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kovvalsky

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Posts posted by kovvalsky


  1. Mmmm..

    When you start Arma3, is your device still the default (alt-tab to check)?

    Could you check the device manager if there are devices with problems (and perhaps try to update the driver through there, instead of just installing the driver by .exe, with the manufacturers driver, if not done already)?

    Yes, the device still the default.

    I have latests drivers for all, the only thing is, like i said before:

    when i have music or something playing in the background (before launch steam and arma)and play the game, the devices go crazy:

    The headsets connects and disconnects every 2 secs(on win device manager). So i heard ONLY the background music (never ARMA3) via TV speakers and then change to Headsets, again TV speakers --> headset --> loop to infinity. When i close arma and steam, the device loop stops and all the devices works perfectly.

     

     

    You use a USB extension cable?

    No, direct to the PC, on USB 2.0 (i tested all USB ports with no luck)

     

     

    Long shot but...

    When I plug in my usb adaptor for my headset AFTER launching the game I never have any sound. My usb needs to be plugged in before I click play within steam for the sound to work in game.

    I'm sure you have it plugged in all the time but I figured I'd share that just incase.

     

    .Thanks for you shot, i don have usb adaptor, the cable is pure USB, and yes, i make the same. I tested start steam on win start (no luck) and the opposite, start steam manually (no luck)

     

    You said it switches over to your Speakers of your TV-Screen and back, have you tried to disconnect that device?

    Is it only for the Steam Overlay or also ArmA 3 In-Game sound?

    First you said it's on the game but your example was with a Song in th overlay, please clarify that.

     

    Thank you

    Retch

    Yes, i tried disconnect all possible devices (Nvidia audio device inclusive, to disconnect TV speakers) with no luck, allways the same..

    Steam overlay works fine: inside Arma3, i go to steam menu (SHIFT+TAB), and play a Arma3 song.. i heard the song but the devices go crazy.

     

    thank you very much for the support guys. Let's see if I can fix it soon


  2. Thanks again,

     

    Change the setting the of the exclusive modes to on/off (the tab in the audio device properties)?

    Yes, tested. No luck

     

    Lowering the audio quality (in the same tab)?

    tested with no luck

     

    Disable VON in Steam

    How to disable VON?

    I set the Receive Volume all the way down, and i enable push to talk but do not set a key.

     

    Check the Windows System eventlog for errors with drivers

    Checked, no audio device errors

     

    Could you run DXdiag and post the results of the Sound tab (with the information on you usb audiodevice)?

    ------------------
    System Information
    ------------------
    Time of this report: 6/23/2016, 20:40:25
    Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_ldr.160408-2045)
    Language: Spanish (Regional Setting: Spanish)
    System Manufacturer: To Be Filled By O.E.M.
    System Model: To Be Filled By O.E.M.
    BIOS: Default System BIOS
    Processor: Intel® Core2 Quad CPU Q8200 @ 2.33GHz (4 CPUs), ~2.3GHz
    Memory: 8192MB RAM
    Available OS Memory: 8192MB RAM
    Page File: 2509MB used, 13871MB available
    Windows Dir: C:\Windows
    DirectX Version: DirectX 11
    DX Setup Parameters: Not found
    User DPI Setting: Using System DPI
    System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
    DxDiag Version: 6.01.7601.17514 64bit Unicode

    ------------
    DxDiag Notes
    ------------
    Display Tab 1: No problems found.
    Sound Tab 1: No problems found.
    Sound Tab 2: No problems found.
    Input Tab: No problems found.

    --------------------
    DirectX Debug Levels
    --------------------
    Direct3D: 0/4 (retail)
    DirectDraw: 0/4 (retail)
    DirectInput: 0/5 (retail)
    DirectMusic: 0/5 (retail)
    DirectPlay: 0/9 (retail)
    DirectSound: 0/5 (retail)
    DirectShow: 0/6 (retail)

