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snakeplissken

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About snakeplissken

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  1. That's what I realized too! Just using it once at the end of the script, it also works perfectly. And taking advantage, thank you very much for the help.
  2. I edited the post above, and taking advantage, thank you very much for the help.
  3. @Hazj and @greenpeacekiller, I modified leaving it as it is below, and now and it is working perfectly! Many thanks to you both for helping me a lot! It's people like you who take pride in this forum. scriptName "script\fn_downloadData"; /* Code written by Haz */ #define __FILENAME "script\fn_downloadData.sqf" if (isDedicated || !hasInterface) exitWith {}; disableSerialization; _object = dataTerminal1; _getSignal = { _signal = switch (true) do { case (player distance2d getPosATL _object <= 5) : { "a3\Ui_f\data\IGUI\RscTitles\RscHvtPhase\JAC_A3_Signal_4_ca.paa" }; case (player distance2d getPosATL _object > 5 && player distance2d getPosATL _object <= 6) : { "a3\Ui_f\data\IGUI\RscTitles\RscHvtPhase\JAC_A3_Signal_3_ca.paa" }; case (player distance2d getPosATL _object > 6 && player distance2d getPosATL _object <= 9) : { "a3\Ui_f\data\IGUI\RscTitles\RscHvtPhase\JAC_A3_Signal_2_ca.paa" }; case (player distance2d getPosATL _object > 9 && player distance2d getPosATL _object <= 13) : { "a3\Ui_f\data\IGUI\RscTitles\RscHvtPhase\JAC_A3_Signal_1_ca.paa" }; case (player distance2d getPosATL _object > 13) : { "" }; }; _signal }; _display = uiNamespace getVariable "disp_downloadingData"; (_display displayCtrl 200) ctrlSetText "Carregando o arquivo..."; _downloaded = 0; _increment = 2; while {_downloaded < 100 && "layer_rsc_downloadingData" in allCutLayers} do { _downloaded = _downloaded + _increment; (_display displayCtrl 300) ctrlSetText format ["%1", {alive _x && _x distance2d getPosATL _object <= 13} count allUnits]; (_display displayCtrl 400) progressSetPosition (_downloaded / 100); (_display displayCtrl 500) ctrlSetText format ["%1%2 / 100%2", _downloaded, "%"]; (_display displayCtrl 700) ctrlSetText format ["%1", call _getSignal]; if (player distance2d getPosATL _object > 13) exitWith { ("layer_rsc_downloadingData" call BIS_fnc_rscLayer) cutText ["", "PLAIN"]; }; if (_downloaded >= 100) then { Download_OK = true; publicVariable "Download_OK"; Download_OK remoteExec ["true"]; ["Bingo!"] remoteExec ["hint", 0]; }; sleep 1; // hintSilent "still running"; }; ("layer_rsc_downloadingData" call BIS_fnc_rscLayer) cutText ["", "PLAIN"]; // hintSilent "not running"; if (_downloaded >= 100) then { Download_OK = true; publicVariable "Download_OK"; Download_OK remoteExec ["true"]; ["Bingo!"] remoteExec ["hint", 0]; }; ** Even if you use the command just at the end of the script it still works, but to avoid any error, decide to leave the two commands in the two locations that were mentioned here.
  4. Just warning, I decrease the signal distance, and also put all the sqf files inside a folder named "script". This is what I have inside the file "fn_downloadData" scriptName "script\fn_downloadData"; /* Code written by Haz */ #define __FILENAME "script\fn_downloadData.sqf" if (isDedicated || !hasInterface) exitWith {}; disableSerialization; _object = dataTerminal1; _getSignal = { _signal = switch (true) do { case (player distance2d getPosATL _object <= 5) : { "a3\Ui_f\data\IGUI\RscTitles\RscHvtPhase\JAC_A3_Signal_4_ca.paa" }; case (player distance2d getPosATL _object > 5 && player distance2d getPosATL _object <= 6) : { "a3\Ui_f\data\IGUI\RscTitles\RscHvtPhase\JAC_A3_Signal_3_ca.paa" }; case (player distance2d getPosATL _object > 6 && player distance2d getPosATL _object <= 9) : { "a3\Ui_f\data\IGUI\RscTitles\RscHvtPhase\JAC_A3_Signal_2_ca.paa" }; case (player distance2d getPosATL _object > 9 && player distance2d getPosATL _object <= 13) : { "a3\Ui_f\data\IGUI\RscTitles\RscHvtPhase\JAC_A3_Signal_1_ca.paa" }; case (player distance2d getPosATL _object > 13) : { "" }; }; _signal }; _display = uiNamespace getVariable "disp_downloadingData"; (_display displayCtrl 200) ctrlSetText "DOWNLOADING DATA..."; _downloaded = 0; _increment = 2; while {_downloaded < 100 && "layer_rsc_downloadingData" in allCutLayers} do { _downloaded = _downloaded + _increment; (_display displayCtrl 300) ctrlSetText format ["%1", {alive _x && _x distance2d getPosATL _object <= 13} count allUnits]; (_display displayCtrl 400) progressSetPosition (_downloaded / 100); (_display displayCtrl 500) ctrlSetText format ["%1%2 / 100%2", _downloaded, "%"]; (_display displayCtrl 700) ctrlSetText format ["%1", call _getSignal]; if (player distance2d getPosATL _object > 13) exitWith { ("layer_rsc_downloadingData" call BIS_fnc_rscLayer) cutText ["", "PLAIN"]; Download_OK = true; publicVariable "Download_OK"; Download_OK remoteExec ["true"]; }; sleep 1; // hintSilent "still running"; }; ("layer_rsc_downloadingData" call BIS_fnc_rscLayer) cutText ["", "PLAIN"]; // hintSilent "not running"; Download_OK = true; publicVariable "Download_OK"; Download_OK remoteExec ["true"]; ["Bingo!"] remoteExec ["hint", 0]; I had placed the command only at the end of your file, so after I also put it where you indicated it. But the command continues to executed when I move away from the object and the signal drops.
  5. @Hajz, I'm sorry if you're too busy. I wonder if you have how to make the command not run when the download is canceled when I move away from the object? Because when I move away from the object the download the is cancel but the command at the end of the script will be executed. I put the command below to execute, it is at the end of your script Download_OK = true; publicVariable "Download_OK"; Download_OK remoteExec ["true"]; (I did this for the variable "Download_OK" to activate a trigger in the other machines.) When I move away from the object the download is canceled, but the command at the end of the script will still be executed. I would like to know if you have the execute the command only when the download is completed, and when I move away from the object the download being canceled and the command will not be executed. *I hope you have understood, because I use the google translator to communicate me here in the Forum.
  6. Each name of the audio file has a voice actor, "Givens" is the name of an audio file used in the game for a character. The game has several characters, each with its own audio file.
  7. Mission help please. Thank you.

