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Found 3 results

  1. Hi, I have working weather script that is used with mission params to change the weather. The only problem is weather changes after the mission start and is quite immersion breaking for the players. Can somehow pre-init the script, so weather change before players can see the changes? The script itself (very primitive but works): //initServer.sqf private _weather = "Weather" call BIS_fnc_getParamValue; if (_weather == 1) then { sleep 3; 0 setOvercast 0; 0 setRain 0; 0 setFog 0; forceWeatherChange; ["weather", []] call BIS_fnc_showNotification;}; if (_weather == 2) then { sleep 3; 0 setOvercast 0.5; 0 setRain 0; 0 setFog 0; forceWeatherChange; ["weather", []] call BIS_fnc_showNotification;}; if (_weather == 3) then { sleep 3; 0 setOvercast 0.6; 0 setRain 0; 0 setFog 0.1; forceWeatherChange; ["weather", []] call BIS_fnc_showNotification;}; if (_weather == 4) then { sleep 3; 0 setOvercast 1; 0 setRain 0.5; forceWeatherChange; ["weather", []] call BIS_fnc_showNotification;}; Mission parameters: class Params { class Weather { title = "Choose weather conditions for the mission"; texts[] = { "Clear", "Cloudy", "Fog", "Rain" }; values[] = { 1, 2, 3, 4 }; default = 4; }; };
  2. After getting the Prairie Fire DLC, I noticed that when I ran the included co-op missions, that I could reduce weapon sway (and other things) in the parameters drop down. Although I personally enjoy the fatigue/sway stuff (maybe enjoy is a bit much, but...), a bunch of the friends I play with really liked the option to fix it. I was hoping to learn two things here -> 1. How to reduce the sway and 2 How to include that parameters thingie to my missions. Please be aware that my scripting abilities are very sub average, so when you post your answer, try to lay it out as if I was totally brand new to ArmA scripting. As always; any help is appreciated.
  3. Good evening all, Like most people i have become tired of placing ACE3 modules in the editor when making my custom coop missions- Reading the framework documentation on the ACE3 website i am using ACE_SETTINGS in the description.ext but will be moving to using the ACE_SEVER.pbo with a ace\serverconfig.hpp - I will use this without forcing settings (so i can change specific ones dynamically through the lobby) In order to modify the settings from one mission to another (without redoing the code) i want to make certain ace_settings dynamic and change them on my dedicated server through the mission parameters in the lobby Reading the website gives the following example for code in the description.ext: class Params { class ace_medical_level { //This needs to match an ace_setting, this one is a "SCALAR"(number) title = "Medical Level"; // Name that is shown ACE_setting = 1; //Marks param to be read as an ace setting, without this nothing will happen! values[] = {1, 2}; //Values that ace_medical_level can be set to texts[] = {"Basic", "Advanced"}; //Text names to show for values (Basic will set level to 1, Advanced will set level to 2) default = 2; //Default value used - Value should be in the values[] list }; class ace_repair_addSpareParts { //This ia a "BOOL" title = "$STR_ACE_Repair_addSpareParts_name"; //You can use ACE's stringtables ACE_setting = 1; values[] = {0, 1}; //setting is a BOOL, but values still need to be numbers, so 0 is false, 1 is true texts[] = {"False", "True"}; default = 1; }; }; My question is - DOES ANYONE HAVE A FULL LIST OF THE ACE3 CLASS PARAMS? this would save me a lot of time messing about in the editor export section writing down the class name and variable options. Many thanks in advance
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