    ---------------
    Display Devices
    ---------------
    Card name: NVIDIA GeForce GTX 650 Ti
    Manufacturer: NVIDIA
    Chip type: GeForce GTX 650 Ti
    DAC type: Integrated RAMDAC
    Display Memory: 4043 MB
    Dedicated Memory: 971 MB
    Shared Memory: 3072 MB
    Current Mode: 1366 x 768 (32 bit) (60Hz)
    Monitor Name: Monitor PnP genérico
    Monitor Model: TOSHIBA-TV
    Monitor Id: TSB0108
    Output Type: DVI
    Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um
    Driver File Version: 10.18.0013.6175 (English)
    Driver Version: 10.18.13.6175
    DDI Version: 11
    Driver Model: WDDM 1.1
    Driver Attributes: Final Retail
    Driver Date/Size: 1/23/2016 05:42:25, 16995064 bytes
    WHQL Logo'd: Yes

    -------------
    Sound Devices
    -------------
    Description: Auriculares (4- SteelSeries Siberia 150)
    Default Sound Playback: Yes
    Default Voice Playback: Yes
    Hardware ID: USB\VID_1038&PID_1228&REV_0012&MI_00
    Manufacturer ID: 65535
    Product ID: 65535
    Type: WDM
    Driver Name: USBAUDIO.sys
    Driver Version: 6.01.7601.18208 (English)
    Driver Attributes: Final Retail
    WHQL Logo'd: Yes
    Date and Size: 7/12/2013 12:40:58, 109824 bytes
    Other Files:
    Driver Provider: Microsoft
    HW Accel Level: Basic
    Cap Flags: 0xF1F
    Min/Max Sample Rate: 100, 200000
    Static/Strm HW Mix Bufs: 1, 0
    Static/Strm HW 3D Bufs: 0, 0
    HW Memory: 0
    Voice Management: No
    EAX 2.0 Listen/Src: No, No
    I3DL2 Listen/Src: No, No
    Sensaura ZoomFX: No

    Description: Altavoces (Realtek High Definition Audio)
    Default Sound Playback: No
    Default Voice Playback: No
    Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0662&SUBSYS_18493662&REV_1001
    Manufacturer ID: 1
    Product ID: 100
    Type: WDM
    Driver Name: RTKVHD64.sys
    Driver Version: 6.00.0001.7541 (English)
    Driver Attributes: Final Retail
    WHQL Logo'd: Yes
    Date and Size: 6/18/2015 18:45:16, 4496600 bytes
    Other Files:
    Driver Provider: Realtek Semiconductor Corp.
    HW Accel Level: Basic
    Cap Flags: 0xF1F
    Min/Max Sample Rate: 100, 200000
    Static/Strm HW Mix Bufs: 1, 0
    Static/Strm HW 3D Bufs: 0, 0
    HW Memory: 0
    Voice Management: No
    EAX 2.0 Listen/Src: No, No
    I3DL2 Listen/Src: No, No
    Sensaura ZoomFX: No

    ---------------------
    Sound Capture Devices
    ---------------------
    Description: Micrófono (4- SteelSeries Siberia 150)
    Default Sound Capture: Yes
    Default Voice Capture: Yes
    Driver Name: USBAUDIO.sys
    Driver Version: 6.01.7601.18208 (English)
    Driver Attributes: Final Retail
    Date and Size: 7/12/2013 12:40:58, 109824 bytes
    Cap Flags: 0x1
    Format Flags: 0xFFFFF

    -------------------
    DirectInput Devices
    -------------------
    Device Name: Mouse
    Attached: 1
    Controller ID: n/a
    Vendor/Product ID: n/a
    FF Driver: n/a

    Device Name: Teclado
    Attached: 1
    Controller ID: n/a
    Vendor/Product ID: n/a
    FF Driver: n/a

    Device Name: Microsoft Hardware USB Mouse
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x045E, 0x0745
    FF Driver: n/a

    Device Name: Micr
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x045E, 0x0745
    FF Driver: n/a

    Device Name: Micr
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x045E, 0x0745
    FF Driver: n/a

    Device Name: Micr
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x045E, 0x0745
    FF Driver: n/a

    Device Name: Micr
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x045E, 0x0745
    FF Driver: n/a

    Device Name: G500
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x046D, 0xC068
    FF Driver: n/a

    Device Name: G500
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x046D, 0xC068
    FF Driver: n/a

