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Found 5 results

  1. HI. Maybe someone can find this usable. This script allow players to create one fire place at time in proper world places. The action is shown only if you put character ass on the ground. If you have one created already somebody need to remove it before you would be able to create another one. /* file: fireplace.sqf by DaVidoSS adds ability to create fireplace parameters none return VOID usage: //initPlayerLocal.sqf [] execVM "fireplace.sqf"; player addEventHandler ["Respawn", { deleteVehicle ((_this select 1) getVariable ['mycampfire',objNull]); [] execVM "fireplace.sqf"; }]; */ if !(hasInterface) exitWith {}; player addAction [ "<t>Set Up Fireplace</t><img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\Obsolete\ui_action_fire_in_flame_ca'/>", { params [["_target",objNull,[objNull]],["_unit",objNull,[objNull]]]; (AGLToASL (_unit modelToWorldVisual [0,1.5,0])) params ["_vx","_vy","_vz"]; if !(isNull (objectParent _unit)) exitWith {hint "Really? While driving?"}; if (surfaceIsWater (position _unit)) exitWith {hint "Oh come on, you cant be that stupid!"}; if !(isTouchingGround _unit) exitWith {hint "Ok, but hit the ground first!"}; if !(count (lineIntersectsObjs [(AGLToASL (_unit modelToWorldVisual [0,1.5,0])), [_vx,_vy,(_vz + 20)]]) == 0) exitWith {hint "Open your eyes, you wanna burn something?"}; _unit playMove "AinvPknlMstpSnonWnonDnon_medicUp3"; sleep 7; private _campFire = createVehicle ["FirePlace_burning_F", (_unit modelToWorldVisual [0,1.5,0]), [], 0, "CAN_COLLIDE"]; _unit setVariable ["mycampfire",_campFire,false]; 0 = [_campFire, [ "<t>Remove Fireplace</t><img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\Obsolete\ui_action_fire_put_down_ca'/>", { params [["_target",objNull,[objNull]],["_unit",objNull,[objNull]]]; _unit playMove "AinvPknlMstpSnonWnonDnon_medicUp3"; sleep 7; deleteVehicle _target; },nil,0,true,true,"","true",3,false,"","" ] ] remoteExec ["addAction", [0,-2] select isDedicated,_campFire]; },nil,0,false,true,"", "isNull (_this getVariable ['mycampfire',objNull]) && {((animationState _this) in ['amovpsitmstpsnonwpstdnon_ground','amovpsitmstpslowwrfldnon','amovpsitmstpsnonwnondnon_ground'])}", -1, false, "", ""]; and version where you can restrict it according to some 2 items and its count, in player inventory. /* file: fireplace.sqf by DaVidoSS adds ability to create fireplace parameters: 0 ARRAY return VOID usage: //initPlayerLocal.sqf 0 = [[["zk_wood",2],["zk_matches",1]]] execVM "fireplace.sqf"; player addEventHandler ["Respawn", { deleteVehicle ((_this select 1) getVariable ['mycampfire',objNull]); 0 = [[["zk_wood",2],["zk_matches",1]]] execVM "fireplace.sqf"; }]; version where you can restrict it according to some 2 items and its count, in player inventory. */ if !(hasInterface) exitWith {}; private _checkparam = params [["_required_items",[],[[]],2]]; if !(_checkparam) exitWith {diag_log "**************** script fireplace.sqf exited - wrong params given**********************"}; player addAction [ "<t>Set Up Fireplace</t><img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\Obsolete\ui_action_fire_in_flame_ca'/>", { params [["_target",objNull,[objNull]],["_unit",objNull,[objNull]],["_actionID",-1,[0]],["_required_items",[],[[]],2]]; (AGLToASL (_unit modelToWorldVisual [0,1.5,0])) params ["_vx","_vy","_vz"]; if !(isNull (objectParent _unit)) exitWith {hint "Really? While driving?"}; if (surfaceIsWater (position _unit)) exitWith {hint "Oh come on, you cant be that stupid!"}; if !(isTouchingGround _unit) exitWith {hint "Ok, but hit the ground first!"}; if !(count (lineIntersectsObjs [(AGLToASL (_unit modelToWorldVisual [0,1.5,0])), [_vx,_vy,(_vz + 20)]]) == 0) exitWith {hint "Open your eyes, you wanna burn something?"}; private _fnc_itemsCheck = { private _return = false; private _checkparam = _required_items params [["_woods_array",[],[[]],2],["_matches_array",[],[[]],2]]; if !(_checkparam) exitWith { hint "Script fireplace.sqf exited - wrong params given"; _unit removeAction _actionID; (_return) }; _woods_array params [["_woods","",[""]],["_woods_cnt",1,[0]]]; _matches_array params [["_matches","",[""]],["_matches_cnt",1,[0]]]; private _item1_count = {_x == _woods} count items _unit; private _item2_count = {_x == _matches} count items _unit; if (_item1_count >= _woods_cnt && {_item2_count >= _matches_cnt}) then { for "_i" from 1 to _woods_cnt do { _unit removeItem _woods; }; for "_i" from 1 to _matches_cnt do { _unit removeItem _matches; }; _return = true; } else { hint format [ "You need %1 %2 and %3 %4 to make fire", _woods_cnt,(getText (configfile >> "CfgWeapons" >> _woods >> "displayName")), _matches_cnt,(getText (configfile >> "CfgWeapons" >> _matches >> "displayName")) ]; }; (_return) }; if ([] call _fnc_itemsCheck) then { _unit playMove "AinvPknlMstpSnonWnonDnon_medicUp3"; sleep 7; private _campFire = createVehicle ["FirePlace_burning_F", (_unit modelToWorldVisual [0,1.5,0]), [], 0, "CAN_COLLIDE"]; _unit setVariable ["mycampfire",_campFire,false]; 0 = [_campFire, [ "<t>Remove Fireplace</t><img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\Obsolete\ui_action_fire_put_down_ca'/>", { params [["_target",objNull,[objNull]],["_unit",objNull,[objNull]]]; _unit playMove "AinvPknlMstpSnonWnonDnon_medicUp3"; sleep 7; deleteVehicle _target; },nil,0,true,true,"","true",3,false,"","" ] ] remoteExec ["addAction", [0,-2] select isDedicated,_campFire]; }; },_required_items,0,false,true,"", "isNull (_this getVariable ['mycampfire',objNull]) && {((animationState _this) in ['amovpsitmstpsnonwpstdnon_ground','amovpsitmstpslowwrfldnon','amovpsitmstpsnonwnondnon_ground'])}", -1, false, "", ""];
