combinedarms.de

  • Bohemia Interactive Forums wrote:


    So I'm trying to make a script where a single switch switches a unit from Civ to East and vice versa. I want to use this as part of a script that dynamically checks certain parameters to determine on what side the unit should be on depending on its actions (for example murdering a civilian).

    What I did was make two triggers on repeatedly with the following code PLAYER_RED and PLAYER_BLUE as conditions, respectively.

    Code:

    First trigger:
    Condition: PLAYER_RED
    On. Act.: hostile1 = createGroup east; [bob] joinSilent hostile1; PLAYER_BLUE=false;

    Second trigger:
    Condition: PLAYER_BLUE
    On. Act.: neutral1 = createGroup civ; [bob] joinSilent neutral1; PLAYER_RED=false;

    In the init.sqf
    Code:

    PLAYER_BLUE = false;
    And I added an addaction to the player calling a .sqf with the following code:

    Code:

    if (side player == civ) then {PLAYER_RED = true;} else {PLAYER_BLUE = true;};
    But alas, no big. I am really a scripting novice and I have trouble keeping information apart in my head. I don't see why this doesn't work. Could anyone please give me some advice?




    Quelle: forums.bistudio.com/showthread…h-switch&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hello, I have been trying to get a script to allow people to park Quadbikes on the back up an Offroad like so.

    http://i.gyazo.com/c6c276b9ebfcebc51bd7d8d88bc1ae01.png (590 kB)

    I know it is possible with the attachTo script but i'm not sure how to make it all work. Can anyone help me with this or point my some where that can help me? Thanks :)




    Quelle: forums.bistudio.com/showthread…-Offroad&goto=newpost
  • Bohemia Interactive Forums wrote:


    I'm trying to get a script working, but can't get it trough the way I want.

    Code:

    if ("ItemCompass" in assignedItems Player) then {arm = player addAction ["Arm Bomb","SUICIDE_VESTS\armbomb.sqf"] } else [removeAction det, removeAction deac, removeAction arm];
    I've made a custom vest, which is an uniform. And I cant get the script to work because it doesn't count as an assigned item.

    Code:

    if ("VSS" in assignedItems Player) then {arm = player addAction ["Arm Bomb","SUICIDE_VESTS\armbomb.sqf"] } else [removeAction det, removeAction deac, removeAction arm];

    In other words, is there a function similar to assignedItems, like assignedUniforms? Or is there any way to do it the hard way for the script to trigger if a uniform is found?


    Becuase this script works if i have it look for the compass, but not for the uniform. (VSS is my classname for Vest Suicide Small)


    If there is no similar function, can someone help with how to do the same as assignedItems do?



    all i can think of would be something like

    Code:

    bomberVests = ["SVS", "SVL"];
    if ("SVS" in bomberVests Player) then {arm = player addAction ["Arm Bomb","SUICIDE_VESTS\armbomb.sqf"] } else [removeAction det, removeAction deac, removeAction arm];





    Quelle: forums.bistudio.com/showthread…uniforms&goto=newpost
  • Bohemia Interactive Forums - ARMA 3 - MULTIPLAYER wrote:




    Cobra Mall Security
    TVT




    Hardcore TVT gameplay with no respawns

    To join in, hop on TS during european evenings.

    The gameplay is hardcore ingame, but casual outside of it. This means we have structured teamplay
    with squads, squad leaders, recon teams, mission commanders, dedicated pilots, friendly atmosphere.
    What we do not have is hardcore clan structures outside of the game. No memberships,
    required playtimes, ranks.

    Space Hamsters agree: The most intense TVT/COOP you can find in Arma 3.*


    * You cant argue with the space hamsters.




    We play:

    Saturdays 20:30 (central european time | GMT +1)
    Sundays 20:30 (central european time | GMT +1)
    (comms check is at 20:10)



    How to join:
    No membership required, simply show up on our TS before a game to get in.



    Server:
    178.77.68.114


    Teamspeak Server:
    178.77.68.114




    Server features:

    Detailed AAR logs, tracking interesting data from each battle.



    Extensive video archive of matches recorded from ZEUS perspective.
    Featuring radio communications and ballistics tracing.

    Video Archive
    https://www.youtube.com/playlist?lis...-z6DY71qzDMB1C



    For demonstration have a look at the following video.
    The finest teamplay and coordination ever taped in an Arma3 match.





    * You cant argue with the space hamsters.

    ----------------------------------------------------------------------------------------
    Server:
    178.77.68.114


    Teamspeak Server:
    178.77.68.114




    Quelle: forums.bistudio.com/showthread…rity-TVT&goto=newpost
  • Bohemia Interactive Forums wrote:




    Cobra Mall Security
    TVT




    Hardcore TVT gameplay with no respawns

    To join in, hop on TS during european evenings.

    The gameplay is hardcore ingame, but casual outside of it. This means we have structured teamplay
    with squads, squad leaders, recon teams, mission commanders, dedicated pilots, friendly atmosphere.
    What we do not have is hardcore clan structures outside of the game. No memberships,
    required playtimes, ranks.

    Space Hamsters agree: The most intense TVT/COOP you can find in Arma 3.*


    * You cant argue with the space hamsters.




    We play:

    Saturdays 20:30 (central european time | GMT +1)
    Sundays 20:30 (central european time | GMT +1)
    (comms check is at 20:10)



    How to join:
    No membership required, simply show up on our TS before a game to get in.



    Server:
    178.77.68.114


    Teamspeak Server:
    178.77.68.114




    Server features:

    Detailed AAR logs, tracking interesting data from each battle.



    Extensive video archive of matches recorded from ZEUS perspective.
    Featuring radio communications and ballistics tracing.

