mrsandbox

Member
  • Content count

    52
  • Joined

  • Last visited

  • Medals

Community Reputation

32 Excellent

About mrsandbox

  • Rank
    Lance Corporal
  1. Hey guys, i wanted to use this function here, but i dont know how i have to call it...Appreciate some help, thanks... //Defines #define ON 0 #define OFF 0.97 #define LIGHT "light_1_hitpoint" #define DUMMY "BIS_effectDummy" #define DESTROYED "BIS_lightDestroyed" #define SAMPLE "electricity_loop" #define HELIPAD "Land_HelipadEmpty_F" //Parameters private ["_position", "_type", "_timing", "_delay", "_condition"]; _position = [_this, 0, [0,0,0], [[]]] call BIS_fnc_param; _type = [_this, 1, "Land_LampShabby_F", [""]] call BIS_fnc_param; _timing = [_this, 2, [0.25, 0.50], [[]]] call BIS_fnc_param; _delay = [_this, 3, [1, 2], [[]]] call BIS_fnc_param; _condition = [_this, 4, { true }, [{}]] call BIS_fnc_param; //Find related objects private "_object"; _object = nearestObject [_position, _type]; //Make sure we found an object if (isNull _object) exitWith { ["Object at position (%1), of type (%2) not found", _position, _type] call BIS_fnc_error; }; //Light starts off _object setHit [LIGHT, OFF]; //Hit event handler _object addEventhandler ["Hit", { (_this select 0) setvariable [DESTROYED, true]; }]; //Effect private "_setState"; _setState = { private ["_object", "_on"]; _object = [_this, 0, objNull, [objNull]] call BIS_fnc_param; _on = [_this, 1, true, [true]] call BIS_fnc_param; //The dummy object private "_dummy"; _dummy = objNull; //Does the dummy object been created already if (isNil { _object getVariable DUMMY }) then { //Create dummy object private "_dummy"; _dummy = createVehicle [HELIPAD, position _object, [], 0, "CAN_COLLIDE"]; //Attach it to the light object _dummy attachTo [_object, [0,0,2]]; //Store _object setVariable [DUMMY, _dummy]; } else { _dummy = _object getVariable DUMMY; }; //Effect on or off if (_on) then { //Play effect _dummy setDamage 0; _dummy say3D SAMPLE; _object setHit [LIGHT, ON]; } else { //Destroy effect _dummy setDamage 1; _object setHit [LIGHT, OFF]; }; }; //Flag private "_lightOn"; _lightOn = false; //Main loop while _condition do { //Exit if destroyed if (!isNil { _object getvariable DESTROYED }) exitWith { //Light off _object setHit [LIGHT, OFF]; //Log ["Light object (%1) was destroyed", _object] call BIS_fnc_log; }; //Blinking loop for "_i" from 0 to 5 do { //Set state if (_lightOn) then { [_object, false] call _setState; _lightOn = false; } else { [_object, true] call _setState; _lightOn = true; }; //The timing sleep (_timing call BIS_fnc_randomNum); }; //Sleep sleep (_delay call BIS_fnc_randomNum); }; //Does it exist? if (!isNil { _object getVariable DUMMY }) then { //The dummy private "_dummy"; _dummy = _object getVariable DUMMY; //Detach and delete detach _dummy; deleteVehicle _dummy; }; //Return true;
  2. Is it possible to remove this fire again? I found solutions for old fire functions but not for this.
  3. Thanks...! Splendid flags...;-)
  4. Hey guys, i want to know how i can check with a condition if a shot was fired by anyone in a trigger area. Thanks in advance...!
  5. Can someone tell me what the script function is for attaching the little flags to the vehicles? is it only possible for Light Vehicles?
  6. Just wanted to say, im in "The Survivor" now and the Campagne is a blast ! Personally i think its the best official piece of SP content for Arma 3 for now, at least im enjoying at as much...!
  7. Best DLC confirmed...! ;-)
  8. This works particular. Sentences is finished then the next sentences in the topic are not played anymore. Im not lazy, so i took a look into the kbtell function before and searched for a terminate command, ( my scripting knowledge is very low) but it looks like their is no way to terminate a running sentence at all, is that right ? Thanks allready!
  9. Im using kbtell to make a simple conversation. Now what i want is, that the conversation just stops and exits the script, so it does not complete if a condition is met. Allready tried: terminate _conv1; did not work;-( _conv1 = ["Syndikat_Mines", "Mission1", nil, "DIRECT", nil, nil, 1] spawn BIS_fnc_kbTell; Thanks in Advance...!
  10. thanks for clearing that up...!
  11. Like the new mine detection sound with the mine monitoring. feels cool ! only problem is that if you place mines in vegetation, -grass or jungle on tanoa you see them on the mine detection screen and here the beep beep beep but even if you are lieing in front of them they are not getting detected (red triangle) and you can never disarm them.
  12. New gamebreaker since one of the latest updates. AI is firing at empty objects like mortars, static AT´s and such. makes them waste all the ammo they got.
  13. bugs

    Known bug. Same happened to me. Guess their is now workaround and BIS has to fix it.
  14. Are there any usefull new functions or script commands for random patrols for use in own missions? the random patroul function from BIS (the old one) does not allow to define areas to patrol.
  15. http://steamcommunity.com/sharedfiles/filedetails/?id=950080961&searchtext=refugees Am i the only one who thinks that this political incorrect, offense, not to say racist?! "White Power"..."The Final Solution"....