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xjoker_

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Everything posted by xjoker_

  1. what do you mean by "broken" ? Errors in rpt ? No errors but working partially ? No errors but not working at all ? By the way you should put the variable "_islamicState " out of your foreach as it should always have the same value
  2. xjoker_

    Server Transfer System

    Hello , when i join a server using this mod i have 2 problems 1) i can't open my map anymore 2) when i press "!" to open the chat bar, i have the display "Please Wait" in background which pops up (or even when i press ":" and ";" to switch from a channel to another)
  3. Hello. I was wondering if there is a way to use xcam on a mission created with Eden ?
  4. Hello @torndeco I have a query which returns 15 rows. It works fine. But if I add 1 more row in my table, then it doesn't work anymore I get these logs : 1:56:35 "[2,""100""]" 1:58:15 "[2,""101""]" 1:58:24 "[2,""102""]" Do you know what it means ? _query = "getAllVehicles"; _result = call compile ("extDB3" callExtension format["0:sql:%1",_query]); diag_log str _result;
  5. Why there isn't any information about the command "lbSetTextRight" on the wiki ?
  6. xjoker_

    ProgressBar Open ?

    try to wait until you're sure to get the display createDialog "Xenoa_Ouverture"; waitUntil {!isNull (uiNamespace getVariable ["Xenoa_Ouverture",displayNull])}; _ui = uiNamespace getVariable "Xenoa_Ouverture";
  7. Hello. On my server, some players have access to an "admin interface" where they can press a button "spectate" this button does that : ["Initialize", [player, [], true, true, true, true, true, true, true, true]] call BIS_fnc_EGSpectator; So they enter in spectator mode. The problem is, that in this mode i can't find any button to close the spectator view (except if you re connected as admin on the server) I know the command which close it ["Terminate"] call BIS_fnc_EGSpectator; But how can i execute it when i don't have access to the debug console ? At the moment the only way to exit the spectator mode is to disconnect from the server and then reconnect...
  8. You have to store the other player (Object) into a variable. There are multiple ways to get this object. An easy way could be for example to use nearestObject on the "Man" class to get the nearest player and then create the box next to him A harder way could be to use a dialog, and a ListBox inside which contains the name of all players (or near players) I don't understand why you want to use a if/then/else statement. What is "tradingPerson" for you ?
  9. xjoker_

    Black Powder

    That's good to keep the addon updated for everyone.
  10. you can use eventhandlers to do that. Like Killed or MPKilled https://community.bistudio.com/wiki/Arma_3:_Event_Handlers
  11. try to put a rabbit, save the mission, then edit it manually in a text editor. Then replace Rabbit_F to Sheep_random_F, save the file and reload the mission in the editor
  12. I guess you just have to put the sheep on the map within the editor, and use a addAction on it which open the virtual arsenal this addAction ["Arsenal", {["Open",true ] spawn BIS_fnc_arsenal;}];
  13. xjoker_

    Spike Strips

    I don't think this will work in mp. Because setHitPointDamage must be executed where the vehicle is local And a vehicle becomes local to the player who is driving it, not to the server. So i think you have to use remoteExec and (owner _veh)
  14. dumb question but : Is Arma 3 started with your mod ? because you can't override a pbo which you are using ingame
  15. Hello, I'm creating an addon, and if I use these char in my config.cpp : "é", "è", "à" ... Ingame it is shown like this : I use Addon Builder from BIS to pack my pbo. Do you know if there is a way to fix that ?
  16. Hello guys, I have a dialog with a background image. The image's size takes all the screen. I would like to display an error message when the user does something wrong within the dialog. I tried : titleText cutText cutRsc with another display hint both of these commands display the text behind my background image. Is there a way to counter that ? I have a last solution which consist in creating a new control text which i would ctrlShow true/false to display my message but i would like to avoid that.
  17. maybe you're talking about the params command. params [["_o",-1],["_disp",displayNull],["_val",0]]; which is not really what you're looking for
  18. Hello, i'm using a gate from burnes objects in my mission. If i create the mission with the old 2D editor, i can hear a sound when the gate is opening But if i use 3DEN, the gate makes no sound. Note : I tested it on Altis and Malden : No sound, but in VR, i can hear it even with 3DEN. Have you any ideas on what could cause this issue ?
  19. Hi @dscha This mod looks great. Do you think that you could also add the ability to open the vehicle's door that you're looking at when it's available ? On the Ifrit for example. Oh and is the button * changeable ?
  20. _list = [["1", "2"], ["3", "4"]]; _ctrl1 = (findDisplay 7720) displayCtrl 1500; { _ctrl1 lbAdd (_x select 0); } foreach _list;
  21. xjoker_

    I need help with my server

    You have to add playable units in your mission
  22. Hello. I'm using ArmaRig from @Macser to create a static animation. In Blender it looks like this : When I export the rtm and test it as a handAnim[] animation for a weapon, handAnim[] = {"OFP2_ManSkeleton", "\axe\test.rtm"}; Ingame it looks like that : I don't know if it's related but in OB, when I import the rtm, the weapon proxy doesn't move The weapon bone is in lowercase
  23. xjoker_

    [solved] handsAnim problem

    Problem solved. I spent 1 week on that, trying everything, now i want to kill myself lol here is the solution : My axe folder was in P:\ instead of P:\addons Now i can focus on making my animation better. Thank you @PuFu for the help
  24. Hello, I created a particlesource in CfgCloudlets. I would like the effect, to rotate with the player when I attach it to him. But as you can see at the end of this video, it doesn't seem to work :
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