RegEdit
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How to make Bikb files?
RegEdit replied to Falloutperson416's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No special programs needed. What you need is to define CfgSentences in your Description.ext. Here’s an example: class CfgSentences { class Mission { class Conversation { file = "conversation.bikb"; class Sentences { class soldier1_1 { text = "Soldier 1 text"; speech[] = {"\speech\soldier1.ogg"}; actor = "soldier1"; class Arguments {}; }; class soldier2_1 { text = "Soldier 2 text"; speech[] = {"\speech\soldier2.ogg"}; actor = "soldier2"; class Arguments {}; }; }; class Arguments {}; class Special {}; startWithVocal[] = {hour}; startWithConsonant[] = {europe,university}; }; }; }; Create new class in CfgSentences for any separate conversations. In this example, soldier1 start to talk first. After that soldier2 starts to talk. So “text†is a subtitles for their speech, “speech†is a sound file with voice, and “actor†is a name of a unit. After that create conversation.bikb file, and put whole Conversation class in it (except “file†parameter), or in-game conversation will not work. Like this: class Sentences { class soldier1_1 { text = "Soldier 1 text"; speech[] = {"\speech\soldier1.ogg"}; actor = "soldier1"; class Arguments {}; }; class soldier2_1 { text = "Soldier 2 text"; speech[] = {"\speech\soldier2.ogg"}; actor = "soldier2"; class Arguments {}; }; }; class Arguments {}; class Special {}; startWithVocal[] = {hour}; startWithConsonant[] = {europe,university}; Use this method with BIS_fnc_kbTell (you can find its description in Function Viewer). -
This code will output player’s position every 5 seconds. Put this in your init.sqf. [] spawn { while {true} do { hint format["Time since mission start: %1\nPosition: %2",time,position player]; sleep 5; }; };
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Objects Fall Through Table
RegEdit replied to scooterperpetual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I used this command. -
How to remove a magazine from a specific container (uniform, vest, backpack)
RegEdit replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, not the best way, but it works. Try this: removeMagazineFromContainer = { private ["_container","_magazine","_cargo","_index"]; _container = _this select 0; _magazine = _this select 1; _cargo = magazineCargo _container; _index = _cargo find _magazine; if (_index != -1) then { private ["_i"]; _i = 0; clearMagazineCargo _container; { if (_index != _i) then {_container addMagazineCargo [_x,1]}; _i = _i+1; } forEach _cargo; }; }; For example: [uniformContainer player,"16Rnd_9x21_Mag"] call removeMagazineFromContainer; -
How to remove a magazine from a specific container (uniform, vest, backpack)
RegEdit replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can just remove single magazine with removeMagazine, but if you want to customize player’s uniform, you have to remove all magazines from it and then add magazines that you want: _uniform = uniformContainer player; clearMagazineCargo _uniform; _uniform addMagazineCargo ["SmokeShellRed",3]; -
This will enable debug console only for host/admins. enableDebugConsole = 1;
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Looking at VBS2 for scripting commands for Arma 3
RegEdit replied to progamer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can use BIS_fnc_inString command: ["two","onetwothree"] call BIS_fnc_inString; -
You don’t have to repeat it. There is a description of this command in functions viewer: /* Author: Thomas Ryan Description: Easily carry out complex fading. Default values will be used if parameters aren't defined or set to nil. Parameter(s): _this select 0 (Optional): NUMBER - 0: fade out, 1: fade in _this select 1 (Optional): STRING - "BLACK": black fade, "WHITE": white fade _this select 2 (Optional): NUMBER - Duration of the fade in seconds _this select 3 (Optional): NUMBER - 1: blur while fading, 0: don't use blur _this select 4 (Optional): STRING - String of the music track you wish to play (will only work with fading in) _this select 5 (Optional): STRING - Ending you wish to use (will only work with fading out) _this select 6 (Optional): NUMBER - Use 0: failMission, 1: endMission Returns: Nothing. */ So edit third parameter to change fade duration.
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You can add a smooth fade at the start of a mission. [1,"BLACK",5] call BIS_fnc_fadeEffect;
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player removeItems "FirstAidKit";
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How to do the UAV sitrep thing?
RegEdit replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Like this: [] spawn { true setCamUseTi 0; // Turns thermal vision on [player,"Alone on the beach, a young man dreams of love.",80,nil,270,1] spawn BIS_fnc_establishingShot; // Your establishing shot waitUntil {!isNil "BIS_fnc_establishingShot_playing" && {!BIS_fnc_establishingShot_playing}}; // Wait until establishing shot has stopped playing false setCamUseTi 0; // Turns thermal vision off }; -
How to do the UAV sitrep thing?
RegEdit replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, establishing shot would stop in around 10–15 seconds, or you just can press space to skip it. -
Voices in First Person Helicopter Problem
RegEdit replied to Kydoimos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Default kbTell and BIS_fnc_kbTell are somehow differ. Take a look at BIS_fnc_kbTell description at function viewer. Anyway, you can use playMusic instead of say, say3D, etc. Works fine with first person view in all vehicles. -
Voices in First Person Helicopter Problem
RegEdit replied to Kydoimos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In that showcase, they’re used BIS_fnc_kbTell. -
You can also use "acts_PointingLeftUnarmed" and "acts_StandingSpeakingUnarmed", both plays looped with switchMove command.