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zgmrvn

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Everything posted by zgmrvn

  1. zgmrvn

    Help with Artillery Script

    did you checked the target position ? here's the doArtilleryFire description : Orders a unit to reload defined magazine commence fire burst on the given position (silently). Maybe there is no fire animation
  2. zgmrvn

    Global Hint

    hint is a client side function, to display your hint on each client you can use BIS_fnc_MP: if !(isServer) exitWith {}; // run this script on server side only ["your message", "BIS_fnc_hint", true] spawn BIS_fnc_MP;
  3. oh, ok, yes you can but remove screenToWorld part: while {alive player} do { hintSilent format ["Distance: %1", player distance _myObject]; sleep 0.5; };
  4. zgmrvn

    Help with Artillery Script

    hi, what you need is a while/do loop: while {alive hazler} do { hazler doArtilleryFire [[getMarkerPos "_targets"], "_roundtype", _chances]; sleep 60; // wait for 60 seconds }; also, you can use the random function, especally for your chance variable: _chances = random 10;
  5. @Beerkan, noticed, twice ^^, @Semiconductor, yep sorry, seem not to be in cfgs but in pbo libraries, i will ask to Titters (the guy who made this script), he spent a lot of time working on MH-9
  6. http://community.bistudio.com/wiki/screenToWorld Here is a way that should work, all depend of the context you want to use it in. // init.sqf [] execVM "getAimDistance.sqf"; // getAimDistance.sqf while {alive player} do { hintSilent format ["Distance: %1", player distance ([b]screenToWorld [0.5,0.5][/b])]; sleep 0.5; }; you could use Dialogs but this is more complex
  7. all skins are listed in the Mattar_Tharkari's script, you can apply them by his script or by using this code: cursorTarget setObjectTexture [0, "oneOfListedTexturesPathInMattarTharkarisScript.paa"];
  8. Mattar_Tharkari's script will switch skin every 5 seconds, you just need to put it in a .sqf file and to call it with "null = [this] execVM "heliSkins.sqf";" in the init field. Or you can apply it with setObjectTexture, like this: this setObjectTexture [0, "A3\Air_F\Heli_Light_01\Data\Skins\heli_light_01_ext_sheriff_co.paa"]; or faster, aim the chopper and enter this is the debug consol: cursorTarget setObjectTexture [0, "A3\Air_F\Heli_Light_01\Data\Skins\heli_light_01_ext_sheriff_co.paa"];
  9. there is a lot of paint for MH-9, already included in the game, check in cfg http://cloud-4.steampowered.com/ugc/830078380496173161/1E8BA8601CC3AA84BFDD3227D1965B7594CF0165/1024x640.resizedimage (201 kB)
  10. already tryed, mission doesn't run
  11. it is but i can't check when a player disconnect
  12. lol, nice selfie. Does somebody knows a way to run some server side scrit on player disconnect ? The last problem i have happen when a player disconnect in a full chopper which has his cargo ramp open, the "get in using cargo ramp" action is not added. With a mate, we've found a way to reduce chances of dying when you jump out, that still happen but seem to be safer. I will update later. Here's what happend during some tests :D :
  13. you just have to change those four values this setObjectTexture [0,'#(rgb,8,8,3)color([color="#FF0000"][b]0.635[/b][/color],[color="#008000"][b]0.576[/b][/color],[color="#0000FF"][b]0.447[/b][/color],[b]0.5[/b])']; red, green, blue, alpha, thoses are between 0 and 1 so black should look like that : this setObjectTexture [0,'#(rgb,8,8,3)color([color="#FF0000"][b]0[/b][/color],[color="#008000"][b]0[/b][/color],[color="#0000FF"][b]0[/b][/color],[b]1[/b])']; if you have a custom color with values between 0-255 you just have to divide each value by 255: red 128 / 255 = 0.5, green 64 / 255 = 0.25... I've also noticed that colors may appear lighter than the reference color.
  14. hey, the script just has been updated to v1.1, the ammo box issue should not happen anymore, see the changelog on the first thread for futher informations. unfortunately, i can't update it on Armaholic :<
  15. I didn't mention i've developed this script on the stable version and i don't know what could happen in dev version, Dash which one are you using ? Sry, i didn't noticed that. So the bug i'm talking about: sometimes when there is a co-pilot, you can see him jumping through the chopper in every way and sometime that destroy the main rotor. Nice, just need stable version update ^^
  16. yes, i'm using this vehicle ammo box to locate the action where i want, not all over the Mohawk, this is the only way i've found at that time but it's suposed to disapear 1 second after the connection. Do you get this ammo box every time you connect ? it's never happened during my tests.
  17. thanks all :rolleyes:, so It's what i've intended to do at the beginning, but due to the know co-pilot bug, i've made it for the pilot only at that time. Noticed, it will be done. Yes, that resides in the fact i've added an action near from the cargo ramp but there is no (t yet) memory point/entrance here, so when i force the get in action you get teleported at the right door before to get in. That works in the same way when you get out, you are near from a lateral door then get teleported behind the chopper. You can't walk on it, the model/game isn't build like that, this script add an action at the cargo ramp only when this one was previously opened by the pilot. Seem not to be JIP compatible. So, yesterday, i've made some tests and noticed 2 issues: 1. parachuting using cargo ramp at high speed, like a normal ejection may cause the death... There is no really fix, this is due to how the script works, see my reply to GranolaBar above. 2. when the chopper get full, it remove the "get out using cargo ramp" for everybody in cargo. Pilot needs to close and open to add the action back. Already fixed my local version. Thanks for all that comments and don't hesitate to feedback/report issues.
  18. zgmrvn

    setpos on backpack

    nearestObject was just an exemle, however, I've just tryed this "B_AssaultPack_cbr" createVehicle getPos player; // i can see a bag on my position nearestObject [player, "B_AssaultPack_cbr"]; // return <NULL-object> nearestObject [player, "GroundWeaponHolder"]; // return the ground weapon holder : 517cc800# 1770531: dummyweapon.p3d Seems bags and probably weapons, ammo, items... are automaticatly placed in a weapon holder at they creation.
  19. zgmrvn

    setpos on backpack

    Objects on the ground like weapons, ammo, bags are placed in an object named weapon holder, "GroundWeaponHolder", so you should check for a near weapon holder, not a bag. nearestObject [player, "B_AssaultPack_cbr"]; // return <NULL-object> nearestObject [player, "GroundWeaponHolder"]; // return the ground weapon holder : 517cc800# 1770531: dummyweapon.p3d
  20. Hi, For a mission i'm working on, i need to be able to switch opacity of an object from 100% to 50% and vice-versa. My research brought me to config.cpp which seems to be used to make and configure addons but i do not want players to have to download anything but the mission. when i've discovered config.cpp i was thinking about something like create a new class which use the same 3d model and the same texture but with an argument in hiddenSelections[] or hiddenMaterialSelections[], then i would be able to replace the texture by setObjectTexture setObjectMaterial, something like that... A simply retextured object would conciderably increase mission weight. how can i do this ? thanks :)
  21. I've aleady tryed to replace it by a CA texture with setObjectTexture and setObjectMaterial but as i said, there is an array in each object settings, if this one is empty, you can't replace anything.
  22. @kylania: hideObject do not match with the effect i want. I need an half transparency of the object. @F2k Sel: i think you mean setObjectTexture, but if there is nothing in hiddenSelections array of the object, nothing happen. see what i'm trying to do:
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