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inastia

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Posts posted by inastia


  1. Hello,

    im really new in Arma2 scripting, so i need help with a script.

    I wanna pack this script below in the server.pbo, but its only executed on server, not on clients.

    myScript.sqf

    					_Message1 = "Hello:";
    				_Message1sub = ["World"];
    				_Time = 20; 																					// how long message will be on screen
    
    				_HeaderSize = "0.5";																		// header size
    				_HeaderColor = "#f2cb0b";																// color FF0000 = red
    				_HeaderAlign = "right";																		// text alignment
    
    				_SubSize = "0.4";																				// subtext size
    				_SubColor = "#FFFFFF";																	// color FFFFFF = white
    				_SubAlign = "right";																			// text alignment
    {
    	sleep 0.5;
    	_memberFunction = _x select 0;
    	_membersub = _x select 1;
    	_finalText = format ["<t size='%2' color='%3' align='%4'>%1<br /></t><t size='%5' color='%6' align='%7'>", _memberFunction,_HeaderSize,_HeaderColor,_HeaderAlign,_SubSize,_SubColor,_SubAlign];
    	{_finalText = _finalText + format ["%1<br />", _x]} forEach _membersub;
    	_finalText = _finalText + "</t>";
    	_Time + (((count _membersub) - 1) * 0.5);
    			[
    					_finalText,
    					[safezoneX + safezoneW - 0.8,0.50], 
    					[safezoneY + safezoneH - 0.8,0.7], 
    					_Time,
    					0.5
    			] spawn BIS_fnc_dynamicText;
    			sleep (_Time);
    } forEach [
    	[_Message1, _Message1sub]
    ];

    If i put this into the mission.pbo i can execute this with [nil, nil, rEXECVM, "myScript.sqf"] call RE;

    What i have to do, to execute this on clients if its in server.pbo?

    Sry for my bad english.


  2. Cant get this work ingame :icon_frown: only from Menu.

    this works perfect with Editor/Preview

    _this = createTrigger ["EmptyDetector", [9999.6504, 10477.816, -6.3177333]];
    _this setTriggerArea [10000, 10000, 0, true];
    _this setTriggerActivation ["LOGIC", "NOT PRESENT", false];
    _this setTriggerType "SWITCH";
    _this setTriggerStatements ["this", "nul = [nukemarker1,16,true,30,true,true,true,20] execVM ""lk\nuke\nuke_countdown.sqf"";", ""];
    _trigger_3 = _this;
    
    _vehicle_0 = objNull;
    if (true) then
    {
     _this = createVehicle ["HeliHEmpty", [12344.854, 15504.232, -17.615116], [], 0, "CAN_COLLIDE"];
     _vehicle_0 = _this;
     _this setVehicleVarName "nukemarker1";
     nukemarker2 = _this;
     _this setPos [12344.854, 15504.232, -17.615116];
    };

    but ingame nothing happens, someone know how i can trigger the nuke and countdown?


  3. How can i trigger this from mission system?

    actually ive this added to a mission

    _this = createTrigger ["EmptyDetector", [8570.69,11134.2,0.001]];
    _this setTriggerActivation ["LOGIC", "PRESENT", false];
    _this setTriggerType "SWITCH";
    _this setTriggerStatements ["nul = [nukepos,1,true,10,true] execvm ""lk\nuke\nuke_countdown.sqf"";", "", ""];
    nukepos = _this;

    this only drops small bombs in a radius about 200m but no countdown and nuke. If i choose detonation from the commanding menu (radio) all works.

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