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limmy3

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  1. limmy3

    unit knowsAbout target

    Have a look here: ArmA Mission Editor I read it somewhere. regards limmy3
  2. Hello again ... nice to see you again ...  Well, I'm all most finished with my mission and need to rewrite the outro-loose.sqs. It can happen that one or the other of my units die in action.   I'm writting an outro where the enemy General receives the surrender of my fireteam. But it looks somehow strange if all of my units surrender even those killed in the main mission. So, is there a method to transfer the mission data to the outro?    All   is  . Regards limmy3
  3. Yes, thank you. You're wright that's what I'm gonna do. Regards limmy3
  4. Thank you very much Metal Heart, indeed. Regards limmy 3
  5. Hello fellows, I’m looking for a fellow how “loves†challenges in writting a script. I have no experience in writting scripts. So I do not know whether it is possible. Well, I’m able to write cunscenes and speech scripts but that’s all. I need a special script ...  I explain it. A couple of two civilians called Civ_1 and Civ_2 are walking down a hill and may be detected by one of three soldiers W_2, W_3 or W_4 Only one of them should report to the Corporal otherwise when all speak this ends in chaos. I tried this with triggers which works but then it may happen that all are reporting to the Corporal. I have written two scripts for each soldier <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; [this] exec "W_2_Civ_1_1.sqs" W_2 SideChat "Sir, Civilians are coming up the hill from the south." ~5 W_1 SideChat "Very well Mr Balboa, then tell them to disappear." ~3 W_2 SideChat "Yes Sir." exit <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; [this] exec "W_2_Civ_1_2.sqs" W_2 sideChat "I intercepted them and convince them to go back. Sir." ~5 W_1 SideChat "Very well Mr Balboa that was correct." ~3 ; W_1 SideChat "Fall back in formation." W_2 CommandFollow W_1 ~2 W_2 SideChat "Yes, Sir." exit <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; [this] exec "W_3_Civ_1_1.sqs" W_3 SideChat "Corporal, here's a couple walking over the hill trough the zone." ~4 W_1 SideChat "Mr Bond make clear to them they can't pass this area." ~3 W_3 SideChat "Aye-aye, Sir." exit <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; [this] exec "W_3_Civ_1_2.sqs" W_3 sideChat "Ok, Corporal the couple is bugging out." ~4 W_1 SideChat "Thank you Mr Bond." W_3 CommandFollow W_1 ~2 W_3 SideChat "Aye, Sir." exit <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; [this] exec "W_4_Civ_1_1.sqs" W_4 SideChat "Corporal, Sir! Two persons are coming towards the depot." ~10 W_1 SideChat "Mr Christian make sure they leave this area. Don't let them pass." ~3 W_4 SideChat "Aye-aye, Sir." ~3 W_1 SideChat "Chase them away." ~3 W_4 SideChat "Yes, Sir." exit <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; [this] exec "W_4_Civ_1_2.sqs" W_4 sideChat "They turned arround, Sir." ~7 W_1 SideChat "Yes, Mr Christian well done." ~3 W_4 SideChat "Yes, Sir." W_4 CommandFollow W_1 ~2 W_4 SideChat "Yes." 3 W_4 SideChat "Sir!" exit The triggers: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Trigger : 01 Function: Activates *.sqs at distance Axis a: 0 Axis b: 0 Angle: 0° Ellipse: 0  Rectangle: 0  Once: 0  Repeatedly: 0 Activation: None Type:  None Text:    Name:   Condition: W_2 distance Civ_1 < 160 On Activation: [this] exec "W_2_Civ_1_1.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Trigger : 02 Function: W_2 will move to Civ_1 Axis a: 0 Axis b: 0 Angle: 0° Ellipse: 0  Rectangle: 0  Once: 0  Repeatedly: 0 Activation: None  Type:  None Text:    Name:   Condition: W_2 distance Civ_1 < 70 On Activation: Civ_1 stop true; W_2 doMove getPos Civ_1 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Trigger : 03 Function: W_2 will talk to Civ_1; Civ_1 will flee; W_2 will return to formation Axis a: 50 Axis b: 50 Angle: 0° Ellipse: 0  Rectangle: 0  Once: 0  Repeatedly: 0 Activation: None  Type:  None Text:    Name:   Condition: W_2 distance Civ_1 < 5 On Activation: Civ_1 stop true; [this] exec "W_2_Civ_1_2.sqs" On Deactivation: Civ_1 stop false; verjagen = true What I need is a script to let only the one soldier activate his *.sqs file who first detected the civilians. eg: Lets say the soldier W_3 detected the Civ_1 first that means the other soldiers W_2 and W_4 should say nothing. The important thing is that only one soldier talks both parts. All is  Regards limmy3
