LtShadow 41 Posted February 15, 2014 Hey guys, it's Shadow (aka IntrepidGamer) I have here in the midst of my @RealSound FA-18 Super Hornet (model by John and Saul) an issue! Your mission, if you choose to accept, goes like this; In the previous version of the F-18 mod (I say F-18 because it was not a super hornet at that time), I was able to piggy back on a initialization script within the main aircraft pbo file that allowed me to use a flyby script I used to play a realistic fly by of a certain aircraft, because the RV engine does not have the stand alone capability. The way it works; The script needs several calling factors in able to correctly target a specific user, and the aircraft, that will play the sound file with the given speed, altitude, and direction. Here is the code itself -- NOTE: This is a one of a kind script, please use it only for troubleshooting purposes, please! :)-- //Flyby script by matt and tyler from @RS 2012 private "_flyby"; _flyby = false; while {alive _this} do { _sleeptime = 19; while {!_flyby} do { sleep 2; _dist = player distance _this; _speed = speed _this; _ex = ((_this != vehicle player) && !(vehicle player isKindOf "Plane")); _a10 = (_this isKindOf "A10" || _this isKindOf "Su25_base"); _su = (_this isKindOf "Su34" || _this isKindOf "ACE_T10" || _this isKindOf "L39_TK_EP1" || _this isKindOf "ACE_Su30" || _this isKindOf "ACE_Su34"); _av8 = (_this isKindOf "F18C"); if (_dist > 180 && _dist <= 1000 && (_speed > 350) && _ex && _av8) exitWith { playsound "close_fb"; _flyby = true; }; }; sleep _sleeptime; _flyby = false; }; Now, in order for this to work correctly there needs to be a few more scripts which are used to call for this one in particular. See below for the ladder of how this script gets called. F-18c Hornet calls for init; class Extended_Init_EventHandlers { class f18c { F18C_init = "[_this select 0] execVM ""\f18c\scripts\init.sqf"";"; }; class 200 Inside the init.sqf; private "_plane"; _plane = _this select 0; _nul = [_plane] execVM "\f18c\scripts\fbfx.sqf"; Inside the fbfx.sqf file; _veh = (_this select 0); //Private ["_script1[]"]; _script1 = []; if (alive player) then { _script1 set [0, _veh execVM "\f18c\scripts\flyby.sqf"]; }; And then the flyby script is called for... This works perfectly fine in the original aircraft, because it was all pre-set and ready for us to roll with it. Thing is, I have no idea how to create the first set of arguments to start the script. I helped with creating the script, but am no expert. I would appreciate your guys' help in me figuring this out, to bring forth the next big update for the FA-18 Super Hornet @RealSound replacement! ;) Thank you! Tyler (Shadow/Intrepid) ArmA Holic post: http://www.armaholic.com/page.php?id=24551 Share this post Link to post Share on other sites
LtShadow 41 Posted February 15, 2014 Anyone available to tell me what/how to do with this? :) Share this post Link to post Share on other sites
LtShadow 41 Posted February 16, 2014 I'm sorry admins, but can you please move this to a more active thread? It would be greatly appreciated! Ty. Share this post Link to post Share on other sites
LtShadow 41 Posted February 19, 2014 Anyone at all? :\ Share this post Link to post Share on other sites
LtShadow 41 Posted February 22, 2014 Basically asking; How do I initialize this within the FA-18 Super Hornet with Eventhandlers? Thank you! Share this post Link to post Share on other sites
flex 1 Posted February 24, 2014 maybe you should ask a mod to move your thread to the "correct" forum section.. maybe you'll get some help there :D Share this post Link to post Share on other sites