    Device Name: G500
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x046D, 0xC068
    FF Driver: n/a

    Device Name: USB Keyboard
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x04D9, 0xA09C
    FF Driver: n/a

    Device Name: USB Keyboard
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x04D9, 0xA09C
    FF Driver: n/a

    Device Name: USB Keyboard
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x04D9, 0xA09C
    FF Driver: n/a

    Device Name: USB Keyboard
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x04D9, 0xA09C
    FF Driver: n/a

    Device Name: USB Keyboard
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x04D9, 0xA09C
    FF Driver: n/a

    Device Name: SteelSeries Siberia 150
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x1038, 0x1228
    FF Driver: n/a

    Poll w/ Interrupt: No

    -----------
    USB Devices
    -----------
    + Concentrador raíz USB
    | Vendor/Product ID: 0x8086, 0x27CB
    | Matching Device ID: usb\root_hub
    | Service: usbhub
    | Driver: usbhub.sys, 11/27/2013 03:41:37, 343040 bytes
    | Driver: usbd.sys, 11/27/2013 03:41:03, 7808 bytes


    WDM Streaming Tee/Splitter Devices:
    Convertidor de derivador/consumidor a consumidor,0x00200000,1,1,ksproxy.ax,6.01.7601.19091

    Video Compressors:
    WMVideo8 Encoder DMO,0x00600800,1,1,wmvxencd.dll,6.01.7601.19091
    WMVideo9 Encoder DMO,0x00600800,1,1,wmvencod.dll,6.01.7601.19091
    MSScreen 9 encoder DMO,0x00600800,1,1,wmvsencd.dll,6.01.7601.19091
    DV Video Encoder,0x00200000,0,0,qdv.dll,6.06.7601.17514
    MJPEG Compressor,0x00200000,0,0,quartz.dll,6.06.7601.19091

    Audio Compressors:
    WM Speech Encoder DMO,0x00600800,1,1,WMSPDMOE.DLL,6.01.7601.19091
    WMAudio Encoder DMO,0x00600800,1,1,WMADMOE.DLL,6.01.7601.19091
    IMA ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.19091
    PCM,0x00200000,1,1,quartz.dll,6.06.7601.19091
    Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.19091
    GSM 6.10,0x00200000,1,1,quartz.dll,6.06.7601.19091
    Ley A CCITT,0x00200000,1,1,quartz.dll,6.06.7601.19091
    Ley u de CCITT,0x00200000,1,1,quartz.dll,6.06.7601.19091
    MPEG Layer-3,0x00200000,1,1,quartz.dll,6.06.7601.19091

    Audio Capture Sources:
    Micrófono (4- SteelSeries Siber,0x00200000,0,0,qcap.dll,6.06.7601.17514

    PBDA CP Filters:
    PBDA DTFilter,0x00600000,1,1,CPFilters.dll,6.06.7601.19135
    PBDA ETFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.19135
    PBDA PTFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.19135

    Midi Renderers:
    Default MidiOut Device,0x00800000,1,0,quartz.dll,6.06.7601.19091
    Microsoft GS Wavetable Synth,0x00200000,1,0,quartz.dll,6.06.7601.19091

    WDM Streaming Capture Devices:
    Realtek HD Audio Front Mic input,0x00200000,1,1,ksproxy.ax,6.01.7601.19091
    Realtek HD Audio Line input,0x00200000,1,1,ksproxy.ax,6.01.7601.19091
    Realtek HD Audio Mic input,0x00200000,1,1,ksproxy.ax,6.01.7601.19091
    Realtek HD Audio Stereo input,0x00200000,1,1,ksproxy.ax,6.01.7601.19091
    SteelSeries Siberia 150,0x00200000,2,2,ksproxy.ax,6.01.7601.19091

    WDM Streaming Rendering Devices:
    Realtek HDA Primary output,0x00200000,1,1,ksproxy.ax,6.01.7601.19091
    Realtek HD Audio 2nd output,0x00200000,1,1,ksproxy.ax,6.01.7601.19091
    SteelSeries Siberia 150,0x00200000,2,2,ksproxy.ax,6.01.7601.19091

