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Everything posted by POLPOX
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Open hangar door from USS Liberty? (script)
POLPOX replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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How do you plan your scripts/systems?
POLPOX replied to Harzach's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In my cases, almost every things start from “What can I do with this script command?” For example, my favorite work Animations Viewer in Artwork Supporter is made from a script command: configClasses. When I playing with the command, I thought “Oh, so now searching through configs is now possible? Then, can I improve or even remake the Zeus' Animations Viewer that is hard to use?” and BOOM! It's done. So that's why I don't have missions to make, haha. -
Vehicle disable, but not destroy
POLPOX replied to jazzer12369's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this addEventHandler ["HandleDamage",{(_this#7 in ["hitlfwheel","hitlbwheel","hitlmwheel","hitlf2wheel","hitrfwheel","hitrbwheel","hitrmwheel","hitrf2wheel"])}] The code is showing how to deal with on the Marshall. Change the array to use on other vehicles. There are two ways to implement. this addEventHandler ["HandleDamage",{(_this#7 in [/*HitPoints to break*/])}] this addEventHandler ["HandleDamage",{!(_this#7 in [/*HitPoints to protect*/])}] -
Well... why not place the object via Eden Editor? Why placing object on-the-fly? You are making me confused. What exactly you want to do? Is there a truck? A loudspeaker? Are they named or not? Placed via Eden Editor or not? I have no idea, so I give up for now.
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Wow wow wow, literally nothing makes sense. To do this, make a trigger, set the condition this: casa distance corneta < 3000 And on the On Activation: corneta say3d "bipA" This should do this. Hey, your quoting might breaks everything. Follow the rules. Use " , ' or "" in the both sides you want to quote, without any spaces.
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how remove nvgoggles all units
POLPOX replied to venilsonribeiro's topic in ARMA 3 - MISSION EDITING & SCRIPTING
{_x unlinkItem hmd _x} forEach allUnits -
You can color them with just the same way to change color or camonet of vehicles.
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You can always make it happen with script commands. fighter setPylonLoadOut [1/*Note: pylon ID, starts on 1*/,"PylonRack_4Rnd_LG_scalpel",true/*Note: true means forced apply*/]
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Still no idea what do you want to do. I thought you are going to modify vanilla mission... Yes, official missions include the Escape from Tanoa are built-in. If you install the PBO Manager correctly, you got a menu “PBO Manager” > “Pack into “something.pbo” ” in context(right-click) menu on a folder. This will generate a pbo that you can use.
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Don't you have any PBO Extractor? I recommend using PBO Manager to open what's inside. Welcome aboard to the limitless adventure of in-game data!
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Arma 3>Expansion>Addons>missions_f_exp.pbo>MPScenarios>MP_EscapeFromTanoa.Tanoa
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[Help] Change Mass/Weight of Item
POLPOX replied to Lineman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can't make an item lighter without using an addon, however, you can make more stamina of a unit using setUnitTrait "loadCoef". -
Oops, ignore that. However, why are you using inputAction along with displayAddEventHandler? I have no idea, doesn't make sense. EDIT: Damn my brain, it does make sense, just I'll take another solution to do it. My God, ignore this too.
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Cough cough, another solution passing here. I'd recommend using inputAction. Of course, it's up to you that which you want to use.
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[[liberty,"Land_Destroyer_01_hull_04_F"] call BIS_fnc_Destroyer01GetShipPart,1,true] call BIS_fnc_Destroyer01AnimateHangarDoors 1 to open, 0 to close, true to instant, false to animate smoothly. EDIT: Place a Boat Rack inside the side cargo bay and you don't need to do something to use it. Make your boat closer to the bay and you can activate the action.
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(finddisplay 46) createdisplay "RscDisplayMissionEnd"; _display = finddisplay 58; (_display displayctrl 1060) ctrlsetfade 1; (_display displayctrl 1060) ctrlCommit 0; At least, you can open up the death screen with these commands. This is interesting to do, I am still working on it but later. I have to sleep now...
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I am trying to create my own in-game Dynamic Loadout script, and I have some problems. Are they possible? Get Memory Point of a pylon either using index or pylon name. Get magazine of a pylon from pylon name. Get index from pylon name. Get pylon name from index. The feature is something... complicated and hard to use. Thank you in advice. EDIT: Use weapons properly after use animateBay.
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@Armanda551 You are violating the guidelines real quick. Please do it further in your own thread. AND YOU ALREADY FOUND YOUR ANSWER. STOP SPAMMING.
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Drawicon3d not working good
POLPOX replied to Armanda551's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://forums.bohemia.net/guidelines/ I replied to the same question recently. EDIT: WTF? ARE YOU QUESTIONING THE SAME QUESTION????????????????? -
Can B01 make the VLS hatches and exhausts doors animate via script commands? Currently, VLS hatches have two states, opened and closed, there is no way to animate smoothly and open exhausts doors and stay open after launch is unrealistic and unbelievable.
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Go check the A3 HUB, there's everything you've been looking for. https://discord.gg/dyXnZ8u
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Picture size is going crazy
POLPOX replied to Armanda551's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Get the distance: (positionCameraToWorld [0,0,0]) distance tgtobj And here's my solution to get zoom level: (worldToScreen (positionCameraToWorld [safeZoneW,0,safeZoneH]) select 0) Use these values to adjust size. -
How to change default action for "BIS_fnc_arsenal"?
POLPOX replied to ANDstriker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this spawn { _this removeAction (_this getvariable "bis_fnc_arsenal_action") ; _this addaction [ "<t color='#FF8800'>Open Arsenal</t>", { _box = _this select 0; _unit = _this select 1; ["Open",[nil,_box,_unit]] call bis_fnc_arsenal; }, [], 6, true, false, "", " _cargo = _target getvariable ['bis_addVirtualWeaponCargo_cargo',[[],[],[],[]]]; if ({count _x > 0} count _cargo == 0) then { _target removeaction (_target getvariable ['bis_fnc_arsenal_action',-1]); _target setvariable ['bis_fnc_arsenal_action',nil]; }; _condition = _target getvariable ['bis_fnc_arsenal_condition',{true}]; alive _target && {_target distance _this < 5 && {vehicle _this == _this}} && {call _condition} " ]; } Then do like this. -
How to change default action for "BIS_fnc_arsenal"?
POLPOX replied to ANDstriker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
box removeAction (box getvariable "bis_fnc_arsenal_action") ; box addaction [ "<t color='#FF8800'>Open Arsenal</t>", { _box = _this select 0; _unit = _this select 1; ["Open",[nil,_box,_unit]] call bis_fnc_arsenal; }, [], 6, true, false, "", " _cargo = _target getvariable ['bis_addVirtualWeaponCargo_cargo',[[],[],[],[]]]; if ({count _x > 0} count _cargo == 0) then { _target removeaction (_target getvariable ['bis_fnc_arsenal_action',-1]); _target setvariable ['bis_fnc_arsenal_action',nil]; }; _condition = _target getvariable ['bis_fnc_arsenal_condition',{true}]; alive _target && {_target distance _this < 5 && {vehicle _this == _this}} && {call _condition} " ]; Run this after the mission launches. Most part of the code is copied from fn_arsenal.sqf. -
error storing an array of terrain objects
POLPOX replied to b3lx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Your script just posted doesn't make sense for me. If you want to go Harzach style, here's an easy way to convert a string to a number. parseNumber (("0000000000# 00000: something.p3d" splitString "#: ") # 1)