scheintot2
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Everything posted by scheintot2
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This did not help me because I've already seen this. Like I've said, it is the index of the given action to the object the EH got attached to. If it is in the list, it is gonna exit with hint. But it will still not block the user to jump into the other seats of the given vehicle. I haven't had a chance to test it yet but I don't see why the user should not be able to jump into a driver seat.
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inGameUISetEventHandler ["Action", " if ((_this select 0) == tran0) then { // From init, checking if unit is tran0 if ((_this select 3) in ['GetInDriver','GetInPilot','GetInCommander','GetInTurret','MoveToDriver','MoveToCommander','MoveToTurret','MoveToPilot']) // Check if the actual action which got added to the unit is in this array and exit with hint// exitWith { hint parseText ('<t>Jump in cargo seats<t/>'); true }; }; "]; Help me to understand. I do not understand '_this select 3' because this is just the index of the given action to the object the EH got attached to.
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A vehicle is always local to the client of its driver https://community.bistudio.com/wiki/Locality_in_Multiplayer Now you know. It should work if you execute the code where the vehicle is local. If not, do what sarogahtyp has written down the corner.
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Hello guys! I hope I get some help here. Currently im testing a script on Multiplayer. When I enter a room a trigger gets activated and executes a script called "room1.sqf". You can see room1.sqf below. Then room1 executes another sqf called "prepareRoom.sqf"; Somewhere at the edge of the map some popup targets are placed. These get moved into the room via "prepareRoom.sqf". Everything works fine in SP or as the host (you enter the room and all targets are there) but as soon as I am activating the script as the client, the popup targets are moved into the room one by one, realy slowly with a delay. Also the HitPart EventHandler does not realy work good. I want all targets STAY down for everyone after it gets hit once. Help would be appreciated. :) Here the code: // room1.sqf room1 = true; publicVariable "room1"; _hostiles = [t1,t2,t3,t4,t5]; _hostages = [h1,h2,h3,h4]; _positions = [rs1, rs1_1, rs1_2,rs1_3,rs1_4]; _all = _hostages + _hostiles; if (hasInterface) then { { _x addEventHandler ["HitPart", {(_this select 0) select 0 setDamage 1; (_this select 0) select 0 animate ["terc", 1];}]; } forEach _all; }; if (isServer) then { [_hostiles, _hostages, _positions] execVM "scripts\room1\prepareRoom.sqf"; }; // prepareRoom.sqf _hostiles = _this select 0; _hostages = _this select 1; _positions = _this select 2; for "_i" from 0 to count _positions -1 do { _random = random [0,5,10]; _hostile = selectRandom _hostiles; _hostage = selectRandom _hostages; _position = selectRandom _positions; _dir = getDir _position; if (_random > 5) then { _hostage setPos (getPos _position); _hostage setDir _dir; _hostage setDamage 0; _hostage animate["terc", 0]; _hostages deleteAt (_hostages find _hostage); } else { _hostile setPos (getPos _position); _hostile setDir _dir; _hostile setDamage 0; _hostile animate["terc", 0]; _hostiles deleteAt (_hostiles find _hostile); }; _positions deleteAt (_positions find _position); };
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Vcom AI V2.0 - AI Overhaul
scheintot2 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, is this mod broken? AI does not seem to be any special (like shown in the videos) in my game. This mod looks pretty amazing but I think it is not compatible with the new version of Arma, isn'it? Or is it just me? EDIT: If you use this mod in singleplayer, at least I have to delete all configs in userconfig folder related to this mod. Then modify the defaultsettings.sqf (which you can find inside the PBO) and repack it. Then everything works like intended. Great mod and thanks! -
~ ArmA 3 Sound Modding 101 ~
