dutchkillar 0 Posted May 30, 2007 a list of questions i have: how can i make some1 sit down? how do i make a taxi (i wanna pick some1 up, so i make a waypoint "load" but then a few secs l8er it just drives away) how do i make a unit without weapon? can i make 2 units talk to eachother? how do i make voice-acts? can i use my own songs (mp3) in the game? i dont understamd s*** about triggers^^ (but thats another story ) and i do have some more but i forgot haha:P please awnser thx *edit: oh yeah and is there a list with commands/scripts anywhere? ... once again, thx Share this post Link to post Share on other sites
johnnyboy 3797 Posted May 30, 2007 Check out the tutorials at the awesome OFPEC website: http://www.ofpec.com/ed_depot/admin_list2.php?type=tu&cat=xyz Many of them were written for Operation Flashpoint, but 95% of material still applies to ARMA. Here's one freebie for you: To have a unit start without weapons, put this command in the unit's init field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">removeAllWeapons this; Share this post Link to post Share on other sites
Flat!!! 0 Posted June 3, 2007 Scripting commands for ArmA: Scripting Commands Link Share this post Link to post Share on other sites
smoke52 0 Posted June 3, 2007 1. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname playmove "AmovPercMstpSlowWrflDnon_AmovPsitMstpSlowWrflDnon" thats one way of making them sit, but you would have to loop it or something, you could also use the "action" command or "switchmove" (see below for link to all script commands) 2. make a car named taxi, in the taxi's waypoint where the player is supposed to get in, put this in the condition field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player in taxi im not 100% sure that will work but it should 3. removeallweapons this this also removes the "throw", so if you were to equip the person with a grenade or any other weapon he throws he wont be able to use it. 4. not sure how to make the lip sync file for the .OGG sound file, but in my mission i made two guys looking at each other in a talking animation with an empty sound file to make their lips move. what i did for the talk animation is make an AI unit (call it loon1 for example) and make a TALK waypoint. now in the "on activation" of the talk waypoint put loon1 switchmove "AmovPercMstpSnonWnonDnon_talking" it will look like hes talking but the lips wont move, check the threads below. here: http://www.ofpec.com/index.p....29457.0 and here: http://www.ofpec.com/index.p....29113.0 5. dont know, but i would think you record your conversation or whatever and save it as an OGG file, then somehow make a .lip file for it. next you can add its information to your DESCRIPTION.EXT file of the mission and you will be able to use it. check the threads above 6. yeah thats another thing im not sure about heres the script commands http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA Share this post Link to post Share on other sites
dutchkillar 0 Posted June 3, 2007 1. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname playmove "AmovPercMstpSlowWrflDnon_AmovPsitMstpSlowWrflDnon" thats one way of making them sit, but you would have to loop it or something, you could also use the "action" command or "switchmove" (see below for link to all script commands) 2. make a car named taxi, in the taxi's waypoint where the player is supposed to get in, put this in the condition field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player in taxi im not 100% sure that will work but it should 3. removeallweapons this this also removes the "throw", so if you were to equip the person with a grenade or any other weapon he throws he wont be able to use it. 4. not sure how to make the lip sync file for the .OGG sound file, but in my mission i made two guys looking at each other in a talking animation with an empty sound file to make their lips move. what i did for the talk animation is make an AI unit (call it loon1 for example) and make a TALK waypoint. now in the "on activation" of the talk waypoint put loon1 switchmove "AmovPercMstpSnonWnonDnon_talking" it will look like hes talking but the lips wont move, check the threads below. here: http://www.ofpec.com/index.p....29457.0 and here: http://www.ofpec.com/index.p....29113.0 5. dont know, but i would think you record your conversation or whatever and save it as an OGG file, then somehow make a .lip file for it. next you can add its information to your DESCRIPTION.EXT file of the mission and you will be able to use it. check the threads above 6. yeah thats another thing im not sure about heres the script commands http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA thx big help Share this post Link to post Share on other sites