    Audio Renderers:
    Auriculares (4- SteelSeries Sib,0x00200000,1,0,quartz.dll,6.06.7601.19091
    Altavoces (Realtek High Definit,0x00200000,1,0,quartz.dll,6.06.7601.19091
    Default DirectSound Device,0x00800000,1,0,quartz.dll,6.06.7601.19091
    Default WaveOut Device,0x00200000,1,0,quartz.dll,6.06.7601.19091
    DirectSound: Altavoces (Realtek High Definition Audio),0x00200000,1,0,quartz.dll,6.06.7601.19091
    DirectSound: Auriculares (4- SteelSeries Siberia 150),0x00200000,1,0,quartz.dll,6.06.7601.19091

     


  3. Hi all, i have a new headset:
     
    - USB Headset Steelseries Siberia 150

     

    My specs are:

    - Windows 7 home x64

    - ASRock G41M-S3 (http://www.asrock.com/mb/Intel/G41M-S3/index.es.asp?cat=Download&os=BIOS)
    - USB mouse and keyboard

    - TOSHIBA LCD COLOR TV (http://support.toshiba.com/support/family?fname=LCD%20TV)

    - Nvidia Geforce Gtx 650 ti

    Last drivers of:
    - NVIDA
    - Realtek

    - DirectX
    - BIOS

    - USB Headset

     

    I have no sound in the game. I think the problem is in the steam client.

    I contacted the technical support of steam but they have not helped me at all.

     

    Here is the conversation:

     

    1 Message by you on Fri, Jun 17 2016 8:02
    Hi, i have an usb headset. I Don't have sound when i try to play to any game inside steam client.
    My specs are:
    Windows 7 home x64.
    Usb keyboard and mouse.
    Usb printer.
    Usb headset steelseries siberia.
    Toshiba tv with speakers.
    Nvidia Geforce Gtx 650 ti.

    I make a lot of tests. i try to fix this for 1 week before contact you.
    for example:

    the most significant test is:
    with usb headset on primary, in windows audio settings.
    if i have a music playing, on vlc for example, and then play the game..
    the audio devices go crazy.
    every 2 sec's the audio devices jump one to other every time.

    i try to fix this with drivers, bios configs, 3rd party soft, windows configs and a lot of things.

    Can you help me?
    sorry, my english is vry bad.
    -------------------------------------------------------------------------------------------------------------------------------------------------
    Next Step:
    Please restart your computer and then follow these instructions to refresh your Steam files: https://support.steampowered.com/kb_article.php?ref=3134-TIAL-4638
    2 Message by Support Tech Nicolas on Sat, Jun 18 2016 11:36
    Hello Paxpas,

    Thank you for contacting Steam Support.

    Please follow the link below for information:

    Title: Updating Drivers
    Link: http://support.steampowered.com/kb_article.php?ref=6416-EYDH-0477
    ---------------------------------------------------------------------------------------------------------------------------------------------------
    3 Message by you on Mon, Jun 20 2016 11:07
    Hello, I am sorry to inform you that the solutions proposed do not work.

    I tried installing the latest drivers for the entire system, both the motherboard and the USB headset.
    I tried to change settings in the BIOS, no luck.
    I tried to change the device settings, disabling to all units except the USB audio helmets, no luck.

    As I said in my first post, the most significant is that:
    With all active audio devices. And the USB headset as primary.

    Run ARMA 3.
    Get access to steam (in the game, Alt + Shift).
    I go to music menu.
    Play a arma3 song.

    and what happens is the following:
    the song is heard 2 seconds aprox via USB headset, then jumps to the monitor speakers (I have a TV monitor via HDMI with speakers, LCD COLOR TV TOSHIBA), again jump to the USB headset, and so on to infinity.

    The only way to stop the loop is closing Steam, which makes me think that the problem comes from there.

    Things I've tried:

    Title: Updating Drivers
    Link: http://support.steampowered.com/kb_article.php?ref=6416-EYDH-0477

    Title: Sounds do not play or play on only one speaker
    https://support.steampowered.com/kb_article.php?ref=2918-QGHC-3562

    Title: Please restart your computer and then follow these instructions to refresh your Steam files:
    https://support.steampowered.com/kb_article.php?ref=3134-TIAL-4638

    need help please
    Thank you
    ------------------------------------------------------------------------------------------------------------------------------------------------------
    4 Message by you on Mon, Jun 20 2016 11:33
    ahh, sorry. My memory mistake, ARMA3 steam shortcut is SHIFT+TAB, no ALT + SHIFT.

