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Everything posted by jshock
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BIS_fnc_paramWeather AND BIS_fnc_setOvercast
jshock replied to bigshot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't believe you have to assign the function to a variable, it's just good practice, and make sure that your call/spawn of the function is within a scheduled environment, reference some of the examples at the bottom of this page: https://community.bistudio.com/wiki/call -
BIS_fnc_paramWeather AND BIS_fnc_setOvercast
jshock replied to bigshot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As far as I can tell from the wiki pages: https://community.bistudio.com/wiki/BIS_fnc_paramWeather https://community.bistudio.com/wiki/BIS_fnc_setOvercast Both seem to be an instantaneous change of the overcast levels, however, the setOvercast function states that it is executed/shared across the network (not particullarly sure if that includes any JIP coming into the network) and must be executed in a scheduled environment. I would assume the call for paramWeather would be: _overcastLevel = [0.5] call BIS_fnc_paramWeather; -
Shouldn't the (uniform player) within the addAction array be (uniform _this) or (uniform _target), depending on who/what the addAction is attached to.
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Forgive my probable not correct usages of commands, however, I'm just doing this in a directional sense, not a syntactically correct sense :p. Couldn't you have your trigger with the condition of your 8ft distance and then in the onAct have a call to a script that looks like this: //script call argument comes in as true _playSoundVar = (_this select 0); while (_playSoundVar) do { playsound "blah"; //<<Like I said, whatever it is that plays the sound, don't know the exact syntax. waitUntil {//code for "sound completed"}; }; //and then have the script call argument false in the onDeact of the trigger /* Insert Code for stopping sound play here for when the while loop is not true */ Like I said, sorry for the lack of actual script, but it's just an idea of structure to play off of. EDIT: Was ninja'd by Dread :p, but if you want the sound to completely stop playing after the unit is out of range of it, meld the two ideas together :).
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Display hints to players within area
jshock replied to Baconeo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, you don't have to include the "_", I was just making sure you didn't have "range" as an object, but I think what you need is something like this: range globalChat formatText ["%1",tScore]; //OR, as I don't know the difference between the two myself range globalChat format ["%1",tScore]; -
what is the right way to type THIS CONDITION
jshock replied to febriannas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes if your squad leader's name is x9, replace myGrp with x9. -
Display hints to players within area
jshock replied to Baconeo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
According to the wiki page the globalChat command is "sent" by a particular unit, meaning that whatever is before the globalChat command has to be a unit, i.e.: _unit globalChat tScore; -
spawning back using a set radius from the instant respawn #2. Can it be done!!#
jshock replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use the "Respawn" EH. -
Rappelling off of building?
jshock replied to blacknite3d's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There are ropes already in the game, according to A3 Assets page and the use of the ropes in Zealot's Fastrope Script. You could reference his script to see all the commands and such he used to get the rope, attach it, and then alter it all for an edge on a rooftop, but if I remember correctly it's just a simple create vehicle command, but I would double check that :p. And I wouldn't know the first place to start with edge detection. -
[CODE SNIPPET] Fun with scripting - Make a gun that shoots CARS
jshock replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes the CAN_COLLIDE tells the engine that the object being created doesn't need to go through a "safe position" to spawn check, basically putting it where it's "supposed" to be. Now obviously if it ends up somewhere without proper space, a vehicle might just explode, but I never minded a fireworks show here and there :p. -
Information about ARMA3 MODULES
jshock replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you go to place a module via F7, you can see the show info in the bottom right hand corner of the module editing menu, that will help you understand how to set them up with the other modules/triggers/objects/etc. As far as what each particular module does, you will just need to ask based on the modules your unsure of. -
what is the right way to type THISLIST and EACHOF in trigger editor
jshock replied to febriannas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well if your saying only one player is in the trigger area, with the setup of the condition, the trigger won't fire because the condition is waiting for all 3 units to be in the trigger area...unless I'm mistaken. -
can't find suicide cars civilians and armed civilian scripts for arma3 ):
jshock replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm happy you found a use for my script :), would you mind PMing me your modifications, I would have no problem adding you in the thank you notes. Sorry the other link didn't work out for your needs :p. -
Trigger to CHECK total number of TICKET left
jshock replied to febriannas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is this not a duplicate post to your other one? Sorry for not being able to link the post I'm referencing, as I'm currently on my phone and copying and pasting is being a pain. Iceman kindly covered me, thank you sir. -
addaction for vehicle crew
jshock replied to coolfact's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Iceman, knew it was something along the lines of that :p. -
addaction for vehicle crew
jshock replied to coolfact's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try (_this select 0) instead of this, or maybe just "_this". -
I wouldn't think this code wouldn't work, or that it would all the sudden just "stop" working, unless you may have possibly/accidentally made a change somewhere else that could be affecting the commands...
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can't find suicide cars civilians and armed civilian scripts for arma3 ):
jshock replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Actually did some digging for a suicide bomb car/person script that may already be out there and found this: -
Hunger/Thirst System (Done but with issues)
jshock replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Possible zombies?: http://forums.bistudio.com/showthread.php?181485-Infected-Script-by-Gulozwood -
Launch script on description.ext parameter
jshock replied to El Mariachi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well for the sqf arguement passing part, as that is within my scope of knowledge, also within the "if" check for RunScript you need to use the double equals, not the single, all you would need is: if (RunScript == 1) then {nul = [5,4,false,1] execVM "thatscript.sqf";}; -
Switching gear after parachute jump
jshock replied to zebraminge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
waitUntil {isTouchingGround _unit}; sleep 3;//give time for "settling" after landing { //gear changing code } -
can't find suicide cars civilians and armed civilian scripts for arma3 ):
jshock replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
At this point in time, yes it only works on units that are put down in the editor (as far as I'm concerned), I am/will be working on a way to have systems such as EOS/COS/MCC/Zeus work with the script I just haven't had time nor the brain power here lately. And maybe if I get bored one of these nights I can look into making a suicide car script :p. -
#Larrow has spoken:worship:
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can't find suicide cars civilians and armed civilian scripts for arma3 ):
jshock replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can use the Redressing Script, to use the CSAT, but make them look civilian, that way you won't have to worry about changing the rating values of the civilian side to make them enemies to BLUFOR. As far as suicide cars/civilians, I'm not sure of any other script out there except MCC (which is a mod), I have personally just used the vanilla editor with a trigger and a waypoint and "boom" there goes the car/civ, but I'm not sure if that is what you are looking for in-particular or if you are looking specifically for a script that spawns these in based on a number of different conditions. -
You would just need another case under the switch as well as another icon to display for the object.