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Everything posted by Purzel
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Lockpick doors with BIS_fnc_holdActionAdd
Purzel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, I´ve a question about building-doors... I set up a house (Land_House_Big_02_F (bungalow)), which has 5 doors named bungalow. That building has a room which has two entries into one room. In that room, theres a terminal the players must hack, to gather informations... For security this room is locked (door-States of door 3 & door 5 are set to locked) with the Eden-Editor as shown for example in this picture. How can I put the BIS_fnc_holdActionAdd only on this two doors? e.g.: [door5, "Lockpick door", "pictures\holdaction_key.paa", "pictures\holdaction_key.paa", "_this distance _target < 3", "true", {}, {}, { bungalow setVariable["bis_disabled_Door_5",0,true]; }, {}, [], 5, nil, true, false] call BIS_fnc_holdActionAdd; would be the code if the door would be a single object, but it´s a "child" of the "parent" Land_House_Big_02_F (bungalow)... So how can I adress door5 itself to show the Lockpick-HoldAction only at door5 ? (and of course door3 itself) Thanks for your help! Purzel ___________________________________________________________________________ In case anyone needs some custom HoldAction-Icons, feel free to use them: (format: .png, 64 x64 px, just import them to TexView and save as .paa)) and an empty one for your own creations: Please do NOT quote the icons for traffic reasons in your posts - thanks! If anyone needs some special HoldAction-icons, just send me a message and I will try to create it for you. -
Hi there, I´m getting crazy with this: Problem 1: I want to get a nice radiochat-dialogue on a multiplayer-server: if (isServer) then { [[WEST,"HQ"],"rogerbeep"] remoteExec ["sideRadio",WEST,false]; [[[west,"HQ"],"Here comes the message!"], "sidechat",west,false,false] call BIS_fnc_MP; }; An accoustic sound called "rogerbeep" draws the players attention to the sidechat-message. The sound will be played correctly ingame (if player has an assigned radio in inventory), but the sidechat is not displayed and I don´t know why...??? The message has to be broadcasted to all players using the call BIS_fnc_MP, because there ist some more stuff in that script which has to be executed in an "if (isServer) then { code here };" -loop... but on my dedicated server the message is not transmitted. But why? Maybe I´m to blind to see... Problem 2: I thought I´ve read (long time ago) the possibility to define ONE sound in description.ext and the use of an placeholder in sideRADIO´s title field. class CfgRadio { sounds[] = {rogerbeep}; class rogerbeep { name = "rogerbeep"; sound[] = {"sounds\rogerbeep.ogg", db, 1.0}; title = "Incoming message from HQ or Numbered variable here to display different text-messages"; }; }; Maybe that would solve my sidechat-problem too? Problem 3: The HQ is defined in the init.sqf: PAPABEAR=[West,"HQ"]; How can I change the callsign PAPABEAR to another name? I´ve read about a stringtable.csv, but I don´t know where to put and the correct code. Maybe someone could give me a quick hint with that stuff...? Thanks for your help... Greets Purzel
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Players start in heli, JiP-Players in Base (complex situation)
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Did you see the picture: https://abload.de/image.php?img=problemdrfzj.jpg The players are spawning in their base, but they´re teleported into the helicopter when they spawn and the helicopter brings them to base again. The spawn-point itself isnt moved into the helicopter, it stays in base, so every jip-player (or respawned-player) should start directly in the base, without sitting in the helicopter before. Players coming late, don´t need the chopper-intro, so they should start instead of helicopter in base. This is just to create a little immersion on how the players have come into the base. -
Players start in heli, JiP-Players in Base (complex situation)
Purzel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, I need a litte help: In my MP-mission, all players should start in a CH-53 (which will bring up a littele cam-sequence and texts), until the heli has landed at the FOB. They are divided into three groups (alpha/bravo/charlie) If a player is "kicked" out of the heli (after its landed and the ramp has opened), the camera should stop for each player and the mission begins at the end of the helis ramp (on ground, not on the ramp itself!) After all players are out of the heli, it will lift off and fly away (and deletes at its last waypoint!) On disconnect or JiP the latest players should start at the normal base spawn-points, because the heli is flying to a delete-WP and will not going to re-insert the JiP-players. JiP-players don´t need the