    The rest of post is ok, the problem persists.
    -------------------------------------------------------------------------------------------------------------------------------------------------------
    5 Message by Support Tech Nicolas on Tue, Jun 21 2016 14:55
    Hello,

    The Arma 3 official support team will have the best solutions for technical issues related to their title.

    Please follow the link below to this game’s support page on our help site and log in to your Steam account:

    Arma 3
    https://help.steampowered.com/#HelpWithGame/?appid=107410

    If you’re not seeing the specific problem on this page, select “Gameplay or technical issue.†From there, look below the “Official Support†heading for a link to the game’s customer support website, contact email address, or support phone number.


    To see if other users have posted a solution to your problem, follow the link below and search for the game by title:

    http://steamcommunity.com/discussions/#games
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------
    6 Message by you on Thu, Jun 23 2016 4:39
    thanks Nicolas, but the problem occurs in all games that i have within the steam client.

    I have other games that are not part of your platform and works well with the USB Headset.

    I will try to do what you say, but I think I will not solve anything, because, as I mentioned before, the problem is on the steam client, not of a particular game.

    Anyway, thank you very much for your attention

     

     

     

    Do any of you have had the same problem?

     

    Can you help me?

     

    Thank you very much.

     


  4. Ok.. and waitUntil {(((getPosATL _grenadeObj) select 2) < 0.1 or something?)?

    player addEventHandler ["Fired",
    {
       if ((_this select 4) isEqualTo "SmokeShellOrange") then
       {
           _grenadeObj = (_this select 6);
           _makeFire = [_grenadeObj] spawn
           {
               private ["_grenadePos","_grenadeObj","_createdFires"];
    
               // FOR TESTING ONLY, BUT IT WORKS -----------
    		while {((getPosATL (_this select 0))select 2)> 0.1} Do 
    		{
    			hint format ["%1",(getPosATL (_this select 0))select 2];
    			sleep 0.1;
    		};
               // ---------------------------------------------
               _grenadeObj = (_this select 0);
               _grenadePos = getPos _grenadeObj;
               _createdFires = [];
               sleep 2;
               for "_i" from 0 to (floor(random 4)+2) step 1 do
               {
                   _fire = "test_EmptyObjectForFireBig" createVehicle [((_grenadePos select 0) + floor(random(6))),
                                                                       ((_grenadePos select 1) + floor(random(6))),
                                                                       (_grenadePos select 2)];
                   _createdFires pushBack _fire;
                   sleep 0.01;
               };
               waitUntil {isNull _grenadeObj || !alive _grenadeObj};
               { deleteVehicle _x; } count _createdFires > 0;
           };
       };
    }];  


  5. maybe waitUntil {isTouchingGround _grenadeObj} can help here

    AND to make fire manually:

    	_colorRed =          0.6;
    _colorGreen =        0.5;
    _colorBlue =         0.5;
    _particleLifeTime =  1;
    _particleDensity =   100;
    _particleSize =      1;
    _particleSpeed =     2;
    _effectSize =        1.2;
    _orientation =       5.4;
    _damage =            1;
    
    //--- FIRE
    _emisorFuego = "#particlesource" createVehicle _pos;
    _emisorFuego setPosATL _pos;
    _emisorFuego setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal",16,10,32], "", "billboard", 1, _particleLifeTime, [0,0,0], [0,0,0.4 * _particleSpeed], 0, 0.0565, 0.05, 0.03, [0.9*_particleSize,0],[[1*_colorRed,1*_colorGreen,1*_colorBlue,-0], 1*_colorRed,1*_colorGreen,1*_colorBlue,-1],1*_colorRed,1*_colorGreen,1*_colorBlue,-1],[1*_colorRed,1*_colorGreen,1*_colorBlue,-1],1*_colorRed,1*_colorGreen,1*_colorBlue,-1],1*_colorRed,1*_colorGreen,1*_colorBlue,0]],[1], 0.01, 0.02, "", "", "",_orientation,false,-1,[[3,3,3,0]]];
    _emisorFuego setParticleRandom [_particleLifeTime / 4, [0.15*_effectSize,0.15*_effectSize,0], [0.2,0.2,0], 0.4, 0, [0,0,0,0], 0, 0, 0.2];
    
    if (_damage > 0) then {_emisorFuego setParticleFire [0.6*_damage, 0.25*_damage, 0.1];};
    _emisorFuego setDropInterval (1/_particleDensity);
    
