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BRS

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Reply with quote  #16 
Joarius,

-8-
just an idea, but try to insert the red line as shown into the given code to see if it is possible working:

....
#waitforlife
@alive call compile format["%1",_name]
_unit = call compile format["%1",_name]

_unit setObjectTexture [9,"@GEIST\Uniformes\RUS_Casque_Etoile_2_2048.paa"];

removeAllWeapons _unit
....
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Joarius

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Reply with quote  #17 
Thank's for your answer, BS. [smile]
I will make tries.


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Shrck

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Reply with quote  #18 
Quote:
Originally Posted by Joarius

8 - How can i keep the textures that i place on the players, after their death and their respawn ?
Actually, a character with this command (this setObjectTexture [9,"@GEIST\Uniformes\RUS_Casque_Etoile_2_2048.paa"];) looses his texture when he respawns. :\


You know, we don't like respawn, so i'm not good in this. But maybe this line into init will helps you
_handler = player addEventHandler ["respawn", {........}]

add your commands instead of ........, and it will execute each time player respawn.
https://community.bistudio.com/wiki/addEventHandler


Quote:
Originally Posted by Joarius

9 - How can i do in order to show a message only to one character, and avoid that other people see it ?


Be more specific. What kind of message? Conditions to show this message?
player groupchat "message" - probably would be ok, in case only one player on the group.
http://community.bistudio.com/wiki/groupChat

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Joarius

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Reply with quote  #19 
@BS :
It doesn't work. :\

@Shrck :
8 : I will watch it more seriously your proposition after. [wink]
9 : This message indicates that a specific character must not go out a zone. The fist message prevents him that he's going away of the zone ; the second message prevent him that he's wounded at 50% ; the third message prevents that he's killed.
So, i would like that the first and second message don't appear for others players, but for only the player who is this character.

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BRS

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Reply with quote  #20 
Joarius,
I hoped it would work.

could you please be a little more specific?
It didn't work at all?
old texture will not be removed?
or it is for all player the same texture after respawn now?

I can't test this myself because I don't have that RUS_Casque_Etoile_2_2048.paa inside my Geist folder and I don't know what  Casque_Etoile means. [smile]
Using English words inside your mods would help (me) a lot [smile]
So which Falschirmjaeger
texture is similar and could be used for a test
and which number should I use then?
this setObjectTexture [9,"@GEIST\Uniformes\RUS_Casque_Etoile_2_2048.paa"];


//-----------------------------------------------------------------------------------------------------------
Edit:
I tested it with some 'nonsens' textures and it seems to work.

What I did:
1.
I named my soldiers inside eiditor like M1 M2 M3.. M8
to see that textures from start an you have to place it as known inside the ini line of each soldier:
this setObjectTexture [9,"@GEIST\Uniformes\RUS_Casque_Etoile_2_2048.paa"];

and so on.
Not sure if this is really needed, but I added into soldiers ini line:
 this setIdentity "M1";
too.

2.
Inside Init.sqf I placed the following lines:
    _units =["M1","
M2","M3","M4","M5","M6","M7","M8"];
    {[_x,1] exec "weapons_respawn.sqs"} foreach _units;

3.
Inside
weapons_respawn.sqs I added:
....
#waitforlife
@alive call compile format["%1",_name]
_unit = call compile format["%1",_name]

?(_name == "M1"): _unit setObjectTexture [9,"@GEIST\Uniformes\GER_Luftwaffe-Camo_25V1P0_FSJ-Flieger_Medic_2048.paa"];
?(_name == "
M2"): _unit setObjectTexture [9,"@GEIST\Uniformes\USA_Insigne_101st_Airborne_-_AMNESIA.paa"];
?(_name == "
M3"): _unit setObjectTexture [9,"@GEIST\Uniformes\USA_Insigne_83th_Infantry.paa"];
?(_name == "
M4"): _unit setObjectTexture [9,"@GEIST\Uniformes\USA_Grade_NCO_Staff_Sergeant.paa"];
?(_name == "M5"): _unit setObjectTexture [9,"@GEIST\Uniformes\GER_Luftwaffe-Camo_25V1P0_FSJ-Flieger_Medic_2048.paa"];
?(_name == "M6"): _unit setObjectTexture [9,"@GEIST\Uniformes\USA_Casque_Arriere_2nd_Ranger_NCO.paa"];
?(_name == "M7"): _unit setObjectTexture [9,"@GEIST\Uniformes\GER_Luftwaffe-Grade_Offizier_Camo_25VOffizP_FSJ-Leutnant_2048.paa"];
?(_name == "M8"): _unit setObjectTexture [9,"@GEIST\Uniformes\GER_Grade_Gefreiter_FLAK_2048.paa"];


removeAllWeapons _unit
?_hasrifle:_guns = _guns - [_prigun];_guncount = count _guns
....

After respawn each single soldier had this 'nonsens' textures again.
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Joarius

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Reply with quote  #21 
It did'nt work at all.
When  the character respawn after death, there is not the textures applied.
And effectively, i gave you the example for one texture, but there are different textures in the mission.

