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M1ke_SK

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Everything posted by M1ke_SK

  1. Simple Bomb Defuse [script] - v1.2.2 Description: Idea was to create simple "mini-game" / "chalenge" when defusing bombs in game, where unit have little time to think and create space for errors. With this script you can add possibility to "screw something" when deactivating mines. Script randomly generate string of 3 color matrix, where unit must identify which color have most appearances in matrix and cut that color wire accordingly. You can stress out unit with timer you set for deactivating the bomb. If unit cut wrong wire or timer runs out, then bomb will explode. Best object to make bomb is burning barrel, but you can use any object, just need to modify little attached objects. I added C4 and light and beeping sound to improve finding bomb in dark. Bomb can be defused with any unit, just need to have toolkit in inventory. In future, I can modify script for demotilion class only if needed. Should be working on multiplayer / dedicated server, need more testing. Instalation: - copy folder "bomb" into your mission folder - include line #include "bomb\cfgFunctions.hpp" into your CfgFunctions class in description.ext file Example: class CfgFunctions { #include "bomb\cfgFunctions.hpp" }; Usage: - place unit in editor - place object in editor (barrel) - In object init line put null = ["object", "time", "kit", "debug"] execVM "bomb\bomb.sqf"; Example: null = [this, 10, true, false] execVM "bomb\bomb.sqf"; Configuration: "object" - object to transform to bomb, default: this "time" - time in seconds for bomb defuse, default: 10 "kit" - boolean value if needed tools to defuse bomb, default: true "debug" - boolean value if need show right wire to cut, default: false Settings: open file ../bomb/settings.sqf in bomb folder where you can change internal settings of script. _choices - array of choices to cut wires, more choices will have more colors to cut, default: red, green, blue _explosion - change classname of explosion, possible values in comments _matrix - show size of maxtrix with colors, default: big _expertMultiplier - if expert is defusing bomb, unit will have more time to defuse bomb, default: 2 (time * 2x) _disableAce3 - disable/enable ACE3 interaction menu Features: - friendly hint with instructions - hint is showing only to defuser - ace3 support - JIP friendly - multiplayer / dedicated server friendly - easy installation - plug & play system - specialist have more time to defuse bomb - custom time for specialist - defusing bomb with ToolKit or DefusalKit - random generation of matrix - custom size of matrix - custom choices (number of wires) - beeping sound - blinking light Planned: - dialog for cutting wires - cutting wires in right order - when wrong cut, timer will accelerate - "slippery hands" ( this is where I move toolkit from unit inventory and spawn it next to him, as he can't cut wires when he dont have toolkit) - probability of second wiring ( first wiring is dummy ) Changelog: v1.2.2 - prevent attaching objects and sounds to object if class is not Land_MetalBarrel_F v1.2.1 - added new config parameter "_disableAce3" to disable ACE3 interaction menu v1.2 - reformat to functions - added multiplayer / dedicated server support (tested) - JIP friendly (tested) - hint showing to only defuser (tested) - battle-tested in real environment - changed to "plug & play" system - added settings.sqf file - added readme.txt file for instructions - cleaned code v1.1 - added ace3 support - added customizable explosion size - added customizable size of maxtrix - added more wires (custom) - specialist have more time to defuse bomb - custom time for specialist (default 2x time) - custom internal settings - added documentation - added simple mission for test v1.0 - public release License: Use it for public, non monetized purposes only. If you have modifications, use pull request in git repo. Will revise/include them in script. Disclaimer: Do not incorporate this script or portions of it in monetized products or servers without asking for permission and obtaining approval from me! Credits: Larrow - fix for c4 attachment MILHAUS_CZ - testing JIP and DEDI Issues: - please use issue tracker - hint showing to every player - not damaging player with ace3 Download: https://bitbucket.org/mikehudak/a3_bomb.vr http://www.armaholic.com/page.php?id=31817 Preview: Media:
  2. M1ke_SK

    Create Task To Move Object

    what object are you referring to ? box1 or supply_pos ? You can create them both in editor and them move supply_pos to your designated area ( mid game ) with setPos command or just move it with zeus.
  3. M1ke_SK

    Create Task To Move Object

    you can place an invisible helipad or any object, name it "supply_pos", then use command distance in trigger for condition write: ( box1 distance supply_pos ) < 5 where 5 is distance ( in meters ) from supply_pos object
  4. https://community.bistudio.com/wiki/Arma_3:_ORBAT_Viewer#ORBAT_Group_Module
  5. create file initPlayerLocal.sqf in your mission root, and add this line to it // initPlayerLocal.sqf player addEventHandler ["HandleRating", {0}];
  6. private _isZeus = not isNull ( getAssignedCuratorLogic _unit );
  7. M1ke_SK

