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Found 18 results

  1. So I want to make a script that checks the mission every set amount of time (30 seconds??) for new vehicles of a certain class and then applies a custom texture to those specific vehicles. I'm at beginner level and I really want to make this work. this what I've managed to make so far: { while {true} do { private _VicData = []; //Array made of all vehicles in the mission by class _VicData resize (count vehicles); for "_i" from 0 to (count vehicles) -1 do { _VicData set [_i, typeof (vehicles select _i)]; }; switch (true) do { case (_x iskindof "BWA3_Leopard2_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MBT.paa"]; }; case (_x iskindof "BWA3_Puma_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_IFV.paa"]; }; case (_x iskindof "B_T_APC_Wheeled_01_cannon_F") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_APC.paa"]; }; case (_x iskindof "Fennek_Flektarn") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MRAP.paa"]; }; case (_x iskindof "Fennek_Flektarn_HMG") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MRAP.paa"]; }; case (_x iskindof "Fennek_Flektarn_GMG") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_MRAP.paa"]; }; case (_x iskindof "O_Truck_02_covered_F") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Truck_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_Truck_02.paa"]; }; case (_x iskindof "UK3CB_AAF_B_Gripen_G") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Jet.paa"]; }; case (_x iskindof "ffaa_ea_ef18m") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_F18_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_F18_02.paa"]; }; case (_x iskindof "BWA3_NH90_TTH_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Heli_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_Heli_02.paa"]; }; case (_x iskindof "BWA3_NH90_TTH_M3M_Fleck") : { _x setObjectTextureGlobal [0, "files\FinTex\FDF_Heli_01.paa"]; _x setObjectTextureGlobal [1, "files\FinTex\FDF_Heli_02.paa"]; }; } foreach _VicData; sleep 30; } }; //didnt work for me
  2. Fenrirr-vigor

    Switch voice chat

    Gidday outlanders Just wondering if we have voice chat working on the switch? Would make team play much easier and more please t. Cheers for the great game though 👍
  3. marvinks