    Dude, I've done a "test" mission here to see how it's done. I only have seven hostages, and the mission will be completed when you and everyone in the group that is still alive get into the truck. In the test mission I did, the goal of saving each hostage is completed when you get close to each of them. I did this basic mission just for you to have a light on how to do things. I hope you understand the workings of things. link mission test > https://1drv.ms/u/s!AvZrCEHeJxl_k70Zcl1hgmyf4ezFMQ
  8. General Discussion (dev branch)

    The rear-view mirrors of the Rhino vehicle are not active when using the open hatch.
  9. General Discussion (dev branch)

    I noticed that some APC vehicles has a very strong explosion, from which it can explode any vehicle next to it, being an APC or an MBT. Only the APC "FV-720", "BTR-K Kamysh" and "AWC Nyx Recon" demonstrate that it does not have this problem. All MTB from what I've seen, does not have this problem either. *I can not tell if this already existed before the DLC Tanks, but it was joking with the new armored ones that I realized this. Ticket > https://feedback.bistudio.com/T127902
  10. Super Miller Land

    ArmA = LEGO Toy You make your game!
  11. This function is very interesting for a hostage mission with an enemy infiltrated in the middle of the hostages, but in this case the weapon would not be hidden. I used the script posted here by Larrow, but I made a modification and it worked here the way I wanted it. So I did so, put three suspects and each of them gave the name of "badguy1", "badguy2" and "badguy3". file init.sqf, here will make the script run on one of the suspect randomly. private _bad = selectRandom [badguy1, badguy2, badguy3]; _null = [ _bad, 10, 0 ] execVM "BadGuy.sqf"; Inside the file "badguy.sqf" //I used the script posted by Larrow, but I made a modification not to hide the weapon. Link of the forum with the script posted by him. Every merit by Larrow. >> https://forums.bistudio.com/forums/topic/212617-have-ai-pull-weapon-when-trigger-fired/?do=findComment&comment=3258848 //BADGUY.sqf params[ "_badGuy", "_distance", "_percentChance" ]; if !( local _badGuy ) exitWith {}; _percentChance = _percentChance / 100; removeAllWeapons _badGuy; { _badGuy removeMagazine _x }forEach magazines _badGuy; _badGuy allowFleeing 0; _trg = createTrigger[ "EmptyDetector", getPos _badGuy, false ]; _trg setTriggerArea[ _distance, _distance, 0, false, 100 ]; _trg setTriggerActivation [ "WEST", "PRESENT", true ]; _trg setTriggerStatements [ "this", format[ " _badGuy = '%1' call BIS_fnc_objectFromNetId; if ( !isnull _badGuy && { alive _badGuy && { random 1 >= %2 }} ) then { [ _badGuy, 'hgun_Rook40_F', 2, '16Rnd_9x21_Mag' ] call BIS_fnc_addWeapon; }; ", _badguy call BIS_fnc_netId, _percentChance ], format[ " _badGuy = '%1' call BIS_fnc_objectFromNetId; if ( !isnull _badGuy && { alive _badGuy && { _badGuy hasWeapon 'hgun_Rook40_F' }} ); ", _badguy call BIS_fnc_netId ] ]; _trg attachTo [ _badGuy ]; * Just to clarify, I do not understand anything of script, so I me fun for Dr. Frankstein with script that I find, I get a line here and another line there and see if it works and I get what I look for, sometimes it works, sometimes it's not. I come here to ask how it is done. And in this case I got what I was looking for, but it might have a simpler shape that I still do not know. Neither English I understand, I use the Chrome browser to understand English a little. This automatic translator has helped me very.
  12. Vehicle Interiors - Feedback

    Thanks BI
  13. Forgive me for reliving this topic. But in what file and where is this added? I'm pretty noob about the script, mainly because English is not my language. If the completion of the download activates a trigger, you can do this trigger after being activated activate a task module.
  14. Lack of rock collision in the Rock on Malden map.

    My sincere apologies. The Chrome browser translated into my language when editing and saving the post, so I did not even notice my error. At no point did I want to disrespect the rules of the forum. * Chrome here is enabled to translate texts in my language, so I often do not know what is in English or Portuguese, because everything here in Chrome is only in one language.
  15. Lack of rock collision on the Malden map. The player or character AI can cross it. Below is an image of the rock and its location without GPS. Pos. GPS: 026062 https://feedback.bistudio.com/T126716 ** Sorry if this is the wrong place.
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