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#1 Posted at 2016-01-12 16:53        
     
So first off, I love this script, but it looks plain ridiculous when I'm flying in a helicopter and the ground is full of little puffy clouds. So my question is, how do I disable the script for air vehicles and / or all vehicles in general?


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In-game name: Kobayashi Maru

 
#2 Posted at 2016-01-12 17:36        
     
There is a script to call, with parameters, something like:
null=[l1,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,2,2.1,0.1,4,6,0,3. 5,17.5] execFSM "Fog.fsm"
if I'm right.
You can't just add a condition like:
if !(vehicle player isKindOf "air") then {
null=[l1,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,2,2.1,0.1,4,6,0,3. 5,17.5] execFSM "Fog.fsm"};
for canceling this script if player is in an air assets, because the cndition will be tested at start and never more, roughly.

Wrapping the script in a scheduled loop could be fine:
0 = [] spawn {
waitUntil {!((vehicle player) isKindOf "air")};
_handle =[l1,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,2,2.1,0.1,4,6,0,3. 5,17.5] execFSM "Fog.fsm";
waitUntil {(vehicle player) isKindOf "air"};
terminate _handle;
};

I let l1 as first param as in Rockhount example, change it for your player or unit or logic. See his doc.

You can also change the size of the clouds in these cases only:
0 = [] spawn {
waitUntil {!((vehicle player) isKindOf "air")};
if (!isNil "_handle") then {terminate _handle};
_handle = [l1,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,2,2.1,0.1,4,6,0,3. 5,17.5] execFSM "Fog.fsm";
waitUntil {(vehicle player) isKindOf "air"};
terminate _handle;
_handle = [l1,1000,11,100,30,70,-0.3,0.1,0.5,1,1,1,13,12,15,true,2,2.1,0.1,4,6,0,3. 5,17.5] execFSM "Fog.fsm";
};

I don't have this script, so I didn't test these new params but you catch the idea.

This post was edited by Pierre MGI (2016-01-12 18:05, 649 days ago)

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS