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I.Reyes

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About I.Reyes

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  1. I placed the sqf file in with the rest of my scripts. I also set the images in place as per the file structure you provided. This is the board where I would like to display the scores. ( http://prntscr.com/mbv4a8 ) based on the explanation I would use example3 to make it this board work correctly: Example 3 - Multiple displays on the same object. [ 10, [ [dualMonitorStand1, 0], [dualMonitorStand1, 1] ] ] call TAG_fnc_setDisplayNumber; Result 1 on board10 selection 1, 0 on board1 selection 1 could you please explain where I would place the call to action.
  2. I more or less into that conclusion earlier today. I set up a billboard and I have the lanes pre-numbered. I also have the jpg for each individual number. How do I get the scoreboard to actually display the image based on the total?
  3. Was there any resolution to this post? I am looking to add the same display feature to my range.
  4. I.Reyes

    Firing Range (hints)

    I'm going to push my luck and see if anyone can assist with two more things. One is an actual problem, the other would just be a nice added feature. PROBLEM The code works perfectly fine for a single lane. I assumed I could localize the hints and just copy the sqf with different lane numbers. Although this those work to the extent that each player sees their respective lane info, once two or more lanes are firing at the same time, it's like each sqf is fighting for control over the other. Multiple targets start popping up in each lane and it becomes a mess. I'll post the updated codes below. The only difference between the two files are the targets they control (identified it in red). FEATURE I would like to be able to display the final hit count for each lane on a board. I don't know that is possible. CODE //LANE 1 IS EXECUTED BY nul=[] execVM "lanes\lane1.sqf"; _inc = 0; _count = 0; _targets = [l11, l12, l13, l14, l15, l16, l17, l18]; _many = count _targets; nopop=true; {_x animate["terc",1]} forEach _targets; hint "Setting up the Range"; sleep 9; hint "Range Ready"; sleep 2; hint "Switch Your Weapon From Safety to Semi"; sleep 2; hint "Commence Fire"; sleep 2; while {_inc<30} do { _rnumber = random _many-.25; _rtarget = _targets select _rnumber; _rtarget animate["terc", 0]; sleep 3; if (_rtarget animationPhase "terc" > 0.001) then { _count = _count+1; }; hintSilent format ["Targets :%1 Hit :%2",_inc+1,_count]; _rtarget animate["terc", 1]; _inc = _inc + 1; }; if(_count <= 18) then { hint "SEE THE RSO"; }; if(_count >= 18) then { hint "Qualified MARKSMAN"; }; if(_count >= 22) then { hint "Qualified SHARPSHOOTER"; }; if(_count >= 27) then { hint "Qualified EXPERT"; }; sleep 5; hint "Exit the Firing Line"; //LANE 2 IS EXECUTED BY nul=[] execVM "lanes\lane2.sqf"; _inc = 0; _count = 0; _targets = [l21, l22, l23, l24, l25, l26, l27, l28]; _many = count _targets; nopop=true; {_x animate["terc",1]} forEach _targets; hint "Setting up the Range"; sleep 9; hint "Range Ready"; sleep 2; hint "Switch Your Weapon From Safety to Semi"; sleep 2; hint "Commence Fire"; sleep 2; while {_inc<30} do { _rnumber = random _many-.25; _rtarget = _targets select _rnumber; _rtarget animate["terc", 0]; sleep 3; if (_rtarget animationPhase "terc" > 0.001) then { _count = _count+1; }; hintSilent format ["Targets :%1 Hit :%2",_inc+1,_count]; _rtarget animate["terc", 1]; _inc = _inc + 1; }; if(_count <= 18) then { hint "SEE THE RSO"; }; if(_count >= 18) then { hint "Qualified MARKSMAN"; }; if(_count >= 22) then { hint "Qualified SHARPSHOOTER"; }; if(_count >= 27) then { hint "Qualified EXPERT"; }; sleep 5; hint "Exit the Firing Line";
  5. I.Reyes

    Firing Range (hints)

    Oustanding! Exactly what I was looking for.
  6. Hello everyone, So I pulled an old script I was using for a firing range in Arma2. It works great in Arma3. I would like to add a feature to it, but I'm not sure how to go about it this. The script currently tracks both the targets and the hits. Before it shows session complete, I would like for it to auto determine the shooters qualification. For example, If a shooter hits 23 out of 40 it should say, "Qualified Marksman" prior to ending the session. The script I'm using can be found below. Thank you in advance for all of your help. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _inc = 0; _count = 0; _targets = [l11, l12, l13, l14, l15, l16, l17, l18]; _many = count _targets; nopop=true; {_x animate["terc",1]} forEach _targets; hint "Setting up the Range"; sleep 9; hint "Range Ready"; sleep 2; hint "Switch Your Weapon From Safety to Semi"; sleep 2; hint "Commence Fire"; sleep 2; while {_inc<40} do { _rnumber = random _many-.25; _rtarget = _targets select _rnumber; _rtarget animate["terc", 0]; sleep 3; if (_rtarget animationPhase "terc" > 0.001) then { _count = _count+1; }; hintSilent format ["Targets :%1 Hit :%2",_inc+1,_count]; _rtarget animate["terc", 1]; _inc = _inc + 1; }; sleep 8; hint "Session Complete";
  7. I.Reyes

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