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About mrsandbox

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  1. Like the title says I want to create a cutscene where u look through a UAV with the fitting overlay. I found that one way is to define and use Resource Titles, for example scopes too. Is there a tutorial how to do this? Help would be much appreciated!
  2. Nice...Got everything working what i need. Thank you, very helpfull !
  3. This would be command for task creation. Dont forget that scripting on dedicated servers is very different to SP or client side multiplayer. (not to say complicated) If you want a 100% working Task System use FHQ Tasktracker. It works for dedicated servers but is not fully updated to the task system BIS offers.
  4. Modules for Dedicated Server are problematic. Better script your Tasks with the functions BIS provides if your are on dedicated server. Overall many stuff which works in SP doesnt work in MP. Even less on dedicated servers.
  5. Thanks very much, Jonas. This is allready helping! Still having a damn hard time adjusting the parameters of the function since there are so many. But i want to use that function because you can choose the channels by yourself and disable the radio protocol automaticly.
  6. So i found the entry on the Bis Biki, but still cant get the System to work. My problem is that i dont know how and where i have to define the "container" in the desciption.ext or Cfg Sentences File. /* Description: Plays conversation. Script terminates itself when conversation is finished. Parameter(s): _this select 0: STRING - Topic name _this select 1 (Optional): STRING - container name (default: current mission ID) _this select 2 (Optional): ARRAY - section to be played. Elements can be: * STRING - "variant" - play specific variant * ARRAY * [startingSentence,(endingSentence)] - play al sentences between specific start and end startingSentence can be in format: * STRING - full sentence name (example: 04_intro_team_PLA_0") * ARRAY - [<actorID>(,<sentenceID>)] (example: ["PLA",0] or just ["PLA_0"]) * BOOL - true to play random sentence, false to play first sentence * default - first sentence endingSentence can be in format: * STRING - full sentence name (example: 04_intro_team_PLA_0") * ARRAY - [<actorID>(,<sentenceID>)] (example: ["PLA",0] or just ["PLA_0"]) * BOOL - true to play only one sentence, false if continue to last sentence * default - last sentence * (default: play everything) _this select 3 (Optional): BOOL or STRING or OBJECT or CODE - true to force radio, name of custom radio channel, listener's channel, returned value of code _this select 4 (Optional): CODE - code executed at the start of every sentence (arguments are same as in kbAddTopic event handler) (default: {}) ARRAY - code with arguments in format [code,arguments] _this select 5 (Optional): ARRAY - replacement units for those defined in .bikb file (in chronological order) BOOL - when true, dummy logics will be created for all actor units which doesn't exist (default: false or value of 'bis_fnc_kbTell_createDummy' variable) _this select 6 (Optional): NUMBER - music and sound volumes will be multiplied by this value when conversation starts (default: 0.1) _this select 7 (Optional): BOOL - true to disable radio protocol message while the conversation is playing (default: true) Returns: NOTHING */ //Todo: priority kbTell stppoing current conversation, split into several functions (config loading) How and where do i have to define the Sentences, other then the .bikb file? Maybe someone can post an easy working example or has an idea. Thanks in advance!
  7. I tried three tools now to unpack a mission pbo by a user. Mikeros ExtractPBO tells me that. ///'CTRGMod.pbo' from Mikero's dos tools, dll version 5.66/// Pbo Type is: CWC Unknown pbo type (no config) //////</HEADER>////// Warning: DePbo has residual bytes (possibly a tool signature) Warning: DePbo has residual bytes (possibly a tool signature) Pbo is empty (no files inside) Is the PBO secured and cant be extracted? Just want to see how the Bis_fnc_tell function works, not trying to steal anything...! Thanks in advanced
  8. Works in a loop...Had allready a solution but this is much better. Thanks for your input=)!
  9. Overall the function works great in my little scenario, now i have one problem. As soon as the chopper lands and the first part of the Unitplay Script is done, it is hovering back in the air, instead of waiting there until the condition is over. [x1, CODE FOR LANDING ]spawn BIS_fnc_UnitPlay; waitUntil {! (player in x1)}; [x1, CODE FOR FLYING AWAY] spawn BIS_fnc_UnitPlay; If the code for Landing is played the chopper is hovering back in the air until the player gets out. but it needs to stand on the ground. I tried to disable ALL sections of the pilot AI and the chopper itself. it didnt help. Thanks in advance if you got an idea!
  10. Id need the classnames for RHS:GREF. Couldnt find them. Not on the RHS homepage or anywhere else. Thanks in advance.
  11. Just wanted to say a big Thank you, to all the developers involved in this project. You made the damn whole game playable in the third installment. This is fantastic. I like the fact that with the complete CUP pack you got everything you need without installing thousands of mods. I consider making a campaign/scenarios in Harvest Red style, still love the Arma 2 series and the Chernarus setting most.
  12. R3vo, how would i make the script check if all lines has run, so for example i wait to make a conversation end, and then in the script complete the task. thanks in advance!
  13. Sad to see how many people drop support for their own creations, even if there a gamebreakers and stuff which makes the content not playable. I mean, people put so much work in these things, and then just kicking their own work insteed of reworking stuff which is already very good.
  14. So Looks like this campaign "is on ICE" ?! ^^=)