    //--- FIRE LIGHT
    _lightSize = (_particleSize + _effectSize)/2;
    
    _light = createVehicle ["#lightpoint", (getPos _emisorFuego), [], 0, "CAN_COLLIDE"];
    _light setPos [_pos select 0,_pos select 1,(_pos select 2) + 0.5];
    _light setLightBrightness 1.0;
    _light setLightColor [1,0.65,0.4];
    _light setLightAmbient [0.15,0.05,0];
    _light setLightIntensity (50 + 400*_lightSize);
    _light setLightAttenuation [0,0,0,1];
    _light setLightDayLight false;


  6. heightOffset = 6;
    weapon1 = createVehicle ["Land_New_WiredFence_10m_F", [0,0,0],[], 0, "CAN_COLLIDE"];
    weapon1 setPosATL [(getPosATL this) select 0,(getPosATL this) select 1, heightOffset];
    weapon1 setDir (getDir this);
    deleteVehicle this;

    however every time I use this code it takes forever to get the object like i want it. Also it does not follow the ground level. So I saw this code:

    _obj setVectorUp surfaceNormal position _obj;

    killzonekid - Fixing quadrupeds

    and maybe this can help you

    killzonekid - Building Bridges


  7. Humm.. i try to give you some starting point..

    1. For now, i don't know but i think you can't destroy only the doors of any building.
      But you can access to the doors position by selectionPosition command.
      And you can animate that door with animate command.
      Like this:
      // this command give you the position offset of the door on the building
      _nearBuilding = (nearestBuilding player); 
      _doorOffset = _nearBuilding  selectionPosition "Door_1_trigger";
      
      // so, to get the exact position you can use modelToWorld
      
      _nearBuilding modelToWorld _doorOffset;
      
      
      //to animate the door:
      
      _nearBuilding  animate ["door_1_rot", 0]; //Close
      _nearBuilding  animate ["door_1_rot", 1]; //Open
      


      Now, you need to know how many doors in the building are.. you can take a look into configFile

      _nearBuilding = (nearestBuilding player);
      _numDoors = getNumber (configFile >> "cfgVehicles" >> typeOf _nearBuilding >> "numberOfDoors"); 
      
      //now, you can make a loop with _numDoors
      for "_indx" from 1 to _numDoors do {
         _doorAnimName = format ["door_%1_rot", _indx];
         _nearBuilding animate [_doorAnimName, 1];
      };
      


      with this you can place a WeaponHolder/Trigger/GameLogic or anything on the offsetPosition, and add an action to that. (on Condition "(_target distance _this) < 2")
      Also you can check how far is the unit from the door with distance command

    2. To lock the doors you need to do:
      _nearBuilding = (nearestBuilding player);
      _nearBuilding setVariable ['bis_disabled_Door_1',1];


    Maybe if you make a "onEachFrame" EH with BIS_fnc_addStackedEventHandler and check all the things above you can make a good Breaching and locking script.

    Hope this helps

    take a look on this..