    Updated Switch

    Je viens de mettre à jour, mais je ne parviens pas à me connecter au jeu. On me dit une erreur lors de la communication avec le cloud. Que faire?
  4. Hi, I've been playing Vigor on Xbox One for a few months now and I love it! I've spent quite a bit of time and real life money on it, and I was wondering how/whether you can cross-save your account across the platforms? I just bought the Nintendo Switch version (founders pack) for $20, and I was hoping at some point the game would ask me if I had an account to merge, but instead it asked me if I wanted to do the tutorial and then threw me to my shelter with a new character. I tried finding a way to merge the accounts on the Vigor page (which login brought me to Bohemia Interactive's page) and have had no success. There's only options to merge Steam, Facebook, Twitter, and Google accounts?? There's way to merge Xbox/Microsoft and Nintendo accounts or characters unfortunately. If the games are cross-play, I don't see why they can't be cross-save. I'm definitely not starting from scratch on a new character... The idea was to play on Xbox one but use my Switch when traveling or in bed, and I figure there will be a lot of us with the same thing in mind. Is it because it's still a beta, is there a planned cross-save release, am I missing the way you are supposed to do it, or will it never be implemented? Thank you.
  5. Is there anyway to toggle cross platform play on/off? I just got the game yesterday on the switch and playing with players on xbox is incredibly frustrating. I think its safe to assume the game runs much better on xbox and that leaves the switch players at a significant disadvantage.
  6. This is a topic that I was confused that Arma doesnt do since release, making all attachments optional except grenade launchers. Sure it has its reasons in limitations in the engine. So here is my first mod: S.U.C.K. - Simple UBGL Conversion Kit SUCK on Steam Worschop SUCK is an Arma 3 mod that allows Players to attach and detach their under barrel grenade launcher (UBGL). It uses placeholder items for different UBGL models and is compatible with ACE3 and supports several of the most common weapon packs. Requirements this mod requires the latest version of CBA A3 Usage This mod adds under barrel grenade launchers as items that can be attached to the weapons bipod slot. As soon as a supported weapon has a grenade launcher equipped the weapon is switched to its UBGL counterpart. The Weapon is switched back by unequipping the UBGL item. Supported grenade launcher weapons are equipped with the UBGL item on pickup automatically. Features - switching between grenade launcher weapons and base weapons by attaching UBGL item. - Vanilla Weapons support - ACE Extension - Attachment Switching support - Advanced Weapon Mounting support - RHS USAF Weapons support - RHS AFRF Weapons support - RHS GREF Weapons support - RHS SAF Weapons support - CUP Weapons support - BW Mod Weapons support - NIArms Weapons support planned Features: (if requested) - FFAA Weapons - Specialist Military Arms - SpR Специальные подразделения России - HAFM Weapons - 2035: Russian Armed Forces - Complementary Special Weapons - 3CB BAF Weapons - Massi NATO Rus Weapons Vote for supported mod packs here [poll.ly] GL Models these UBGL types are available separately: M203: "dcd_suck_M203" M203s: "dcd_suck_M203S" M320: "dcd_suck_M320" HK AG36: "dcd_suck_AG36" GP25: "dcd_suck_GP25" FM EGLM: "dcd_suck_EGLM" 3GL: "dcd_suck_3GL" QLG-10A: "dcd_suck_SL40" SL40: "dcd_suck_SL40" UPG40: "dcd_suck_UPG40" SIX-12: "dcd_suck_SIX12" VHS-BG: "dcd_suck_VHSBG" G1: "dcd_suck_G1" Contributions and Requests For own contributions or requests such as weapon pack support requests please contact us using our git repo [github.com]. Any weapon pack Modder is free to provide his own Compatibility Mods. For introductions on how to create these see: developers guide [github.com] Known Bugs A list of currently known bugs can be found here [github.com]. Please feel free to report bugs at any time. License This work is licensed under a Arma Public License Share Alike [www.bohemia.net]
  7. Soldier27

    Switch News?

    To start off, amazing game, an incredible job to have it port to the switch and just like any other game (dayZ, Arma 3 and now vigor) I fully support Bohemia in general and encourage others to do so. My only curiosity is... yes the game was announce on March for the switch to later have the close beta on April, it was said that the release day of the game is to be on the summer, now it has been about a month of no news in regards the game and several friends ask me the same questions since they didnt get to experience the game on switch , therefore my question is... would we be given any news/announcements soon? or nothing else will be announce until the actual release day? -thank you
  8. So far I booted up the game docked, the sound seems off... I'm using a basic surround sound system, footsteps seem correct, but vaulting or other actions tend to be pushed to the right of my speakers, kind of breaks immersion. Beyond that, I noticed you put 1400 crowns into my account, so I purchased the battle pass and the AK-M all black skin... couldnt wear anything from the battle pass, i guess im level 0... got my first build started, and when I clicked to finish the build... the game is stuck on *Waiting*... Restarted game and, it finished the build... played few games - crashed... Did my Animal Crossing Dailies... And so I decided to find out what makes the game tick... -------------------------------------------------------------------------------------------------------------------------------------- After every match, there is a loud audible *POP* - if you mute the music volume ts disappears... could be an influx of sounds, but my guess is the music file is wonky... It happens every game and that fixes the issue Every time your base upgrades, and you return from the visual upgrade, you cant click anything when you return to the menu screen... you either need to exit the menu, or swap between them ( crafting, store, ect.. ) - this is through the front sign, but I would assume this is relevant even in the in house menu access.. I played with the shooting range, and tried getting all the gold with the crossbow... that's impossible... - The crossbow takes 5 seconds to reload, you need to hit 4 moving targets within 15 seconds to obtain gold... the fastest I could do it was 18 seconds shooting immediately after reloading... and... I even tried seeing if one bolt could pierce 2 boards, it cannot... so... When a match starts, the player screen ( where you can choose boosters ) matches the safe window, but the background does not and will bleed through the edges - kind of ruining the illusion of UI Also another weird bug, IDK how or why, but sometimes when a game starts a bunch of random coloured squares appear around the border of the screen, sometimes they leave, sometimes they dont... and it could be my imagination but it seemed to make the screen fuzzier and perhaps lessened the field of view? I undocked it, no real issues, but, I always need to adjust the brightness and contrast when I do so... - This game can be either extremely dark or extremely bright on some maps aswell... Everytime you get disconnected while in a lobby, you lose your entire inventory... and after you lose 3 SVD's that can become aggravating... Sound is a big issue for me - Im sure you are using 2 different sound clips for moving, at least, a running, or a not running... the problem is the not running is overlapping the running, so it always sounds like there are another set of footsteps, not to mention, the (as I will call it) not running footsteps will sound better if your camera is offset to look to your left, because they only play out of the right speaker... When I was crafting disinfectants sometimes the crafting time would be 30 seconds... IDK why, I upgraded the thing that was supposed to reduce it and I thought that made it go to 30, but... sometimes, it just doesnt feel like being a 4 second craft i guess... sometimes it takes 6 seconds.... is weird... The A2, idk exactly the rifle name... resembles the m4 m16... when shooting in the shooting range the "shooting effect" would shoot back into the screen... ------------------------------------------------------------------------------------------------------------------------------------------------------ I think... thats most of them... If I find more ill add to this... I really had fun playing it, got to level 20 in the Battle Pass, got my SVD crafting slip... several things I HIGHLY suggest adding.. Custom controls, Ive been killed sooooo many times because Im not used to the left button swapping guns and the top button reloading... You made this for Xbox first, and as someone whose played every halo except the new ones... Y = swap guns and X = reload on Xbox... and even CoD on WiiU had that setup... since its a Nintendo controller, just make x = swap guns and y = reload.... or, at least give us an option to switch those.... Its so frustrating to just jump around inside a house screaming at your television because you accidentally swapped guns to an unloaded gun and then holstered the gun because you accidentally pressed the health button in a fit of rage and now you have a crossbow bolt sticking out of your own arm for some reason... its a shame... it really is... I became a threat in one game... and then I proceeded to kill the last man who decided the crate was his crate... It was not... I was a promise... OH! I need like way less, Inner deadzone?... i dont know what you called it... like... 0... cause, these arent Xbox Controllers... these are Nintendo Controllers... I want the screen to move even if i push it the width of a piece of paper... I know Joy cons drift, but.... I couldnt look at the undocked version for very long, so... As one more final thing to say, is the switch really limiting the textures you can push into it? Cause, watching these videos online... .. .... .......................... Thanks for putting it on switch I guess... l: I wonder if the Switch can run Crysis :l I did enjoy playing this for about 12 hours today... I think it crashed a total of 6 or 7 times... maybe more but i said if i found issues id report them... If this isnt in the right spot... feel free to move it, idk where it should go and this seemed appropriate enough to me...
  9. Hey guys in the editor there is an object named Transfer Switch. I am trying to make an action where the player can move the lever of that switch. When they do so something will happen and the mission will continue. It is about a WIP MP mission. So how can that be done please?
  10. Hello, through trial and testing I've arrived to the following format for a vehicle respawn functionality. addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; [_killed] spawn { switch (true) do { case (!alive vehCivSUV_1): {deleteVehicle vehCivSUV_1; _newVehicle2 = "C_SUV_01_F" createVehicle [1263,1298,0]; _newVehicle2 setVehicleVarName "vehCivSUV_1"; vehCivSUV_1 = _newVehicle2; publicVariable "vehCivSUV_1";}; sleep 2; case (!alive vehCivSUV_2): {deleteVehicle vehCivSUV_2; _newVehicle = "C_SUV_01_F" createVehicle [1232,1298,0]; _newVehicle setVehicleVarName "vehCivSUV_2"; vehCivSUV_2 = _newVehicle; publicVariable "vehCivSUV_2";}; }; }; }]; While testing has proven that it works decently enough in a dedicated server there's still at least one edge-case scenario that I'd like to iron out. The edge-case is that should the two vehicles mentioned in the event handlers code be destroyed exactly at the same time the functionality does not work as expected. Should the demise of both vehicles happen at the same time the other vehicle won't be created at all (and the other that gets created will have a duplicate vehicle spawned next to it). So while what I have now works to some degree there should be some changes made to make the functionality more robust. Maybe the switch-do is not the best solution but I have only just arrived to that and don't have off the top of my head any other solution to try. So question for this is that: what would be a more robust way to achieve what I have now and do away with the edge-case scenario at the same time? Another thing would be that the functionality should, if possible, incorporate at least two more vehicles in it. edit: while I know that there's a respawn module available in the editor that can't be used for "reasons"
  11. #pissedoff I don't think I need to mention how annoying it is to spend hours getting from one end of the map to the other to get all your kit just be killed by a glitchy car and have to do it all over again. I love dayz, but once things like this have happened enough you start to get fed up. Which is why I stopped playing for ages. I finally started playing again a while ago. I went all out looking high and low for the kit I wanted. Couldn't find any ARs though. NONE on ANY SERVER. just rifles and every now and then an smg. Regardless I got myself together a half decent loadout, just for an update that comes with a complete wipe to be announced. Ofcourse I stopped playing until the update was released, which I'm pretty sure was late. So I give up. However, I decided to play your pointless game again last night. Of course I spawned in with a fresh character. Spent my gaming hours last night making my way up to the middle airfield I died once, but made it with my second character. Although I had no food or water by the time I got there (remember that). I did a quick sweep of the barracks at the top then logged off for the night, ready to come back on this afternoon, do a full sweep of the base then head up to the next one. I log on today, got a 75 second spawn in timer and a message warning me that because of a server change, my position might change, which of course, it did. Spawned in a field with no food or water, no doubt miles away from the base. I found a house not to far a way with a can of peaches in it. Luckily cuz I was about to start dehydrating. Not sure if that will be enough to get me to a town or not though. So my question is should I keep playing? This switching position thing is a blessing and a curse. It fixes some of the main issues like duplicating and spawning in people's base. But when you start punishing the legitimate players, is your game even worth playing anymore? Who knows how long it'll be before you wipe the servers again, that alone makes the game pretty pointless. It's a shame cuz I like this game but I really don't know if I want to play it again. I'm sat in that house where I found the peaches, debating whether or not to log back on and continue.
  12. Hello, the short script I've typed below is checking whether a player is inside a marker's area (or not). When the player is (inside the marker's area) an action "Test action" will be added to the player's action menu. Now, since the script is being looped a new action menu entry gets added to the action menu every 5 seconds. Thus far haven't been able to come up with anything meaningfull so: is there a way to stop new action menu entry being added if one has already been added during the earlier loop? [] spawn {while {alive player} do {switch (true) do { case (player inArea "marker1"): {testActionID = player addAction ["Test action",{}];}; case !(player inArea "marker1"): {player removeAction testActionID}; }; sleep 5; }; };
  13. May I have some help to compile this script, if (Plight == 0) then { playSound ["click", true]; cockpit = playerJET; CPlight = "#lightpoint" createVehicle [0,0,0]; CPlight setLightBrightness 0.1; CPLight setLightAmbient [0.0, 1.0, 0.0]; CPlight setLightColor [0.0, 1.0, 0.0]; CPlight attachTo [cockpit, [0,5,-0.5], "vez"]; addMissionEventHandler ["Draw3D", { CPlight setVectorDirAndUp [ (cockpit selectionPosition "pohon") vectorFromTo (cockpit selectionPosition "otochlaven"), [0,0,1]; Plight=1; ]; }]; } else { deletevehicle CPlight; Plight=0; }; It reports "Missing ]" but I don't know where it is. Before the "else", likely. Thanks!
  14. Hi Folks, yet another wierd scripting problem! i have a mission which has a switch do for worldname, depending on which map it is i want it to load a bunch of pre defined loactions. the problem is everything works real good in eden editor, and also works after export to MP. Export to SP pbo and the switch seems to fail. here is the switch in question: steps to reproduce: 1. download test scenario from dropbox 2. run in eden editor, type 'hint str LF_MilSites'; in debug editor. should come up with full array of military sites 3. export mission to SP, run from scenarios 4. type 'hint str LF_MilSites'; in debug editor. nothing, switch do has failed very strange how the switch would fail after export
  15. Juan S. Hernandez Rubalcava

