotes for everything.... this is variable: taskObject this is string (text): "taskObject" this is array: [0, 0 , 0] - 3 values this is string (text): "[0, 0 , 0]" - 1 value ...another thing is that u cant combine BIS task functions with simpleTask functions... you can create task with BIS functions and then select it with BIS_fnc_taskReal and on task selected like that u can later use the simpleTask functions...... if u want your task from beginning for all west players... init.sqf if isServer then { _null = [west, "taskName", ["description", "title", ""], objNull, true] spawn BIS_fnc_taskCreate; }; u dont have to do anything more..
  12. taskObject = player createSimpleTask ["TaskName"]; look.. this cant work.. describe the task by words and i will giv you code... when, for who, etc...
  13. current = assigned https://community.bistudio.com/wiki/exitWith if u create the task in right way u dont have to use BIS_fnc_showNotification and i really dont understand why u have so many sleep commands there... ---------- Post added at 15:36 ---------- Previous post was at 14:35 ---------- i made little example for u that works in MP.... http://loonywarrior.dyndns.org/arma/Experiment_4.Stratis.zip
  14. LoonyWarrior

    Whats the opposite of "isNil" ?

    IF U WANT HELP YOU HAVE TO EXPLAIN WHAT RE U TRYING TO ACHIVE from my point of view the idea of this code is simply wrong... this: if isServer then { while { true } do { if (!isNil "acre_sys_io_pipeHandle") then { [5663, acre] call acre_api_fnc_joinChannel; } else { titleText [ACREWARNING_MESSAGE, "PLAIN", 3]; }; sleep 5; }; }; dont have to be same as this: if isServer then { while { true } do { if (isNil "acre_sys_io_pipeHandle") then { titleText [ACREWARNING_MESSAGE, "PLAIN", 3]; } else { [5663, acre] call acre_api_fnc_joinChannel; }; sleep 5; }; }; since u didnt explain much... i can just guess that this can be the solution... if isServer then { _null = [] spawn { waitUntil { !isNil "acre_sys_io_pipeHandle" }; [5663, acre] call acre_api_fnc_joinChannel; }; }; ....and another question is... if its really good idea to call, not spawn, that function... ---------- Post added at 13:40 ---------- Previous post was at 13:25 ---------- btw... if that should be work around public variables u should probably stop and look at https://community.bistudio.com/wiki/BIS_fnc_MP
  15. LoonyWarrior

    Setting a kill/point limit?

    Limit Score & Time function LW_fnc_teamDeathmatch_serverLimitScoreAndTime takes 4 arguments.... [score limit, time limit, overtime, check delay] time limit is in seconds overtime is in seconds too, mission is extended for overtime if the end is draw... check delay between 0.5 and 5, default 2 if u want execute some function on the end use LW_event_teamDeathmatch_server_MissionEnd
  16. LoonyWarrior

    Setting a kill/point limit?

    it was for MP and it worked... anyway i already made better method but i have to finish it... i will post it later... today..
  17. thats because nil isnt right target............ it can be object, boolean or player ID.. and question is if taskOne is object or name... and it also depends on how the taskOne was created..... and if the player may die between task creation and state change..
  18. IQOWP ..u know that one how the bus goes on the road, suddenly motor stops, driver pulls over and goes check whats wrong... and then the child gets out and screams "i know whats wrong.. i know whats wrong.. " and driver ask him "whats the problem?" and the answer is "its broken..."................ so.. ITS BROKEN..... what do u think that u will get from description like this ?
  19. right now... your biggest problem is that u cant even explain whats your problem.......................
  20. u cant use quotes for function arguments.... only function name should be string ! [player, "TAG_fnc_something", false, false] spawn BIS_fnc_MP; EDIT: i said that in wrong way.... ofc u can use string as argument.... so... simply.... this: "[0, 0, 0]" isnt array but string.....................................
  21. try to add this to your description.ext respawnTemplates[] = { "None" };
  22. u can make separate function for second switch.... ;)
  23. let me offer u the BorderGuard.... :) its already done and do exactly what u re asking for...
  24. basically.... there was update yesterday from Aplha to Beta and your mission probably isnt "fully beta compatible"..... at this point best what u can do is to wait........ :) on dedicated server u can set up parameters in server config file, otherwise default value is used.. parametr isnt function, its value !!! for the mission.. parameter means 2 things..... 1. parametr declaration in description.ext (this is what you later see in-game) 2. value of parameter in paramsArray (thats whats used in scripts) example: declare 3 parametrs in description.ext class Params { class ParametrName1 { title = "ParametrName1InGame"; values[] = {0, 1, 2, 3}; texts[] = {"Zero", "One", "Two", "Three"}; default = 0; }; class ParametrName2 { title = "ParametrName2InGame"; values[] = {0, 1, 2, 3}; texts[] = {"Zero", "One", "Two", "Three"}; default = 0; }; class ParametrName3 { title = "ParametrName3InGame"; values[] = {0, 1, 2, 3}; texts[] = {"Zero", "One", "Two", "Three"}; default = 0; }; }; at this point (with default values) u will end up with paramsArray [0, 0, 0]; in the code..... basically........ this means that parametr CANT be broken because its value and nothing else............. but there re functions or scripts and they use the VALUE of the parametr... so lets say that u have in code: _myValue1 = paramsArray select 0; _myValue2 = paramsArray select 1; _myValue3 = paramsArray select 2; so if u will remove one of the declaration class Params { class ParametrName1 { title = "ParametrName1InGame"; values[] = {0, 1, 2, 3}; texts[] = {"Zero", "One", "Two", "Three"}; default = 0; }; class ParametrName3 { title = "ParametrName3InGame"; values[] = {0, 1, 2, 3}; texts[] = {"Zero", "One", "Two", "Three"}; default = 0; }; }; u will also have to chage the code: _myValue1 = paramsArray select 0; _myValue2 = 0; _myValue3 = paramsArray select 1; and u will have to do it EVERYWHERE ! .........anyway.... paramters CANT be bronken in that way u imagine that.........
  25. hi :) if u wish to use vehicles in your mission u have to change conditions of the triggers... from: alive player && !(player in thisList) to: alive player && !(vehicle player in thisList) do this for both... LW_InnerBorder and LW_OuterBorder
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