scheintot2 replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey guys, I've got a soundcontroller problem as well. My interior sound is getting played and a few others too but just on specific positions and they are a bit quiet. To make them louder should not be a problem, just multiply the value but when I am on a road or something, no tail is getting played. Here some config examples out of my config: The soundShader itself: class myGun_tail_interior { samples[] = { {"myGun\sound\tails\indoor1.wss",1}, {"myGun\sound\tails\indoor2.wss",1}, {"myGun\sound\tails\indoor3.wss",1} }; volume = "interior"; range = 1000; limitation = 1; }; class myGun_tail_houses { samples[] = { {"myGun\sound\tails\houses1.wss",1}, {"myGun\sound\tails\houses2.wss",1}, {"myGun\sound\tails\houses3.wss",1} }; volume = "(1-interior/1.4)*houses/3"; range = 1000; limitation = 1; }; class myGun_tail_meadows { samples[] = { {myGun\sound\tails\meadows1.wss",1}, {"myGun\sound\tails\meadows2.wss",1}, {"myGun\sound\tails\meadows3.wss",1} }; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 1000; limitation = 1; }; Of course they are more but I think that is enough, no difference at the others except some values got replaced with soundcontroller forest and so on. The soundSet itself: class myGun_tails { soundShaders[] = {I mentioned all soundShaders I have here in quotes, splitted with a comma}; volumeFactor = 3; volumeCurve = "InverseSquare3Curve"; loop = 0; spatial = 1; sound3DProcessingType = "default3DProcessingType"; doppler = 0; soundShadersLimit = 5; /// I've got 5 soundShaders in this set, so limitation is 5. } Why I've just a sound on specific positions? Like I've mentioned, on a road for example I have no sound. On meadows I've absolutly no tail as well. What is wrong with that controllers? Also, when I am in a forest for example, there are just some specific textures on the ground which will catch the forest tail. Sometimes I'll move about 1 meter and then there is no tail anymore when I fire the gun again. Also I did not realy understand what I am doing there. (1-interior/1.4)*houses/1.3 What is the result of that? What I see there is interior devided by 1.4 minus 1 which equals something about 0.285. We multiply houses after we have devided houses by 1.3 which is 0.769. So we have a value of 0.2191.... what does that even mean?? And why we multiply everything (trees, forest, houses) with interior? Is interior a maincontroller or something? Did not find any description about that in the internet. -
Hey guys! I hope this is the right section for this thread. My name is Marlon and I'm from Germany, Bremen. I need to contact an BIS Audio Dev from Arma 3 because I have some questions. Is there any chance to do this in this forum? Would be a piece of good news. Have a good day. Scheintot2
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Hey, It is something else.
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Hey guys! Currently I'm working on a sound mod for Arma 3. I'm trying to add a sound to the LittleBird, if you fly to fast to low via _vehicleRadio. The script is ready and the config.cpp is correctly starting the script. Problem: The script is working btw, already tried it in Testmission... But when he normaly should start the sound he comes with a errormessage.. "Radio Message TSound not found". In the config.Cpp its like this: class CfgRadio { class TSound { name = ""; sound[] = {"Ah6\T_Low", 1, 1}; title = ""; }; }; A little part of script: then {_vehicle vehicleRadio "TSound"; sleep 2;}; I already tried it with CfgSounds... but it doesn't work either. But without a Inherit class in both cases... maybe the problem? And if yes, can you give me an example? I'm more new than old with configs and scripting. ;) Thx Scheintot EDIT!!!!!!!! I have found the error... For all who wanna know it: I didn't close the CfgVehicle Block and open another CfgRadio Block, I just defined the CfgRadio inside of the CfgVehicle Block.. that was my mistake. Sry for my english. ;) You can close the thread, sry!
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F/A-18 Super Hornet and Su-35S Flanker E
scheintot2 replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good work! Clickable Cockpit would be nice. -
Hey guys! I'm NOT new in this Forum. This is my 3rd account. I lost my first one, can't login because the PW disappeared. At the second one its almost the same situation. Since the forum was hacked I can't login anymore and I don't have the old Email anymore. Hope you don't bann me and let me here! Can't open a Thread atm. thats the reason why I post my problem in this thread.