    Problem with switch units

    My problem is this, I am working on an SP mission, in which I want to change between the different team members to solve the objectives, but every time I change between them the team leader gives orders different from those I had left, for example , orders them to shoot, change position, etc. I wonder, is there any way to make the team leader respect the orders I left and can use another member of the team without spoiling my strategy?
  16. Hello there! For one of my multiplayer mission, I'd like to have blinking lights from different lightsources (static ones, no vehicles). I'm planning to have a lot of them (50+), and some may be blinking fast (up to 20x / second). I totally don't care about the lights synchronization for the players. This is mainly to create a mood. So a client-side effect command would be perfect. Until now, I was using something like this to make a lamp blink: _lamp setHit ["light_1_hitpoint", 0.97]; sleep 0.1; _lamp setHit ["light_1_hitpoint", 0]; Problem is, this command is broadcasted over the network. Multiply this by 50 lamps, a mission of ~20 players, and here's my question : will this ruin data exchanges between the server & the players ? I'm afraid of building something that works for me when testing, but is unplayable for my community due to performance issues. Should I expect a huge drop on FPS / Synchronization, & if yes, is there an alternative command with local effect only, to ensure a minimum performance penalty ? I searched in the wiki, but everything that was resolving around setting damage is broadcasted over the network. Thanks a lot for your ideas !
  17. I'm working on series of singleplayer scenarios and, inorder to make them more fluid I would like to be able to switch from the first character to the next one via a trigger. How do I do this? Or is even possible with the Eden Editor?
  18. In our community we use Alive to provide combat supports (transport, CAS, artillery, etc... ) and for anyone to use the support, he needs to carry a TFAR long range radio "tf_rt1523g_big_rhs". Unfortunately, Making a supply drop forces mision editors on habilitating the full Alive combat logistic suite, which adds quite a lot of complexity. Instead, we use the vanilla supply drop. Easy to set up and flawless. The negative side is that a) vanilla supply drop is linked to an individual, if the individual dies it is the end of the supply drop. b) the link to combat logistics is no longer operating after respawn. c) the link cannot be moved to another individual. What we want is that the supply drop moves to whoever carries the indicated TFAR radio. Consequently Since I am a noob in coding, I have had a friend help me to make some code to put in the init.sqf to check who is carrying the LR radio and stablish the sincronizations to enable access to supply drop to that individual. If the radio changes hands (because the original operator was killed), the supply drop should be accessible to the new radio carrier. But we can't make it work and I would appreciate any help. _X would be each player, Req1 is combat support requester prov1 is virtual supply drop provider. if (hasInterface) then { // Only executed at client side checkbackpack = [ ] spawn { if (!isNull (unitBackpack _x)) then { if ((""tf_rt1523g_big_rhs"" == typeof _backpack)) then [_X, req1, prov1] call BIS_fnc_addSupportLink; } else { [req1, prov1] call BIS_fnc_removeSupportLink;// removes any existing support link. } sleep 1; // wait for a second to repeat }; };
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