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Icaruk

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Everything posted by Icaruk

  1. I haven't found any working tutorial/example about this, I just want to create water or fire particles on a single position. I found the drop command but I'm so lost without any working example and particle list. Any help please?
  2. Icaruk

    Creating particles.

    _source = "#particlesource" createVehicleLocal getPos player; _source setParticleCircle [0, [0, 0, 0]]; _source setParticleRandom [0, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _source setParticleParams [ ["\A3\data_f\Cl_water", 1, 0, 1], "", // Particula "Billboard", // Tipo de particula 1, // Timer 1.5, // Lifetime [0, 0, 0], // Pos [0, 4, 0.3], // Move vel 0,2, 1,0.075, // Simulacion: rotationvel, weight, volume, rubbing [1, 1, 1], // Escala [[1, 1, 1, 0.7], [0.25, 0.25, 0.25, 0.5], // Colores [0.5, 0.5, 0.5, 0]], // [0.08], // Anim speed 0.01, // randDirPeriod 0, // ranDirIntensity "", // On timer script "", // Destroy script cosa, // Follow 20, // Angulo true, // Bounce 0.5, // How much bounces on ground [[0,0,0,0]] // Color emisivo ]; _source setDropInterval 0.05;
  3. Icaruk

    Creating particles.

    Thanks, I finally did a working particle effect, now how can I make it move to where the player is looking at? Edit: I found a example, I'll post it when I have it working.
  4. When I call this script, I have one box, I can place it, then remove it, via actions. The problem is when I place one box, I call the script again, then I try to remove the first box, nothing happens, I can just remove the last box I've created. private ["_box"]; _box = "Land_CargoBox_V1_F" createVehicle [0,0,0]; _box attachTo [player, [0,1,1]]; box = _box; ACTION_Place = player addAction ["Place", {detach box; player removeAction ACTION_Place; ACTION_Place = nil;},"",999,false,false,"",'!isNull box']; ACCION_Remove = _box addAction ["Remove", {if ((player distance box) < 3) then {deleteVehicle box;}; },"",999,false,false,"", '']; Any ideas?
  5. I created this: fire = "test_EmptyObjectForFireBig" createVehicle (getMarkerPos "origin"); I delete with this: {if (typeOf _x == "#particlesource") then {deleteVehicle _x}} forEach (player nearObjects 5); But with this propagation script: while {true} do { if (isNull fire) then { hint "Fire has been ended"; }; if !(isNull fire) then { {fire = "test_EmptyObjectForFireBig" createVehicle (getPos _x);} forEach ((getPos fire) nearObjects ["House",25]); hint "Fire propagated"; }; sleep 20; }; It seems that fire is never null, because it keeps propagating itself, it doesn't matter if I delete the first fire, it remain still "something" that propagates the fire.
  6. One item named "obj". player1 (host) init: this addAction ["<t color=""#FFAD1F"" size='1.5' shadow='2'>" +"PUSH",{detach obj; obj setVelocity [10,0,0]}]; player2 init: this addAction ["<t color=""#FFAD1F"" size='1.5' shadow='2'>" +"PUSH",{detach obj; obj setVelocity [10,0,0]}]; Player1 can push the obj, player2 can't. Bug? Bad script?
  7. Here we got, I finally made it ! Football in Arma 3
  8. I mean using this: While {True} do { if (CameraView == "External") then { player SwitchCamera "Internal"; }; Sleep 1; }; ...meanwhile you are in a vehicle with 3p, it will force you to 1p, and then, the camera will be bugged if you move.
  9. Icaruk

    Move object

    objectYouWantToMove setPos (getPos triggerYouWantToActivate); objectYouWantToMove setPos (getMarkerPos "markername");
  10. When you are inside a vehicle with 1st person and you try to switch to 3rd person via script, it's broken.
  11. It doesn't work, I think I have no permissions for this ---------- Post added at 10:28 PM ---------- Previous post was at 10:26 PM ---------- Of course, just credit me :P
  12. init.sqf null = [player] execVM "script.sqf"; script.sqf _caller = _this select 0; while {true} do { if ((_caller distance center) > 45) then { // when someone is far away from the center, he will be vulnerable _caller allowdamage true; waitUntil {((_caller distance center) < 45)}; _caller allowdamage false; }; if ((_caller distance center) < 45) then { _caller allowdamage false; waitUntil {((_caller distance center) > 45)}; // when someone is near the center, he will be immune _caller allowdamage true; }; sleep 5; }; The idea is that the script works just to the player that is near the centre, not to all players on map, but the problem is that _caller is not defined, on local it works nice, but on multiplayer doesn't... any ideas?
  13. waitUntil (player == player); Could work too?
  14. You should add line by line testing until you find the wrong one. Remember that all changes description.ext won't be effective util you re-load your mission (just saving + preview doesn't works for this).
  15. NEW [intermittent TDM] - Added to the first post.
  16. Thank you Jinker, I'll put mine as soon as I have it finished!
  17. There is a module that can open/close doors.
  18. I can't do "player" stuff because of locality. If I call with addAction a script that has _caller = _this select 0; It says that it's not defined :/ --- Edit: Oh wait... I'll try with _caller = _this select 1; --- Edit2: Same problem that Jinker, but It just works on myself (I'm the host) and not on other players.
  19. That's equivalent to this: null = [] "script.sqf"; I need this null = [player] "script.sqf";
  20. Have you tried to move the respawn instead having multiple ones?
  21. How could I run this: null = [player] "script.sqf"; inside the addAction ?
  22. With my last script I found that I can hold and throw the OBJ, but someone else can just hold it. But he can hold and throw ground weapons LOL. Any ideas?
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