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Woodpeckersam

domove helpp

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I was ace scripter in OFP.. but i aint played for so long so i dropped in skill now i cant script as brilliant as in ArmA now sad_o.gif.. im stuck on this piece of code.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_g = _this select 0

_s = _this select 1

#loop

? ((damage _s)>= 0.001) : goto "fix"

goto "loop"

#fix

unassignvehicle _g

_g action ["getout", _s]

_s lock true

~5

#move

_g domove (position crate)

?((_g distance crate)<=2) : goto "wait"

goto "move"

#wait

~20

_s lock false

_g domove getpos _s

_g assignasgunner _s

!_g distance _s <= 2: _g moveingunner _s

_g setdamage 0

goto "loop"

_g is the unit entering the searchlight

_s is the searchlight itself.

Basically i want it so that if the bulb blows out when someone shoots it, i want the unit manning the search light to go and get a bulb from a crate.

But all it manages to do is when i shoot the light, it goes off, the unit gets out wander around for about 2 seconds then gets back in the searchlight.. unfixed.

Hope somone can help, thanks.

edit: I get no code errors.

And can someone answer this question too.. i cant seem to get deletevehicle work too.. i want to delete the watch towers around the base.. and in OFP its easy cos you would do this

deletevehicle (object 175970)

note: that id number is the real one from a watch tower.. how would i go about doing this? thanks.

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The "~" command has been replaced with sleep command in Arma.

You may have a go replacing the ~ commands with sleep terms.

Instead of "~ 0.5" use "sleep 0.5" for example.

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lol i did know that, but im using .sqs... does sleep work with sqs or only with sqf??

Cos there no probs here using ~

well, i'll give it a try smile_o.gif thanks.

edit: Yeh it dont work with SQS lol, i'll have to try and learn SQF one day lool.. i cant be a*sed to do it at the moment lol.

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Dont worry bout my post now lol, i managed to figure it out.. but can someone help me figure out how to delete objects already on the map? thanks! smile_o.gif

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CamDestroy? huh.gif

Never tried anyway...

Linker Split

#EDIT

You can't destroy objects pre-placed on the map...

no commands for both OFP and ArmA...

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lol, gonna test it smile_o.gif hehe thanks.. u kno thats usually made for camera's.. but i remba ofp they made missiles wit it.. (well with camcreate)

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yes, test it, but i think that it will not help you, i told that in OFP and ARMA and VBS1 you can't delete an object that has been placed in the map editor (Visitor, WRPTool)...

wink_o.gif

Linker

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oh, just read ur editted page lol, yeh i rememba now lol, oh well.. i'll just have to destroy these objects then.

(the reason why because the AI cant seem to pass in between the fences when theres a watch tower in the middle, even though there is a big gap there :/)

Sorry lol but.. u know how to destroy stuff that built in on the map? thanks nener.gif

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yes:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(object numberID) setDammage 1

yay.gif

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if for example the ID of the ibject is 40000 then:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(object 40000) setDammage 1

try it, it's strange it doesn't work...

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Guest

If theres a number of objects ud like to destroy, just use a marker (or whatever) to place nearby the area to destroy (dont reccomend going out past like 500 m, as it can lag)

I just execute a destroy script from Init.sqs to *open* towns up a little for pathing.

Destroy.sqs

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

#Town4Destroy

_CenterMark = []

_CenterMark = (getmarkerpos "TOWN4MIDDLE")

{(_CenterMark nearestobject _x) setDammage 1} ForEach [581174,581173,581172,174839,174838]

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Hmm thnxs special ed lol, but i only wanna destroy 1 object each time, cos they get in the way of the patrol..

and the (object ID) thingy still doesnt work :/ very strange.... maybe its the place on the map itself..

anywasy thxs for ur help peepz smile_o.gif

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Guest

Edited - easiest way I can find to do this

Put in a gamelogic near the object or objects to destroy

Put this in the gamelogics Init feild:

{(getPos this nearestobject _x) setDammage 1} ForEach [256218,581174,581173,581172,174839,174838]

Delete my object Id's and put whatever ones u want in (or only one, whatever)

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ObjectID is supposed not to work anymore:

object

The search function will find numerous threads that discuss this.

@ the ace OFP scripter:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

#move

_g domove (position crate)

?((_g distance crate)<=2) : goto "wait"

goto "move"

You are spamming domoves at the unit without ~ delay.

That usually results in the unit not moving at all.

Also one domove command is enough

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_g domove getpos _s

_g assignasgunner _s

!_g distance _s <= 2: _g moveingunner _s

These lines have a inherent redundancy.

It is sufficient to just issue:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_g assignasgunner _s

[_g] ordergetin true

Ordergetin

Also note, that lock does not work on AI units:

From the wiki:

Quote[/b] ]Lock vehicle (disable mounting / dismounting) for player.

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Guest

Sorry to post on this again, this will be easiest way for you to destroy objects on map without putting in a script, just never tried it before in the init of an object-

Just put in a GameLogic near where u want an object or objects destroyed - put this in the Init feild:

{(getPos this nearestobject _x) setDammage 1} ForEach [256218,581174,581173,581172,174839,174838]

Of course, put whatever object id numbers u want and, and delete mine.

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@Charonos

Yeh lol i noticed that, i managed to fix it lol, i sed in a post of page 1 but thanks smile_o.gif but u taught me something lol... damn lockvehicles! lol i did have that problem until now, thanks man!

@Special Ed

WIcked man! I'll be sure to give that a try! lool, i knew there must have been a command to do it lol. I'll try it both ways, script and non-script, they both have their advantages and disadvantages! so i'll choose the easiest methods..

thanks guys! You been a great help smile_o.gifyay.gifthumbs-up.gif

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