kovvalsky
-
Content Count
67 -
Joined
-
Last visited
-
Medals
Posts posted by kovvalsky
-
-
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
-
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 raÃz 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 -
USB headset function properly except within the Steam games platform, the other works.
-
thank you ozzbik for your reply.
I have tried every USB port.
I took almost 2 weeks searching, reading, testing. I searched long before post here. This is my last bullet. :)
Thank you again -
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 8:02Hi, 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-46382 Message by Support Tech Nicolas on Sat, Jun 18 2016 11:36Hello 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 11:07Hello, 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 11:33ahh, 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 14:55Hello,
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 4:39thanks 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 attentionDo any of you have had the same problem?
Can you help me?
Thank you very much.
-
cthulhu616 is right, try this
switch (true) do { case ((player distance BROTHER)>5000): { playSound "LongRange"; hint "LongRange"; }; case ((player distance BROTHER)>2450) && ((player distance BROTHER)<2550): { //code.. }; };
Made with KK's SQF to BBCode Converter
- 1
-
Your code does not have much sense to me, but maybe onPlayerRespawn.sqf or Respawn EventHandler can help you.
You can store one variable on player like "RespawnVar" or something with setVariable command, and look at the value anytime.
-
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; }; }; }];
-
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;
-
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
-
Humm.. i try to give you some starting point..
- 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 - 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..
- For now, i don't know but i think you can't destroy only the doors of any building.
-
-
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");
-
MP:
1. i think BIS_fnc_ambientAnim is local, you need to use BIS_fnc_MP to do that works on all players.
2. You need to do it manually..
1. Go to animation viewer and search. then you can use switchMove, playMove, playMoveNow or playAction (action list) or maybe BIS_fnc_ambientAnim
-
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];
-
MP or SP?
---------- Post added at 13:45 ---------- Previous post was at 13:35 ----------
1. Go to animation viewer and search. then you can use switchMove, playMove, playMoveNow or playAction (action list) or maybe BIS_fnc_ambientAnim
2. Yes, you can use on Act inside waypoint to do things or exec scripts
-
Hi,
if the AI unit is in your team, you can select it >> Then press 6 >> And then you can order it to run the custom action.
is there a possibility to perform this via script?
thanks!
-
thankyou Das Attorney, i think that too.
Now, my question is if this FSM can have problems with the default IA FSM...
-
i dont know how to work FSM internally.. and if is more expensive with the performance.
take a look if you want, and see how it works: no loops, only conditions.. but remember, work in progress :P
for now, im working between unconscious and main state animations..
-
Who says you can't use eventhandlers in combination with fsm ?no one.
TBH, I don't see a real benefit in making a revivescript with fsm.
only for testing.. but i see a lot of benefits. (no EH, no loops (+ -), multiple states, visual interface, easy to do)
I'll do more things besides REVIVE
-
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
-
No, only 4 sides possible.. but if you set the unit rating to i.e. -10000, the unit becomes a reneage, ENEMY side.
i dont know if you can make a Renegade's crew.
Maybe with addons
-
jeje yeap..
but if you assign a name on editor.. and check that name on debugConsole.. it works
-
i'm playing with FSM, trying to make a homemade Revive script. i know how to do that with EH, but I'm curious and i want to explore other options, if any.
:j: maybe with vehicleVarName.. i dont know :j:
No sound - USB Headset
in ARMA 3 - TROUBLESHOOTING
Posted
You right, USB headset disappear and appear constantly.
Only when I close the Steam client, the USB headset device works correctly, and no longer disappear.
Any ideas? I wish you could give me good news ^_^