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Found 10 results

  1. Does anyone have a script or an immersive way to skip time? I would like for everyone to be able to change the time, either by adding an action to deployed sleeping bag (like zues has with spawn points), or a simple, if you sit down you get an addaction to skip the time 2 hours forward. It would be amazing if there was a fallout kind of way to skip time, with a slider and everything.
  2. EDIT: Solved. Add waitUntil {triggerActivated StartSpawn}; for "_i" from 1 To 4 do { to the start of the .sqf to limit the number of loops and add sleep 600; to the end, like so: Trying to make an AI group spawn at 1 of 4 locations every 10 minutes when Opfor is present. Currently, Opfor enters condition area, a group spawns correctly, but it seems Opfor has to leave and re-enter the area to trigger another spawn. I want the trigger to loop continuously every 10 minutes so long as Opfor remains present. //Trigger //EnemyWest01.sqf
  3. Hi all, Setting up a parameter for in the lobby to let the admin set how fast time goes. What are the values needed though? To set the time at double speed do I put setTimeMultiplier 2; and if I want the time to go 4 times as fast do it put setTimeMultiplier 4; Basically I am after 4 options: 1 hour in game = 30 mins real time, 1 hour in game = 15 mins real time, 1 hour in game = 10 mins real time and 1 hour in game = 5 mins real time. If someone could post the values I need I would really appreciate it!!
  4. I have a MP mission I've been creating that my friend and I play. I have supports one of which is transport via helos. I'd like to add in an optional mission that populates if an AI gets shot down. I have seen it in other missions I play. Basically, the crew is shot down, you're assigned to rescue, and when a player gets close, the downed crew(if alive) is added to your squad. How do I do that? Also, is there a simple way to have a choice in game to change the time? We've played terrorist hunt scenarios where we go up to a briefing board and click change time. We'd just like to be able to switch from day to night. So we can do one task during the day and maybe RTB and switch to night for the next. Thanks, Matt
  5. Hello there Guys ! I am wondering if anyone knows , how to show actual real life Time in game , ex : with a bis_fnc_dynamicText by opening the map I 'm trying but can't find how. Thanks!
  6. Before I'll start making up some huge and complicated workaround... ... can anyone tell me if we have a simple way of turning the data aquired by "date" into something like this: The year is obvious, but do we have commands or macros to convert "8" into "August" and "14" into "14th" and the current day into "Tuesday" or do I have to make up my own crapcode for this?
  7. Is it possible to trigger music to play after a certain amount of time has passed without any combat? Would it be possible to make the music stop as soon as combat begins again? I have never heard of something like this being done, but I think it would significantly contribute to the atmosphere of my missions. It would reduce the bored of long walks and build tension. I also think that music during combat is distracting. Any feedback would be very appreciated.
  8. Hi, I have a MP PvP system where I display a Timer at the top left of the screen. Problem : When the mission ends, and outro is launched, Timer is not at 00:00:00 for everyone. some are 15s early, some are late etc ... all players are not synced ! Here is how it works : What it looks like ingame (Video example) : When the players exits the Weapon Menu : Null = [] execVM "timer.sqf"; Timer script be like : description.ext in my Mission, outro.sqf is activated by a trigger : Many thanks for all the help I can get ! Best regards.
  9. So I've been trying to follow the various threads on this topic, but I'm not the greatest at figuring out just where I messed up in my script. I am trying to have my players be able to set the mission time / weather parameters before beginning. Could someone take a look and tell me how to repair it? I get weather parameter working, but the time one won't kick in. Then I can get time working, but weather won't kick in. This is the description.ext class Params { class initialWeatherParam { title = "Starting Weather"; values[] = {0,1,2,3,4}; texts[] = {"Clear","Overcast","Rain","Fog","Random"}; default = 4; }; class TimeOfDay { title = "Time of Day"; values[] = {-6, 0, 8, 13}; texts[] = {"Morning", "Clear day", "Sundown", "Night"}; default = 0; }; }; Here is my init. I think this is where I am lost? weather = paramsarray select 0; timeofday = paramsarray select 1; execVM "briefing.sqf"; execVM "randomWeather2.sqf"; I'm using the RandomWeather2.sqf script from here - http://www.armaholic.com/page.php?id=24614 Any help would be appreciated.
  10. Hi everyone ! So I have a really simple question that I'm sure you have already seen before. It's about skip time, but more like "X hours and Y minutes. I'm searching for hours now, I keep trying again and again, without any success. Even the BIKI can't make me do things correctly ! :( So here I am ! I have made 2 samples to my function : cutText ["", "BLACK FADED", 600]; private ["_hoursToSkip","_minutesToSkip"]; _msg = [[" _hoursToSkip HEURES AND _minutesToSkip MINNUTES LATER ... ","<t align = 'center' shadow = '1' size = '1.0'>%1</t><br/>"]]spawn BIS_fnc_typeText; _hoursToSkip = _this select 0; _minutesToSkip= _this select 1; skipTime (_hoursToSkip + 0._minutesToSkip - daytime + 24 ) % 24; waitUntil{scriptDone _msg}; cutText ["", "BLACK IN", 5]; cutText ["", "BLACK FADED", 600]; private ["_hoursToSkip","_minutesToSkip"]; _msg = [[" _hoursToSkip HEURES ET _minutesToSkip MINNUTES PLUS TARD ... ","<t align = 'center' shadow = '1' size = '1.0'>%1</t><br/>"]]spawn BIS_fnc_typeText; return date = _actualDate; _actualDateN = dateToNumber _actualDate; _actualDateN + _hoursToSkip*0.00274 + _minutesToSkip*0.000046 = _newDateN; _finalDate = numberToDate _newDateN; setDate _finalDate; waitUntil{scriptDone _msg}; cutText ["", "BLACK IN", 5]; Declared in the "description.ext" file : class CfgFunctions { class Y { class timeSkip { file = "functions"; class timeSkip {}; ext = ".sqf"; }; }; }; Saved as "functions\fn_timeSkip.sqf" and detected in the InGame function menu aswell. None of them works with this command : [["5","5"],"Y_fnc_timeSkip",true,true] call BIS_fnc_MP; I need to make it work in multiplayer. The beginning of the function work great, I got a black screen. But nothing else. Sometimes, the _msg appears (with [5,5] as array instead of ["5","5"]), sometimes not. Can you help me with that ? Thanks a lot ! :) Full working code here (link to reply on this topic)
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