  6. Hello again, No I was not using the correct weapon classnames. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">W_3 action ["drop weapon",Barrel,0,0,"UKF_SA80"] Yes you are right, it works with both rifles and hand guns! My second question was answered with the two numbers, too. And trying it a few times the direction of the guns change every time you start the mission. But isn't it a shame your not able to find these information from the hands of BIS themselfs. I can't remember that there was a reference from BIS in form of a Book or anything on the CDs nor in the BIS COMREF. I mean a complete explanation of the Mission Editor and its functions. Or have I just overseen this?  I know on one CD, Version 1.0, is a small html file how to built a mission but it was not very detailed. Well, it is as it is and I think it is much more nicer to ask in forums and to have contact to other fellows.  So thank you for your  . Regards limmy3
  7. Hello there, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">W_1 action ["drop weapon",W_1,0,0,"SA80"] A soldier will be threatend by another and will than put down his weapon. It would be nice if this would work.  Does someone know how this works?  All he does is knee down and still hold his gun. Which behaviour is necesary? All   is  . Regards limmy3
  8. Hello, it seams to work fine with BIS weapons. Â With the SA80 it does not work and with handguns neither. The soldier still keeps it in his hand. What are the two numbers after the second array? Â I had the feeling it was the direction the gun was pointing but I'm not sure about that. The other idea could be they are for the magazines. But anyway thanks for your help. Regards limmy3 Â
  9. Hello fellows, the search function won't help me. SetDir is not listed.  I'm writting a camera-intro.sqs for my mission. The unit in interal view should look for 10 seconds to a speaking officer. But all what is done is that the head is turned and goes back to the normal position. I tried <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[W_1 SetDir 270,10] but with no results. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">TitleCut ["Staff Sergeant your turn.", "plain", 1] ~5 SSGT SetMimic "SURPRISE" TitleCut ["Yes, Sir.", "plain", 1] ~2 [W_1 SetDir 270,10] look at SSgt for 10 sec ~1 TitleCut ["Your orders are as follows, Corporal:\n You will betake yourself and your fireteam\n to the weapon and ammunitiondepot at Gorichshny castle.", "plain", 1] ~5 W_1 SetDir 270 look at SSgt for 10 sec TitleCut ["Make sure you don't attract so.'s attention.\n So be watchfull and aware\n but don't be impulsive.", "plain", 1] W_1 SetDir 270 look at SSgt for 4 sec ~6 All   is  Regards limmy3
  10. Yes thank you very much! In deed. Â The DoWatch command was the answer. Somehow I didn't think of that. Â Regards limmy3
  11. Hello I'm back  , Well, let's start. The player is the commander of a fireteam. (West) The enemy has six groups of about 8 units. One unit of fireteam west should move to the gunner position of a MG position. I know that I could to that with the trigger and east present command. But I want to use the "distance" command. Which means that if any unit of an east group comes closer than 25m the unit west will move to the MG. I tried it with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(W_2 distance E_G_1) or (W_2 distance E_G_2) or (W_2 distance E_G_3) < 25But there is an ERROR message. E_G_1 = East Group 1 W_2 = West Unit 2 I would be very thankfull if someone could help me!  All   is  . Regards limmy3
  12. Hi, yes, I tried it once more and I got ERROR messages. I have a try on SevenBEF triggers. A pity I can't write scripts so ColonelSandersLite script may be to difficult for me. I thank you all for your great help. Â Regards limmy3
  13. Hello SevenBef, Yes, you're wright immobile of course. Well, as I don't know how to write scripts I didn't know this way. Thank you. In german you would say "There are many ways to go to Rom." Altough I found another way:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">E_G_1 or E_G_2 or E_G_3 distance W_1 < 100 But I have to ckeck if this will work:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">W_1 distance E_G_1 or E_G_2 or E_G_3 < 100 Regards limmy3
  14. Hello mates, Guarded by West under Type in a trigger. Who could tell me what this is about. Â And perhaps how to use this. Regards limmy3
  15. Because a trigger is immotile. It will get activated when the enemy is e.g. 30m off the fortress where the unit shall retreat to. Which means that the enemy may be closer than 5m to the unit which should retreat. With a "distance" command the distance will effect on the unit itself thus the unit will retreat when the enemy is closer than 30m and has enough time to retreat to the fortress. Regards limmy3
