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padarom

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About padarom

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    Photography, Programming, Aviation
  • Occupation
    Electronics engineer

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  1. padarom

    Horizontally rotation

    Okay, I found it. It's "Land_CampingTable_F". However it doesn't seem to work, even with CAN_COLLIDE set. I might really need to search for a 1m high object. edit: I tried another approach: weaponUAV1 = createVehicle ["groundWeaponHolder", getPos this, [], 0, "can_collide"]; weaponUAV1 addItemCargo ["B_UAVTERMINAL", 1]; weaponUAV1 setpos [getPos this select 0, getPos this select 1, 0.16]; [weaponUAV1, 90, 0] call BIS_fnc_setPitchBank; This works quite well, as seen in this picture: However I've not yet been able to rotate it around it's Z-axis with this approach yet.
  2. padarom

    Horizontally rotation

    I tried using "this enableCollisionWith weaponUAV1;" for the table. It unfortunately didn't work. Maybe I'll find an object to use as a table instead, which is a bit smaller than 1m. Thank you for your help. edit Now I see what you meant. Is there a list of all object class names, like the table?
  3. padarom

    Horizontally rotation

    Thank you once again :) Now that it's rotated, it either floats in the air above the table, or below (1m or 2m elevation). However I found myself not possible to use decimals in the elevation-box of the object. Is there also a way to change the elevation of objects just ~0.3m, or even let it be falling on the table by the physics when placing it above?
  4. Hello, I want to create a short UAV testing mission. Instead of directly giving the UAV controller to the player, I wanted to put it down on a table and let the player pick it up. To achieve that, I created a Game Logic object and gave it the following initialization-code: weaponUAV1 = createVehicle ["groundWeaponHolder", getPos this, [], 0, "can_collide"]; weaponUAV1 addItemCargo ["B_UAVTERMINAL", 1]; However now it looks like this: Am I somehow able, to horizontally rotate the object by 90 degrees, so that the terminal actually lies on the table? Thanks in advance Padarom
  5. padarom

    Time skip screen

    Thank you very much, that worked perfect for me :)
  6. padarom

    Time skip screen

    Hehe okay. The effect you're talking about really sounds neat. Would be nice to see something like this ported to ArmA 3. edit: Hopefully you're still reading this. Your code from the other thread works for writing text on the screen. However it would be good to also have that black background- Which it does not have right now. It would be great if you could provide me some additional code for that. Thanks!
  7. padarom

    Time skip screen

    Okay I have no clue whether the first sentence is sarcasm, or not. But nevertheless, thanks for the link :D
  8. Hey there, the mission "DEFEND 10 Defend Kamino" has a time skip screen after each attack wave. The helicopter showcase has a similar one (you can see it in this picture). My question is: How to create a screen like this one for a co-op mission in the scenario editor? Thanks in advance Padarom
  9. I'll try out BIS_fnc_taskReal. Thanks :) @kylania: That was my first thought as well, but the task needs to be assigned to 8 players which aren't in the same group. So I would need more than one task that do the same.
  10. Hey, I want to change a TaskState via my script. The task is created ingame and linked with all 8 playable units. Its current taskID is test1. When using test1 setTaskState "Succeeded"; in my script file it tells me "Error Undefined variable in expression: test1". This is obvious, as it only is the task id and not the actual variable name. Unfortunately when I try to use test1 as the module name, instead of the task id, it tells me the variable needs to be a task and not an object. So how am I able to get the variable of the task type, when just being able to create a variable of the object type? Thanks in advance Padarom
  11. Thank you all :) The script works and I'm able to search all the bodies. I'll link this to a new task later and I'm one step further with my mission.
  12. Thanks for the help :) As I mentioned, I'm pretty new to SQF, so just a little question to my modification of your code: Is it important to execute the "exitWith" function, or can I also just show the hint (or trigger a new mission) instead? When doing it with if/else I get the error "Error Missing ;" when using exitWith at the same time. So I just left it. _body = _this select 0; _id = _this select 2; _body removeAction _id; _hasInfo = _this select 3; if (not _hasInfo) then { hint "You did not find anything useful."; } else { hint "You found the information you were looking for."; } Another question: I want to turn down the radius of the action menu. So I figured out there's a parameter in the addAction function that does that. Can I simply skip some parameters with underscorce (_) or something to leave all the other parameters at their default value (like so: addAction ["Search body", "search.sqf", true, _, _, _, _, _, _, 2];)?
  13. Hello, I found several threads about creating own action menu items, but none of them were useful for my purposes. I'm pretty new in scripting for mission editing: All I've done so far are a few if-statements as a condition for triggers, or moving units into vehicles. I'd like to get into mission scripting a bit, so I thought this could be useful for learning, as well as for my newest co-op mission. The first task is to seize a camp where a BLUFOR squad was once stationed, but now eliminated by OPFOR units. The next task is to search the BLUFOR bodies for any information about their last objective. To do that I want to create a custom action in my action menu, as soon as I'm in the range of a friendly body. This action should be named "Search body for information" or so. In the camp I spawned a few BLUFOR units (as well as a OPFOR site module), which results in OPFOR killing the BLUFOR units pretty quickly. So there are around 5 bodies in the camp and only one should have the information. As soon as the right body is searched (he's already choosen, so it's not random) the task should be set to succeeded and a new task should be created. The other threads I've found about this topic were all about creating a permanent new action, I just want this action to pop up in the range of bodies. I hope anyone is able to help me with it and can give me a good explanation or examples on how to do it. Thanks in advance Padarom
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