intro-sequence, they spawn in base into the running mission. Solution - klick here! What I´ve got: a chopper "ch53" with an unload-transport-WP three groups human players which should be ported into the ch53, because their spawnpoints in the base are needed for re- and late-joiner. a trigger, which is actually not working. a camera, which follows the helicopter (should end, when player is out of the heli) 1. problem: So for that I placed all spawnpoints at the base, set an area-trigger over all spawnpoints, which should put all players in cargo of the CH-53. Condition: this && {alive ch53} && {((player) in thisList)} //another condition (pubic variable) will be added, if I get it working, that the CH53 is touching the ground. OnAct: player MoveInCargo ch53; // this works in debug-console, but not in trigger!? 2. problem: The CH-53 isn´t touching the ground, so I can´t use a public variable which is used for another trigger-condition, so no JiP-player will sit in a chopper, that is flying unsuspecting to the termination-WP. 3. problem: How do I script the ending of the cam for each player get kicked out of the cam, when he leaves the helicopter and is touching the ground...? I´m not that good at scripting, so any help is appreciated! Greetings Purzel -
Players start in heli, JiP-Players in Base (complex situation)
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok... Thx a lot! "if, then, else" will do the thing? But why isnt the choosen spawnpoint used? Just tried it on server, but I cannot respawn? (Respawn_west is present on map and respawn = base; is in description.ext ! ) -
Players start in heli, JiP-Players in Base (complex situation)
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
O.K. here´s the solution: Init.sqf: if (isNil "landing") then {landing = false}; initPlayerLocal.sqf: if (isNil "landing") exitWith {}; // execute a publicvariable "landing" on choppers landing-WP !!! waituntil {sleep 1; !isnull player}; waituntil {sleep 1; !isnull ch53}; _endPosition = [175.372,5530.95,0]; // => Pos von Helipad "lp1" player moveInCargo ch53; // Start a cam-sequence or whatever has to be local executed _camera = "camera" camcreate position ch53; _camera cameraeffect ["internal", "back"]; // Scene 1 _camera cameraeffect ["internal", "back"]; _camera camPrepareTarget ch53; _camera camPreparePos [14,5480,70]; _camera camPrepareFOV 0.200; _camera camCommitPrepared 15; waitUntil{camCommitted _camera}; // Scene 2 _camera cameraeffect ["internal", "back"]; _camera camPrepareTarget ch53; _camera camPreparePos [156,5552,7]; _camera camPrepareFOV 0.400; _camera camCommitPrepared 15; waituntil { camCommitted _camera; sleep 1; ((_endPosition distance (getposATL ch53) < 50) && ((getPosATL ch53 select 2) <= 5)); // choose your own values depending on when you want to be the players in their own sight. }; // Camera off player cameraEffect ["terminate","back"]; camDestroy _camera; // Put here some stuff like: vehicle player vehicleChat "Prepare to get out!"; > which makes the pilot do a sidechat-vehiclechat -
Players start in heli, JiP-Players in Base (complex situation)
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah! Thx ! I´ll try to check this out tonight... -
How do I get an AI-sniper shoot at human over long distance?
Purzel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, my question is: How do I get an AI-sniper shoot at human players over distances (let´s say 400-500m / ranges over 500m up to 1000m would be much better)..? I revealed myself to the AI sniper, but he won´t shoot... Of course an appropriate sniper-rifle is given to AI. I´ve got an area-trigger which is the "viewfield" of the ai-sniper. If human players walk in (player in thisList) ... the sniper should start shooting at them from 500m away... Or is there a range-restriction and I just dont know...? Tipps and tricks anyone? Greetz Purzel -
How do I get an AI-sniper shoot at human over long distance?
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
a big THX to all...!!!! -
Great Mod, unfortunatly I found it just yesterday! A little question: How do i set the wolfs flag-texture? the action menu offers blue/green/red flags, but instead of each color only a white flag appears (but we will never surrender ;-) ). How do I get the right coler and can I set my own flagtexture? I tried: this forceFlagTexture "pictures\flag_fas.paa"; // this will spawn the white flag itself at the car / even with a spawned flag it isnt possible to use the action-menu to set a blue/green/red flag... this setflagtexture "pictures\flag_fas.paa"; // this will do nothing Flagtexture is present in "pictures"-folder, but nothing happened. Still a white flag! I didn´t found anything about that... Would you please help me with that issue? Greetz Purzel
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How do I get an AI-sniper shoot at human over long distance?