  8. I made a very simple function for this, simply perform an addAction command and store the action ID to the object with the action:

    [color="#FF8040"]addActionWithID [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
    [color="#191970"][b]private[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"_ActionID"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accVarName"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accObject"[/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"_accTitle"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accCode"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accArgs"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accPriority"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accShowWindow"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accHideOnUse"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accShortcut"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accCondition"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
    
    [color="#1874CD"]_accVarName[/color] [color="#8B3E2F"][b]=[/b][/color]	[color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"ActionID"[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_accObject[/color] [color="#8B3E2F"][b]=[/b][/color] 	[color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b],[/b][/color][color="#000000"]objNull[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#000000"]objNull[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_accTitle[/color] [color="#8B3E2F"][b]=[/b][/color] 	[color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]2[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"noTitle"[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_accCode[/color] [color="#8B3E2F"][b]=[/b][/color]	[color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]3[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b]{[/b][/color][color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_accArgs[/color] [color="#8B3E2F"][b]=[/b][/color]	[color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]4[/color][color="#8B3E2F"][b],[/b][/color][color="#000000"]nil[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_accPriority[/color] [color="#8B3E2F"][b]=[/b][/color] 	[color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]5[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]1.5[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_accShowWindow[/color] [color="#8B3E2F"][b]=[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]6[/color][color="#8B3E2F"][b],[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_accHideOnUse[/color] [color="#8B3E2F"][b]=[/b][/color]	[color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]7[/color][color="#8B3E2F"][b],[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_accShortcut[/color] [color="#8B3E2F"][b]=[/b][/color] 	[color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]8[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_accCondition[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]9[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"true"[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color]
    
    [color="#1874CD"]_ActionID[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_accObject[/color] [color="#191970"][b]addAction[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#1874CD"]_accTitle[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accCode[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accArgs[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accPriority[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accShowWindow[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accHideOnUse[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accShortcut[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accCondition[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
    [color="#1874CD"]_accObject[/color] [color="#191970"][b]setVariable[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#1874CD"]_accVarName[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_ActionID[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]
    [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color][/color]

    Made with KK's SQF to BBCode Converter

    USAGE:

    [b][[/b]
    [color="#696969"]STRING[/color]: 	VariableNameOfActionID[b],[/b]
    [color="#696969"]OBJECT[/color]: 	ObjectToAssignAction[b],[/b]
    [color="#696969"]STRING[/color]: 	ActionTitle[b],[/b] 
    [color="#696969"]STRING or CODE[/color]: ActionScript[b], [/b]
    [color="#696969"]ANYTHING[/color]: 	ActionArguments[b], [/b]
    [color="#696969"]NUMBER[/color]: 	ActionPriority[b], [/b]
    [color="#696969"]BOOLEAN[/color]: 	ShowActionInMiddleScreen[b],[/b]
    [color="#696969"]BOOLEAN[/color]: 	HideActionOnUse[b],[/b]
    [color="#696969"]STRING[/color]: 	ActionShortcut[b],[/b]
    [color="#696969"]STRING[/color]: 	ActionConditionToShow
    [b]] call addActionWithID; [/b]
    
    
    i.e:
    
    [b][[[/b]"MyActionID",player,"Say Hello",{hint "HELLO";}[b]],[/b] "addActionWithID"[b], false, true] call BIS_fnc_MP;[/b]
    
    player [b]removeAction [/b](player [b]getVariable [/b]"MyActionID");
    


  9. thanks Larrow, it work's!

    from biki:

    [b]User[/b]
    
       Description: Soldier 'unitName' does nothing. 
                    Executes the custom action with the given index of the the target unit. Indexes are based upon the order in which the actions are added to the unit. See addAction.
    
       Syntax: 	 unitName action ["User", target unit, action index]
    
       Example: 	 gameLogic action ["User", player, 3];


  10. but need some time to sit and think about it :p.

    jeje dont worry. dont expend time on this.. I'll do it with EH

    thank you for your time JShock!

    :p (im still open to suggestions) :p

    ---------- Post added at 19:30 ---------- Previous post was at 18:37 ----------

    i found this, and works!!:

    Player name: P1

    _player = [_this,0,objNull] call BIS_fnc_param;
    //Get player's name
    _pName = vehicleVarName _player;
    
    //If don't have name assign one
    if (_pName == "") then 
    {
    _pName = Format ["P%1%2",floor (random(100)),floor (random(100))];
    _player setVehicleVarName _pName;
    Call Compile Format ["%1 = _player;",_pName];
    };
    
    
    // _player = call (compileFinal "P1")
    
    //Assign player object to a variable
    _player = call (compileFinal _pName);
    

    so, if you have a name assigned and use call compileFinal "name" it works

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