Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Mirek

Member
  • Content Count

    1033
  • Joined

  • Last visited

  • Medals

Everything posted by Mirek

  1. Didnt have time to test it thoroughly, but the 3D editor looks really great. But as Iam notorious complainer, i have to complane, that i cant tilt. Ican Move objects, i can Rotate objects, i can Rise/Lower objects, but i didnt find how to Tilt objects. Tilting is important for lot of staf especialy creating baricades, or some scenes where you need forexample tilt a car 90degrees to create car accident scene or for using objects that are normaly horizontal or vertical to make makeshift diagonal ramps. But as i said, i dint have time to test, so maybe its there and i just didnt find it. I did just quick 5 minute test. Othervise great Job BIS. :-)
  2. How does one make this work? I added the code to my init.sqf, equipped myself with orange smoke, but nothing happend.
  3. I have a TIOW mission, where i am using some hangar doors "TIOW_Hangar_01_Door_closed" as decoration. Problem is they have an action to open, and i dont want the players to be able to open them. I tried "ths removeaction 0" removeallactions this" and i tried disabling simulation. I found the action source: but have no idea what to do with it.
  4. Iam definitelly gonna try this. Really nice work.
  5. DOOR_OUT animateSource ["open_door_up", 1]; playSound3D ["WHobjects\ships\sounds\door_01_combined.ogg", DOOR_OUT, false, getPosASL DOOR_OUT, 4]; Code is in trigger init, trigger is set to activation by radio alpha, trigger is set on server only. Code works in my PC but, on Dedicated server, it only plays the sound and the door doesnt open.
  6. Tried both. Odd thing is, that the sound plays for all the players ok but the gate doesnt open. On one occasion the gate opened like 30 seconds after the trigger. Might be server issue, or maybe something with the TIOW mod itself.
  7. Door_Out is the name of the object. I placed an object in editor and in its name i typed DOOR_OUT. So it is defined. The code works in singleplayer, and in hosted multiplayer but doesnt work on dedicated server. More prcise description is: There is editor placed gate named door out, ad then there is a editor placed trigger with the code above in its initialization field. trigger is triggered by radio alpha.
  8. Never used remoteExec before. The wiki page, as allways, confuses me. According to what i read there ishould change this: DOOR_OUT animateSource ["open_door_up", 1]; to this: [DOOR_OUT,"open_door_up",1] remoteExec [animateSource]; BUt that doesnt work at all. So i tried somethink like: [] remoteExec [DOOR_OUT animateSource ["open_door_up", 1]]; wich works but gives some error.
  9. Hi i have a light atached inside a cargospace of a plane by: The problem is, that as the plane flyes and rotates and flips, the light changes possition relative to the plane. I vant the two lights to lit the inside of the cargo hold, but while the plane moves, the lights go all over the plane, and outside of the cargo hold. ANyone knows some solution?
  10. Will you guys implement CAT-Advanced medical into ACE? It feels like it should have been there a long time allready.
  11. Hi, I am trying to create an explosion. The explosion should occur at one of five places defined by markers brk_1 to brk_5. Iam using command: bomb1 = "Bo_GBU12_LGB" createVehicle (getmarkerpos "brk_2"); Vich itself works well. Iam triing to randomize with: posbomb=["brk_1","brk_2","brk_3","brk_4","brk_5"]; bombpos = posbomb select (floor random 5); hint format ["%1",bombpos]; Wich also works as any time i fire the related trigger i get hint with different "brk". But when i try to put it togeter: posbomb=["brk_1","brk_2","brk_3","brk_4","brk_5"]; bombpos = posbomb select (floor random 5); bomb1 = "Bo_GBU12_LGB" createVehicle getPos "bombpos"; it doesnt work. I tried different things like: or or I tried differnt ways to set the possition Iam out of ideas.
  12. OK I have read it 3 times really carefully, and that much got trough my thick skull: The thing before "=" is a variable, the tings after the "=" are the content of the variable. so the variable represents the theings after the "=" . I have to give the "getMarkerPos" the string because it expets the string. from this i would gues i have to use the "" simbols because those mean it is a string but instead you say i should not use them. But if i dont use them then it is a variable or isnt it? Nevermind: I tested it and it works without the "" marks, so i just dont use them when i use CreateVehicle together with Strings containing arrays.
  13. Just tried it it doesnt work. But thx anyway.
  14. My apology but i do not understand. i tried using getPoS, GetMarkerPos, Qotes, no qoutes, brackets, no brackets, nothing worked. Only after i tried the Shattens way i got some joy.
  15. Could never gues it would be so easy. Thank you man, You saved me.
  16. Hallo arma coders, i have an issue. I have plane Caled Valk_1, with driver called Valk_1D, i have trigger on radio foxtrot and markers "WPM_1 - WPM_3 . I have code in On act field of the trigger: WPV_1 = Valk_1D addWaypoint [getMarkerPos "WPM_1",0]; WPV_1 setWaypointType "MOVE"; WPV_1 setWaypointCompletionRadius 30; WPV_2 = Valk_1D addWaypoint [getMarkerPos "WPM_2",1]; WPV_2 setWaypointType "TR UNLOAD"; WPV_2 setWaypointCompletionRadius 30; WPV_3 = Valk_1D addWaypoint [getMarkerPos "WPM_3",2]; WPV_3 setWaypointType "MOVE"; WPV_3 setWaypointCompletionRadius 300; WPV_3 setWaypointStatements ["true", "{ deleteVehicle _x }forEach units Valk_1D;"]; But when i fire the trigger i get error in expression, wich doesnt make sense cause i have the code correct or at least i cannot see any problem in my code. It is exactly as in the wiki. "_wp =_grp addWaypoint [position player, 0];" i tried to have all zeroes at the end and i tried to have 0-2 as seen above. doesnt work. Maybe iam just tired, it is after midnight here, but i cannot see what the hell is wrong.
  17. Ok guys, i owerlooked the group thing. Thank you all a million.
  18. Absolutely amazing! Thanks a million.
  19. Hello, I want an AI who is set as hostage by ENH_isHostage to jouin players group upon rescuie. it is in multiplayer COOP scenario and i would like the hostage to follow the player who rescued it, and obey the players orders. I have a trigger. in Condition i tried: host_5 getVariable "ENH_isHostage" == 0; host_5 getVariable ENH_isHostage == False; host_5 getVariable ["ENH_isHostage", False]; On act: [host_5] join (group player); But it isnt working. I cant find any documentation for ENH_isHostage.
  20. The space! Thats why it didnt work for me before. i forgot the space between the exclamation mark ant the bracket. Thank you zagor64bz
  21. Thanks but NOT (host_5 getVariable "ENH_isHostage") Doesnt work either Tried with exclamation mark and it also doesnt work
×