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
THX! This is my actual Code: Area-Trigger named "trgl" activated when Blufor present serverside: yes Condition: (this) && {"MAN" countType thisList > 0} OnAct: if (isServer) then { nul = [] spawn { zieleinheitl = (list trgl) select 0; sniperwl reveal [zieleinheitl,4]; {sniperwl setSkill [_x,1] } forEach ["aimingSpeed","spotDistance","spotTime"]; [[[west,"HQ"],"You are detected by Sniper!!"], "sidechat", west, false] call BIS_fnc_MP; // Just for visual confirmation, the trigger has shot sniperwl setBehaviour "COMBAT"; while {{alive _x} count units sniperwl > 0} do {sniperwl dotarget zieleinheitl; sleep 12}; sniperwl doFire zieleinheitl; }; }; ------------------------------------- Actual the sniper is NOT shooting over a distance about 300m Is there a possibilty to make the ai-sniper use the rifles bipod? -
Lockpick doors with BIS_fnc_holdActionAdd
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great! You´re code is working perfectly!!! A big Thanks! I understand what you´re doing there, but I wouldn´t know by myself, how to to find the solution. -
How do I set a camera straight downwards or tilt it a few degrees?
Purzel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi I´ve tried around a lot, but I dont get a camera straight downwards looking like a satellite. And I want to tilt another camera about 20-30° downwards, so I cant put the camera up in an edge of room and have a view without seeing the ceiling/roof. But as a goodie I have a moving camera sweeping across the room. ( this is the code for the moving camera, which I want to get a little tilted downwards:) monitor2 setObjectTexture [0, "#(argb,512,512,1)r2t(_SecCamTgt,1)"]; _SecCam = "camera" camCreate [5632.15,10196.7,4]; _SecCam setDir 236; _SecCam camSetFov 1; _SecCam cameraEffect ["Internal", "Back", "_SecCamTgt"]; "Seccamtg" setPiPEffect [0]; while {alive waffe} do { _winkel = 45; // total sweeping angle _SecCam setDir (getDir _SecCam - (_winkel / 2)); // Set camera angle to the left at the beginning // while {alive _SecCam} do { // Cam sweeping right for [{_i=0}, {_i<_winkel}, {_i=_i+1}] do { _SecCam setDir (getDir _SecCam + 1); sleep 0.01; }; // Short Stop sleep 3; // Cam sweeping left for [{_i=0}, {_i<_winkel}, {_i=_i+1}] do { _SecCam setDir (getDir _SecCam - 1); sleep 0.01; }; // Short stop sleep 3; }; // If "waffe" is not alive, the camera-transmission ends and a "connection-lost"-screen is shown instead //"_SecCamTgt" setPiPEffect [3,1,1,0.4,0,[0,0,0,0],[1,1,1,0],[1,1,1,1]]; // this would set the picture to a greyscaled picture _SecCam cameraEffect ["terminate", "back"]; camDestroy _SecCam; monitor2 setObjectTexture [0, "pictures\connectionlost.paa"]; "SetVectorDirAndUp" seems not to work in combination with "setDir", does anyone has another workaround? And how do i setup a static downlooking camera? Thanks for your help! -
How do I set a camera straight downwards or tilt it a few degrees?
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
[_SatCam, -90, 0] call BIS_fnc_setPitchBank; is working for the satellite, but not at the sweeping security-cam (-33 instead of -90 in the above code) -
//Use an object as switch for some // Needs in editor:One objekt as lightswitch (e.g. generator), an empty (= unvisible) marker named lights, some lamps inside radius // Called from INIT of the object (e.g. generator) // Example: // lgt = this addAction [""Lights ON"", ""0 = [0, 150, 'lights'] execVM 'scripts\baselights.sqf'"", nil, 6, true, true, """", ""alive _target && ((getPos _target) distance (getPos _this)) <= 4""]; // lgt = this addAction [""Lights OFF"", ""0 = [0.95, 150, 'lights'] execVM 'scripts\baselights.sqf'"", nil, 5, true, true, """", ""alive _target && ((getPos _target) distance (getPos _this)) <= 4""]; // Important: Don´t use "if (isServer) then {SOMECODE};" ,because the script has to be executed local on the players PC ! // with this script you can switch of lights in a radius of 150m around the empty marker (Action menu Mousewheel). _types = ["Lamps_Base_F", "PowerLines_base_F", "Land_LampHalogen_F"]; // add here all lightsources you have used or all lightsources from map _onoff = _this select 0; _dist = _this select 1; _marker = _this select 2; for [{_i=0},{_i < (count _types)},{_i=_i+1}] do { // powercoverage is a marker I placed. _lamps = getMarkerPos _marker nearObjects [_types select _i, _dist]; sleep 1; {_x setDamage _onoff} forEach _lamps; }; Don´t use a damage more than 0.95 as seen in the "Lights OFF"-Code ( [""Lights OFF"", ""0 = [0.95, 150, 'lights'] ), because it will destroy all lightsources and they wont be able to switch ON again.
