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Everything posted by IT07

  1. You are actually not doing anything wrong. It is rather a stupid design flaw of ArmA 3. I shall explain: object condition is checked ONCE really really early at the start of the mission. It would be impossible to set a condition for those objects because the condition check for objects is so early. What you can try though (I have made a random car spawn system with this) is let all objects spawn, but when a certain condition is met or not met, you can make a trigger delete all of the not-needed stuff with deleteVehicle nameOfObjectHere;
  2. IT07

    Squad logo not shown!

    You could try and delete the cache folder for your clan. It should be located somewhere in *yourwindowsdriveletter*:/Users/*yourusername*/AppData/Local/ArmA 2 OA/squads/*nameofsquad*
  3. That simply looks like a script error. Can you post the script mentioned in the error?
  4. vehicle player isTouchingGround; You are welcome :)
  5. Hi all. New to the forums :) Anyways, I was trying some stuff with BIS_dynamicText but could not figure it out completely because I am starting to learn how to code. Here is the situation: [format["<t size='0.6'>Hello world! I am %1</t>",(_playerName)],0,0.8,0.5,0,0,8] spawn BIS_fnc_dynamicText; // But this makes it show waaaaay to quick, it's like gone in 1 second. How do I change the code so it shows longer? Can I also attach a _onScreenTime to the script and then define the speed in that value? Btw, not very important; but can someone explain me what the ,0,0.8,0.5,0,0,8 values do? I think they have to do with the position of the text, but not sure.... Thanks a lot for help in advance. Best regards, IT07.
  6. In that case, here is what you can try: In your mission's init.sqf, put this in it somewhere at the top: (free from other if checks of course) call compile preprocessfilelinenumbers "compile\missionInit.sqf"; Then create a file called missionInit.sqf and put it inside a folder called "compile" (without the quotes). Place that folder inside the root of your mission. Put this code inside missionInit.sqf: fnc_PlayDatSound = { nameOfObject playSound3D"nameofsong"; }; And then put this inside the script that activates when you press the action on the object that should play the music/sound/song/whatever: ["","fnc_PlayDatSound"] spawn BIS_fnc_MP;
  7. I assume you have script that runs when player is detected? If so, put this at then end: if (isNil"gotDetected") then { gotDetected = true; publicVariable"gotDetected"; }; Create a trigger too and put this in it's condition: !(isNil"gotDetected"); Then synchronise that trigger with a task succeeded module and you're done :) (the code above is meant for Multiplayer)
  8. have you tried changing the sample/bit rate of the sound in game options?
  9. you can make a trigger and put this in it's ON ACT: nameOfObject playSound3D"nameofsong"; And this in it's condition: !(!isNil "thisPlaySound"); Then put this in the script that executes when a player clicks the action: if(isNil "thisPlaySound") then { thisPlaySound=true; publicVariable"thisPlaySound"; } else { hint"sound is already playin"; }; that should work :)
  10. Do you mean the ifrits? Man they should those HE's like there is no tomorrow. And they are dang accurate.....
  11. IT07

    Hosting Issue today

    Have you had this issue from the start or did it work fine before?
  12. All I can give you is a little advice: do not expect too much out of those tweaks even though they sound promising. You will come to a point where your ArmA 3 just will not perform better even if you push your pc to the limit. And example is my own PC: I have an i7-4770K, Asus Maximus Formula VI, GTX670 4Gb, 16Gb DDR3-1600 and very quick ssd. And frames in cities still suck. Especially in MP. That is with all of the bullshit graphics turned off.....
  13. Using Hamachi for ArmA 3 is not needed if you have the proper internet setup. (Router for example) One of the reasons for it to not work could be a bad router or a bad config of the router. So, "smartie-pants"; you go ahead and do your maths now on who is the one "that has what it takes".
  14. Why script it if you can make it in the editor? The amount of mistakes that can be made with scripting is much higher.
  15. IT07

    CPU usage 100%+

    107 means 10% ;)
  16. IT07

    Disable Blood Effect

    I am pretty sure you can disable blood in the game options....
  17. we have the arma 3 feedback tracker for that: http://feedback.arma3.com/main_page.php
  18. if you want to host an arma 3 server over LAN, then you do not need hamachi. Neither if you want the server to be available over the internet. If that does not work for you then you have shitty router or firewall settings too high.
  19. what did you use to convert the image to paa?
  20. Hmz... maybe you should try and get the function name for the module and trigger it using onPlayerRespawn.sqf? Though I did read some stuff that the menuPosition is broken atm. The reason why it is broken is because players get the spawn menu even though they did not die. Which is exactly the thing you do not want.
  21. It's not just clouds. Clouds consist of 2 things: 1. cloud without texture, 2. cloud with texture. The cpu does 1, gpu does 2. So, the clouds are a part of the engine, but are rendered at a different level within the game. All of the important calculations by the engine are done by one core. The rest of the stuff is done by other cores. If you see even performance on all of your cores; then you have set the in game settings to a certain level that it keeps your other cores busy too. But it does not mean that ArmA 3 is using all of your cores for the main frame: bottom level calculations.
  22. What I understand from your reply is that you want that pretty respawn menu but you do not want players that join in to see that menu?
  23. It's called experience and knowledge.
  24. Ok let me get this straight: ArmA 3 UTILISES only 1 core. That means that it will use only 1 core to provide all the calculations that the engine is using. All of the other things in ArmA like clouds and grass or whatever are being processed by other cores. So, ArmA itself IS only using one core for it's main frame: the engine.