  2. Just after the apex release, I was working on a mission and decided to place some campfires, but soon realized during a test play-through that they were very dim, this pretty much ruined the immersion since it was quite reliant on campfires. Months later it dawned on me that it wasn't actually that the lights from the campfires are dim, rather its that somehow the light source its self is positioned a meter or two above the campfire (in the air), thus making it appear like the fire is emitting a dim light, when it really isn't. This is very apparent when placing campfires/fireplaces next to buildings. This happens with any object that can be lit with the "inflame" command. Let me show you: Here's a picture of a painfully dim campfire Looks dim, but not too horrible, right? Here's a picture of the same campfire next to a building Whoa, did you see that? Lets take a closer inspection. As you can see, the campfire appears dim, but it is in fact not. The light source is somehow defying the laws of physics and floating above the fire, fracturing my already fragile sense of reality. That's some inception level fuckery right there, boys and girls. In all seriousness though, I made a feedback ticket over a year ago concerning this issue, but have yet to receive any answers. I've since embarked on a long quest to find others who suffer from the fireplace curse, but to no avail. Every google search comes up with jack, to my disappointment. So here's where my rambling ends and I leave you with an important question: Is anyone else experiencing this issue, or is my game just hell-bent on trolling me?
  3. its Really Pretty Simple, There's a General Outpost(s), That You Can Only Get Certain Supplies From! Some are Essential for Multiplayer Like Vaults,(witch Should Cost Real Money) Pre-Raised Fruit Trees, Vehicles(Real Money) Anything That Cant Not Ever be Crafted! I Say Anything that's Going to be Pingn A lot Should Have Some Sort of Cost( If You Don't Want to Pay For a Multiplayer Perks Fine, But Expect Your Door TO Get Knocked Down and Your Supplies Raided! )You Have To Give a Little To Get a Little) Gamers) There Could be a Few Different Kinds of Vaults, Personal, Clan, a Vault That Opens 2 Weeks After in Real Time/Person & Clan! Personally I Would Love to See a Self Efficient Base in Its Last Phase! Maybe A Way To Make Beef Jerky & Smoked Fish! Killing Porcupines, For Quills as a Sewing needles, Vine's as String for a Sewing Kits! Picking Cotton/Grain/Rice from a Farm Field! P.S. PlZz Make Fireplaces and Wood Burning Stoves, Fridges Work PLSZzzz!!! Personally I Love Pixel Games, Especially Evolving ones With BASE BUILDING, I Also Posted on the App Review The Same Sincerely, Sinditencess
  4. Hello gentlemen, would you help me to solve this little problem. I want to make fire place burn only at night. I have found this code: ------Fireplace----- f1 ------Trigger----- Condition: daytime >= 18 OR daytime <= 6 On Act: f1 inflame true -----Trigger to stop the burning----- Condition: daytime <= 18 OR daytime >= 6 On Act: f1 inflame false Fire is being lit at 18. But it does not go out at 6. I've changed the "false" trigger since it didnt look logical to use same (=6 and =6 cant have dif vari) time, so: -----Trigger to stop the burning----- Condition: daytime < 18 OR daytime > 6 On Act: f1 inflame false Fire gets lit, but again - doesnt go out at 6 in the morning... Thnak you
  5. ###Shit, sorry, wrong sectiont. Reposting to troubleshooting. Mods sorry, and please delete.### Hello gentlemen, would you help me to solve this little problem. I want to make fire place burn only at night. I have found this code: ------Fireplace----- f1 ------Trigger----- Condition: daytime >= 18 OR daytime <= 6 On Act: f1 inflame true -----Trigger to stop the burning----- Condition: daytime <= 18 OR daytime >= 6 On Act: f1 inflame false Fire is being lit at 18. But it does not go out at 6. I've changed the "false" trigger since it didnt look logical to use same (=6 and =6 cant have dif vari) time, so: -----Trigger to stop the burning----- Condition: daytime < 18 OR daytime > 6 On Act: f1 inflame false Fire gets lit, but again - doesnt go out at 6 in the morning... Thnak you
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