    Compass + Watch Enlarger

    anybody got link ? original link and armaholic is dead
  8. I will take a look at that "no damage" issue. I mostly test script on singleplayer and dedicated server. At this time I am in process of rewriting script with new commands.
  9. I have whitelisted arsenal like this ( executed in addAction ) _box setVariable ["bis_addVirtualWeaponCargo_cargo", nil, true]; [_box, _items, false, false] call BIS_fnc_addVirtualItemCargo; [_box, _weapons, false, false] call BIS_fnc_addVirtualWeaponCargo; [_box, _magazines, false, false] call BIS_fnc_addVirtualMagazineCargo; [_box, _backpacks, false, false] call BIS_fnc_addVirtualBackpackCargo; ["Open", [false, _box, _player]] call BIS_fnc_arsenal; I have declared whitelisted items in arsenal like this _items = ["FirstAidKit"]; Problem: when player pick up restricted item from enemy / ground and put it in inventory, then he go to whitelisted virtual arsenal, he can duplicate/multiply this restricted items ( for example: "Medikit" ) with "+" button Expected result - player should not be able to increase number of restricted items in loadout Given: - virtual arsenal is whitelisted with BIS_fnc_addVirtualItemCargo When: - player pick restricted item and enters whitelisted arsenal Then: - item should not be increased ( disabled + button ) for adding more Possible solutions: - disable "+" button in arsenal UI for restricted items ( I did not find yet _control IDC of arsenal _display yet ) private _plusButton = _display displayCtrl 993; - remove restricted item from players inventory when open arsenal - I tried to disable item with this command, but problem still occurs [_box, ["Medikit"], false] call BIS_fnc_removeVirtualItemCargo;
  10. so in order to disable "+" button, you also need to disable event link to it added by BIS. you can find this event in file \a3\functions_f_bootcamp\Inventory\fn_arsenal.sqf code: _ctrlArrowRight = _display displayctrl IDC_RSCDISPLAYARSENAL_ARROWRIGHT; _ctrlArrowRight ctrladdeventhandler ["buttonclick","with uinamespace do {['buttonCargo',[ctrlparent (_this select 0),+1]] call bis_fnc_arsenal;};"]; here is final solution how to disable "+" button private _enabled = false; // your switch to enable/disable button private _display = findDisplay -1; private _button = _display displayCtrl 993; _button ctrlEnable _enabled; _button ctrlRemoveAllEventHandlers "ButtonClick"; if ( _enabled ) then { _button ctrlAddEventHandler ["ButtonClick", "with uinamespace do { ['buttonCargo', [ctrlparent ( _this select 0 ), +1]] call BIS_fnc_arsenal; };"]; };
  11. so I figured how to disable "+" button, but there is still something missing, as when I click on button, it does action regardless _control is disabled { private _ctrl = _display displayCtrl _x; _ctrl ctrlAddEventHandler ["LBSelChanged", { params ["_control", "_selectedIndex"]; private _enabled = false; // set to false for debug purposes if ( _selectedIndex isNotEqualTo -1 ) then { private _display = findDisplay -1; private _plusButtonCtrl = _display displayCtrl 993; _plusButtonCtrl ctrlEnable _enabled; // this does not work }; }]; } forEach [ 984, // misc 983, // explosives 982, // grenades 986, // magazines 981 // magazine ];
  12. I checked ace3 arsenal and they do handle this problem with disabling "+" button for blacklisted items
  13. Hi, I am trying to attach balloon to player with rope. And balloon go up to certain height and it stay there until it pops when shoot it. balloon class Land_Balloon_01_air_F Code balloon enableRopeAttach true; myRope = ropeCreate [player, "RightHand", balloon, [0,0,0], 10]; for [{_x = 0}, {_x <= 10}, {_x = _x + 0.5}] do { _pos = getPos balloon; balloon setPos [_pos select 0, _pos select 1, _x]; sleep 1; };
  14. @daniellarusso any update on issue ?
  15. I mentioned this already. I have a fix ready, but testing on dedicated server. Just have a patience.
  16. _max = 0; { _height = getTerrainHeightASL locationPosition _x; if (_height > _max) then { _max = _height; }; } count nearestLocations [[worldSize / 2, worldsize / 2, 0], ["Hill", "Mount"], (worldSize / 2) * sqrt 2]; hint format ["max: %1", _max];
  17. you can disable ace3 interaction with parameter, addAction will be used. I have update ready, just testing it on dedicated server next week
  18. Hi, I am searching for way to check if script exist in mission, and if does, execute it. Example: params ["_faction", "_mission"]; _path = format ["scripts\missions\%1\%2.sqf", _faction, _mission]; _condition = ""; //here put condition to check if file exist if(_condition) then { //script exist [] call compile preProcessFileLineNumbers _path; } else { //script does not exist };
  19. not sure if this project dead, or any plans to continue ? if not maybe an alternative to use with more updated version ?
  20. M1ke_SK

    Landing a Heli Help.

    // something to land the chopper // create helipad for landing private _heliport = createVehicle ["Land_HelipadEmpty_F", getMarkerPos "LZmarker", [], 0, "NONE"]; while { ( (alive helo1) && !(unitReady helo1) ) } do { sleep 1; }; helo1 land "LAND"; waitUntil { sleep 1; isTouchingGround helo1 }; // do stuff deleteVehicle _helipad;
  21. remove / re-add with updated text
  22. format ["Request <t color='%1'>%2</t>", OS_red, _text];
  23. I would appreciate better mod selection. Each time click to reopen some folder deep in tree is time consuming
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