  16. Hello teaser, doesn't Armed Assault uses the some commands than OFP? When this is right then place a trigger and write 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">not (Alive m1a2 tank)synchronize (press F5) both by dragging a dark blue line from the trigger to the waypoint of the heli. (perhaps the ArmA Mission Editor is equal to the OFP Mission Editor) To end a mission place a trigger and choose under Type: End#1 and again use the above code in the Condition field then the mission ends when the tank is destroyed. Hope this was a help for you but please don't blame me if the mission editors are not the same. I just was trying to help. Regards limmy3
  17. Hello again. A Resistance agent has in the init line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> R_1 action ["WeaponOnBack"]; R_1 setUnitPos "UP"; R_1 SetBehaviour "CARELESS"; Â R_1 SetCombatMode "Blue"; . Which means that she should start the mission with the gun on the back. The Resistance in friendly to East. Only when she says a dialog she puts the gun on back. Is it possible to put a line in the init.sqs file? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> R_1 action ["WeaponOnBack Has someone any ideas? regads limmy3
  18. does work for me...assuming "unit" is the name of the guy. Try it with player, make a trigger with on condition field : not (player hasWeapon "M16") instead of "this" and with on activation field : hint "no more M16". It does work...(By the way, you've written M"16" instead of "M16"...) Hi, yes you are right it works. I am using the hasWeapon command when he is picking up a gun in the mission to delete the other weaponholders. Then when he should put down his gun to check that he has put put down his gun with a gamelogic controlling it. So I've got to check that again. Thank you for your help. Thank you Mandoble, too. regards limmy3
  19. Hello dear fellows,  With the<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Unit hasWeapon "M16"we can check if the unit has that weapon we know that. But what about the opposite? First of all the unit will take a weapon M16 in the mission ( not in the briefing) With hasWeapon I can check that he is armed. OK!  Now he is told to lay down his gun (I don't want to remove the gun because he should pick it up again). What's the command for that?  <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">not (Unit hasWeapon M"16")won't work.  After the unit layed down his gun a  hint should apear but only if he puts down his gun otherwise he will gets shoot after a few seconds. So how can I check that the unit is unarmed? All  is  Regards limmy3
  20. Hello dear fellows, here I am again with another big problem ... I have 26 civilians who are not grouped. They shall not be grouped otherwise they formate; they shall not move from there position. When two civilians are killed then the End#3 (Mission failed) should apear. 26 civilians named C_1; C_2; C_3 ... I'm trying with a game logic but I have the fear that this will not work. Does someone know of a script to count these civilians and send a hint with perhaps "To many Civilians are killed. Mission failed" --> End#3 or anything simular. Unfortunally everything I found in the search is not suitable. Yes, and I have no knowlege of scripting. All  is   Thank you Regards limmy3
  21. Hello you all, Yes I was mistaken! Â There are no scripts required. Regards limmy3 Â
  22. Hello again, today I am looking for a script for the First-aid box which you can fix on the wall. Or can it be activated somehow?  All   is  . Regards limmy3
  23. Hi there, I made 4 weaponholders on tables to choose four weapons. When the player chooses a weapon I would like to delete the other weaponholders. With deleteVehicle Table I can take the tables away but then the weapons suspend in the air. How can I exit or delete a started script in a running mission? Every   is  . Thank you! Regards limmy3
  24. Hello Metal Heart, this is excellent and works fine thank you very much! Â Regards limmy3
  25. Hello, That is what I was asking!  Yours ProfTournesol is looking good I'm working on that. The weaponholders are four seperat scripts. "table_M21_weapon.sqs", "table_M16_weapon.sqs", table_M4_weapon.sqs", table_HK_weapon.sqs", <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; and call the script by using this exec "table_HK_weapon.sqs" in the init line of the table. _table = _this Weapon = "weaponholder" createVehicle getpos _table Weapon addMagazineCargo ["HK",5] Weapon addWeaponCargo   ["HK",1] Weapon Setpos [Getpos _table Select 0, Getpos _table Select 1, (getpos _table select 2) + 1] ? endscript : exit exit I made a trigger with: (player hasweapon "m16") or (player hasweapon "M21") ... ; West not present Is this what you meant?  Thank you Regards limmy3
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