The texture that i gave is for a russian helmet :
RUS_Casque_Etoile_2_2048.paa : Russian Helmet Star 2nd version at 2048x2048 px

The helmet of Fallschirmjäger could be effectively used for tests : this setObjectTexture [7,"@GEIST\Uniformes\GER_Casque_25xxLWFSJ1_1024.paa"];

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BRS

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Reply with quote  #22 
Ok, please have a look into the prev post, I edited it with an example.
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Joarius

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Reply with quote  #23 
Yes, i'am watching it. [smile]
I have a problem, because evidently, for soldiers, i have added more textures that the simpe example that i gave... [confused]
i ha efor S41 : this setObjectTexture [3,"@GEIST\Uniformes\RUS_Calot_3-Casque_Tankiste_3_2048.paa"];
But by example i have too :
Init for soldier G12 = this setObjectTexture [((getArray (configFile/"cfgVehicles"/(typeOf this)/"hiddenSelections")) find "eqip_helmet"),""]; this setObjectTexture [((getArray (configFile/"cfgVehicles"/(typeOf this)/"hiddenSelections")) find "eqip_officer_cap"),"lib\LIB_GER_infantry\data\ger_eqipment_1_co.paa"];
Init for soldier G14 : this setObjectTexture [0,"@GEIST\Uniformes\GER_Giberne_Medic1_2048.paa"]; this setObjectTexture [((getArray (configFile/"cfgVehicles"/(typeOf this)/"hiddenSelections")) find "eqip_helmet"),""]; this setObjectTexture [((getArray (configFile/"cfgVehicles"/(typeOf this)/"hiddenSelections")) find "eqip_helmet"),"lib\sg_sturmtroopers\data\sturmer_helmet.paa"]; this setObjectTexture [0,"@GEIST\Uniformes\GER_Giberne_Medic1_2048.paa"];
Sorry. :\

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Joarius

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Reply with quote  #24 
@Shrck :
9 : i have not succeeded with your proposition. But i have found something that make it good. Thank's ever for your help. [smile]

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BRS

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Reply with quote  #25 
Joarius,

just 'glue' this lines together.
I hope it's clear to see by the below examples. I took the 'data' you gave in your prev post and hope I made no mistake while copy.

?(_name == "S41"): _unitsetObjectTexture [3,"@GEIST\Uniformes\RUS_Calot_3-Casque_Tankiste_3_2048.paa"];

?(_name == "G12"): _unit setObjectTexture [((getArray (configFile/"cfgVehicles"/(typeOf _unit)/"hiddenSelections")) find "eqip_helmet"),""];  _unit setObjectTexture [((getArray (configFile/"cfgVehicles"/(typeOf _unit)/"hiddenSelections")) find "eqip_officer_cap"),"lib\LIB_GER_infantry\data\ger_eqipment_1_co.paa"];

?(_name == "G14"): _unit setObjectTexture [0,"@GEIST\Uniformes\GER_Giberne_Medic1_2048.paa"];  _unit setObjectTexture [((getArray (configFile/"cfgVehicles"/(typeOf _unit)/"hiddenSelections")) find "eqip_helmet"),""];
_unit setObjectTexture [((getArray (configFile/"cfgVehicles"/(typeOf _unit)/"hiddenSelections")) find "eqip_helmet"),"lib\sg_sturmtroopers\data\sturmer_helmet.paa"]; _unit setObjectTexture [0,"@GEIST\Uniformes\GER_Giberne_Medic1_2048.paa"];
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Joarius

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Reply with quote  #26 
A lot of thank for Gunter, BS and Shrck : i have succeeded to have what i wanted. [smile] It works fine. [wave]
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Joarius

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Reply with quote  #27 
Hi all people,


I return to work on a new TvT mission, but i have some new problems.



10 - Problem with a trigger code

In the post Useful Code Snippits, there is the following codes for triggers :
Quote:

The following is used in a trigger to count the enemy left in an area, say you have 10 enemy and you want the trigger to activate when only 1 is left, basically when the count is less than 2. (This code goes in condition box of the trigger)

Code:
count thislist < 2;

To make sure a trigger is only activated by ground units put this in the an activation of the trigger

Code:
((vehicle player) in thisList) and ((getPos (vehicle player) select 2) < 2);


I've tried to use the second line, but it dosen't work ; it indicates that a Type Boolean, Nothing is awaited.
What do i have forget ?


11 - Problem with onLoadMission and onLoadMissionTime

In description.ext of my second TvT mission,i have these lines :
onLoadMission = "[TvT-CDO] - Attaque de Kurozweki v1.1";
onLoadMissionTime = true;
loadScreen = "images\Clan_des_Officiers_-_Logo_512x512.paa";
But the mission's name doesn't appear, as the time. I don't understand why, because i have the same line for the first mission that i've finished, and there, it works without problem : the name appears coorectly in this first mission:
onLoadMission = "[TvT-CDO] - Éliminer le traître v2.2";
onLoadMissionTime = true;
loadScreen = "images\Clan_des_Officiers_-_Logo_512x512.paa";

So what could be the reason of the strange phenomena in the second mission ?





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Shrck

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Reply with quote  #28 
10.
Does it matter that trigger is only activated by ground units?
I have to say ((west countSide thislist) < 2) or ((east countSide thislist) < 2) works perfect if you set trigger activation to "anybody".

11.
... don't know... maybe you turned off something before? [confused]

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Joarius

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Reply with quote  #29 
12 - How adjust the sound svist of the game ?
I use this sound to indicate the end of the briefing, but i have a little problem : in the editor, it sounds not to strong, but in MPMissions (with the helmet on the hears), it sounds very high... :\ Is it possible to change the volume ? How could i do to make it less high, or it's not possible ?


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Joarius

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Reply with quote  #30 
13 - How lock tanks for infantrymen, but not for Tank crew or for SPG crew ?
I would like to allow only to the Tank Crew and SPG crew, and maybe artillery and Luftwaffe men, to go into tanks, SPG and funnies vehicles as PanzerFlak.
I haven't found the command. :\

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