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Hi there, I´ve seen a new (?) funktion in Arma3: You can preset door states of some buildings by clicking on the door-symbol (open/closed/locked) How can I change the door state by script? Click here for picture! I didnt found anything in wiki or config-viewer... Greetings Purzel
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Open/Lock doors from container
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@ Harzach Indeed it works with your Code: briefingroom animate ["Door_1_rot", 1, true]; but my code snippet shows me another door-name... strange... very strange... -
Open/Lock doors from container
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Harzach -
Open/Lock doors from container
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
After completion of task1 theres a trigger which executes the "open sesame"-code. The init of that briefingroom is empty! It has just the doors locked from beginning as seen in this picture (of course its set to "locked", not open as seen in picture): -
Open/Lock doors from container
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To be clear, what i want: After task1 is completed, the locked briefingroom-door should open visible. The problem is not the "unlocking" (players can open the door after briefingroom setVariable["bis_disabled_Door_1",0,true]; ) but the door should open itself, without any human interaction... -
Open/Lock doors from container
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The doors name is "door_1" acourding to this script (executed in the init of my unit) ["test", "onEachFrame", { private "_intersectObjectName"; _startPos = ASLToAGL eyePos player; _endPos = positionCameraToWorld [0, 0, 100]; _intersectObjects = [cursorTarget, "VIEW"] intersect [_startPos, _endPos]; _intersectObject = _intersectObjects select 0; if (!isNil "_intersectObject") then { _intersectObject = _intersectObject select 0; titleText [_intersectObject, "PLAIN", 0.001]; } }] call BIS_fnc_addStackedEventHandler; It shows the name of the door as: "door_1", then I tried the following: briefingroom setVariable["bis_disabled_Door_1",0,true]; // unlock door briefingroom animateSource ["door_1", 1, false]; // open door with animateSource briefingroom animate ["door_1", 1, false]; // open door with animate and I´ve tried all possibilities buildingname animate ["Door_1_rot", 1, true]; >>> ["NAME_OF_DOOR", 0/1, true/false]; >>> 0 = close/1=open, true = immediatly/false = animated. but none of that cases are working... WTF? -
Open/Lock doors from container
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
briefingroom setVariable ["bis_disabled_Door_1",0,true]; // will just unlock the door. But how do I open that door? I´ve tried around with 0-2 and true/false... nothing... And I´ve found no documentation about that command... (and sorry - yesterday, when I was posting my question I did not found anything about this code, just the gamelogic-solution) -
Sweeping camera from one point to another and back
Purzel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Folks, my scripting abilities are ending here... Is it possible, to sweep a camera from the right to the left and back to cover a wider range of field of view? E.g.: A security camera placed on front of a house is sweeping from on end of the street the other. actually I use this code to switch between two pictures: while {true} do { monitor1 setObjectTexture [0, "#(argb,512,512,1)r2t(seccam1tg,1)"]; _seccam1 = "camera" camCreate [12511,14237,4.6]; _seccam1 cameraEffect ["Internal", "Back", "seccam1tg"]; _seccam1 setDir 270; _seccam1 camSetFov 0.4; "seccam1tg" setPiPEffect [0]; sleep 7; monitor1 setObjectTexture [0, "#(argb,512,512,1)r2t(seccam2tg,1)"]; _seccam2 = "camera" camCreate [12511,14237,4.6]; _seccam2 cameraEffect ["Internal", "Back", "seccam2tg"]; _seccam2 setDir 90; _seccam2 camSetFov 0.4; "seccam2tg" setPiPEffect [0]; sleep 7; }; But I want to have the camera moved from 270° to 90° and back... And: Is it possible to get four camera pics on one monitor ? |_1_|_2_| |_3_|_4_| (quartered picture) Every help is appreciated! Greets Purzel -
Sweeping camera from one point to another and back
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That was quick! You´re the man! -
Open hangar door from USS Liberty? (script)
Purzel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do i open the hanger doors from the "USS Liberty" by script? Ingame there´s a panel to open the doors, but in config-viewer there are no doors (I can´t find any doors at all)...? Is there a solution via script?