    Video Archive
    https://www.youtube.com/playlist?lis...-z6DY71qzDMB1C



    For demonstration have a look at the following video.
    The finest teamplay and coordination ever taped in an Arma3 match.





    * You cant argue with the space hamsters.

    ----------------------------------------------------------------------------------------
    Server:
    178.77.68.114


    Teamspeak Server:
    178.77.68.114




    Quelle: forums.bistudio.com/showthread…rity-TVT&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hello.

    I was wondering if there is anyway that I can make my waypoint marker more visible when I'm looking at it. As you can tell from the two follow pictures, it's nearly impossible to spot the marker when you're looking at it, forcing you to turn sideways and even then it should be more visible.

    How do I change the color, or make it more visible in general?

    http://i.imgur.com/zLvuwMb.jpg (730 kB)

    http://i.imgur.com/I5tCqz6.jpg (638 kB)

    Thank you,

    Fion




    Quelle: forums.bistudio.com/showthread…e-to-see&goto=newpost
  • Bohemia Interactive Forums wrote:


    Script replacement houses in Chernarus on takistani.
    Chose not wholesalee houses and framed roughly the same size.
    Fact, but no loss in fps neither on the client nor on the server. Approximately 1600 turns of objects.

    There are certainly all sorts of minor flaws in the balance, but it is a trifle in comparison with what Chernarus now playable!


    Code:

    enableSaving [false, false];
    if (isServer) then
    {
    FFA_LHOUSEV=[];
    FFA_HOUSES=[];
    FFA_OPENHOUSE = [
    "Land_House_C_5_EP1","Land_House_C_5_V1_EP1","Land_House_C_5_V2_EP1","Land_House_C_5_V3_EP1","Land_House_C_12_EP1","Land_House_K_1_EP1","Land_House_K_3_EP1","Land_House_K_5_EP1","Land_House_L_8_EP1",
    "Land_House_K_6_EP1","Land_House_K_7_EP1","Land_House_K_8_EP1","Land_House_L_1_EP1","Land_House_L_4_EP1","Land_House_L_6_EP1","Land_House_L_7_EP1","Land_House_L_8_EP1"];
    FFA_HOUSESCLIENT=[];

    FFA_FUNC_PLAYERCONNECTED = {
    _name=_this select 0;
    _unit=objNull;

    while {isNull _unit} do
    {
    {if ((name _x) == _name) exitwith {_unit= _x}} ForEach playableUnits;
    };
    FFA_HOUSESCLIENT= FFA_HOUSES;
    (owner _unit) publicVariableClient "FFA_HOUSESCLIENT";
    };

    onPlayerConnected "[_name] spawn FFA_FUNC_PLAYERCONNECTED";

    KK_fnc_inString = {
    /*
    Author: Killzone_Kid

    Description:
    Find a string within a string (case insensitive)

    Parameter(s):
    _this select 0: string to be found
    _this select 1: string to search in

    Returns:
    Boolean (true when string is found)

    How to use:
    _found = ["needle", "Needle in Haystack"] call KK_fnc_inString;
    */

    private ["_needle","_haystack","_needleLen","_hay","_found"];
    _needle = _this select 0;
    _haystack = toArray (_this select 1);
    _needleLen = count toArray _needle;
    _hay = +_haystack;
    _hay resize _needleLen;
    _found = false;
    for "_i" from _needleLen to count _haystack do {
    if (toString _hay == _needle) exitWith {_found = true};
    _hay set [_needleLen, _haystack select _i];
    _hay set [0, "x"];
    _hay = _hay - ["x"]
    };
    _found
    };

    if (worldName == "chernarus") then
    {
    FFA_LHOUSEV=nearestObjects [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"),["house"],15000];
    for "_i" from 0 to (count FFA_LHOUSEV)-1 do
    {
    _housev=FFA_LHOUSEV select _i;
    if ((["Land_HouseV_",str (typeof _housev)] call KK_fnc_inString) || {(["Land_HouseV2_",str (typeof _housev)] call KK_fnc_inString)}) then
    {
    FFA_HOUSES set [count FFA_HOUSES,_housev];
    };
    };
    for "_i" from 0 to (count FFA_HOUSES)-1 do
    {
    _nBuilding =FFA_HOUSES select _i;
    _dirVector = vectorDir _nBuilding;
    _objVector = vectorUp _nBuilding;
    _pos = getposatl _nBuilding;
    _nBuilding hideObject true;
    _type= FFA_OPENHOUSE select (floor random (count FFA_OPENHOUSE));
    _house = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
    _house setVectorDirAndUp [ _dirVector, _objVector];
    };
    };
    };

    if(!isServer || local player)then
    {
    waitUntil{(player==player)};
    waitUntil{alive player};
    waitUntil{local player};
    "FFA_HOUSESCLIENT" addPublicVariableEventHandler {{_x hideObject true} foreach (_this select 1);};
    };

    download




    Quelle: forums.bistudio.com/showthread…Takistan&goto=newpost
  • Bohemia Interactive Forums wrote:


    Hi

    I get some problem to check the Copilot from Humming bird

    I can use a eventhandle GetIn to check sit use for copilot : Gunner

    But if i try to check if i'm gunner that doesn't work

    HTML Code:

    if(gunner (vehicle player) == player) then {hint "You are the copilot";};
    I already use this for pilot and that work well but doesn't find another way than use

    Eventhandle with getin then check if _this select 2 was "gunner" ...

    But i need to make this without eventhandle ...

    Hope you understand and can help :)




    Quelle: forums.bistudio.com/showthread…-CoPilot&goto=newpost
  • Users Online 3

    3 Guests - Record: 3,901 Users ()

    Legend:

    •  COA
    •  Administratoren
    •  Registrierte Benutzer
  • Statistic

    9286 News in 2 Categories (32.02 News Per Day)