Jump to content
Sign in to follow this  
Doolittle

Doolittle's Example Scripts

Recommended Posts

th_armajipmarkers.jpg th_armarevive.jpg th_armavehfactory.jpg

I've made a Training Map that we use at 1st Infantry Division. I decided to rip it up and turn it into a bunch of example missions in case anyone was interested in the scripting I used.

Here's the list of sample missions with scripts:

doocreatecomp

Shows how to spawn on map the CfgObjectCompositions objects

doodyntasks

Create a task for players after the mission starts and make sure any JIP players get same task

doodynuav

Spawns a UAV after mission starts. To access go up to UAV Terminal. Note this implementation is limited as you cannot tell the UAV where to fly

dooenemyarty

Enemy mortar will shoot arty at you when it spots you. Uses the Artillery module

doohalo

Any Eject from plane is turned into a HALO drop

doojipmarkers

Place pre-defined markers on the map even JIP players will see. Left click on map and drag a little, then release to bring up menu. You can also delete these placed markers

dookeepweapons

Keep your weapon loadout when you respawn

doomenucomm

Add a Communication menu you can use anywhere by pressing 0 then 8

doopickspawn

When you spawn you will be given a menu that lets you pick where to spawn at

doopopup

Some targets popup after 5 seconds, the others stay down until you reset them

doorevive

Revive fallen teammates. If someone falls unconscious in a vehicle you have the option to pull them out. Makes use of "handleheal" and "handledamage" events as well as "setunconscious"

doorndweather

Have the server change the weather every so often

dooskeet

Press teamswitch key (default T) to launch disks. The server creates the disks

dootemplate

Starting files for all examples

doounitmarkers

Shows markers on map for your teammates and you. Markers change to show what vehicle someone is in

doovehfactory

Press teamswitch key (default T) to bring up menu of what to make. This example also implements a function to clean up dead vehicles

Armaholic download page

Edited by Doolittle

Share this post


Link to post
Share on other sites

Im looking at the doonmearty mission and like it. How far out will the enemy spot you. How bout making so if an nme spots you it can transmit coords to the mortar located somewhere else.

Share this post


Link to post
Share on other sites

How do you make it so even after you die you still have the HALO option? As it is in the mission it goes away after you respawn.

Share this post


Link to post
Share on other sites

It works after respawn, PROTOTYPE. I just re-tested. Remember it just intercepts the "Eject" action and turns it into a HALO drop.

Share this post


Link to post
Share on other sites

The revive script enables invulnerability after respawn, but only to certain degree (ie you can't die, but you can get your legs killed). Its a little... strange.

Anyway, good work :).

Share this post


Link to post
Share on other sites

Rommel, that is very interesting. Is this for AI that stay invulnerable?? The scripts were made for people, I just threw the AI in so people could see it working for the example. May I ask what steps you do to create this invulnerability?

Share this post


Link to post
Share on other sites

Ha Doolittle, most of these examples are simple, and don't need a read me. But can the ( doodyntasks Create a task for players after the mission starts and make sure any JIP players get same task ) be set up to step through multiple tasks with a timer/or a preset time between tasks. Well some tasks on a timer, and some on completion of task.

I'm not real experienced with scripting, and not sure if I'm supplying enough info for my question. New to this game, but I think I can figure some of this stuff out for missions. I'm not alone in this question and we are all learning.

BTW, Thank you all for these great open source scripts.

Edited by adamant

Share this post


Link to post
Share on other sites

Hey there Doolittle,

Nice work I just found these while I was at work.

I'm making my first MP mission and have been looking for a save weapon load out script.

Just wondering how your dookeepweapons script works.

Does it give you the option to save the load out? and if so can you still change it after wards?

Also can I still have my ammo crate full of weapons I want? And save the load out after a player selects their kit.

Don't think I'm just too lazy to test myself I do 25 hr shifts so I wont be home for a while :)

Regards,

Grub

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×