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nickk13579

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About nickk13579

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  1. nickk13579

    MV-22 Osprey Tilt-Rotor

    this looks amazing... :):)
  2. lookin good guys! ^ cant wait for that Afghanistan map either...
  3. nickk13579

    On Map Click Artillery Help

    tried all sorts of ways.. i dont think putting it in a seperate script will work because i have a feeling they will conflict. Is there any way to put what you have given me into the script above, so that it checks if the player is "x" and then allows it to move forward?
  4. nickk13579

    On Map Click Artillery Help

    I have not noticed that.. Maybe i should check it out. You can probably get into the script and change it.
  5. nickk13579

    Artillery editing question.

    thanks for moving to the right thread, didnt think it would be an addon topic. Anyways thanks to UNN i created an addon that increases the artilleries shells time to live to unlimited, and i greatly increased its velocity to make it go farther.. I imagine this with some proper scripting could make for usable, long rang artillery cannons.
  6. nickk13579

    Custom mission user problem

    Fixed it. it was an issue with the picture used in my introduction for some odd reason..
  7. Ive been experiencing some issues with my mission i made in ArmA. it seems to crash some people to desktop after recieving mission file and then clicking OK to launch the server mission. Shortly after the issue started, i learned that it was those with low end PCs that were crashing out EVERY time. The people with decent graphics cards could get in just fine. Is there a solution to this and has this happend to anyon else? Error: Cannot create system memory surface 1555, 400x220 (size 231008 B) Error code 8876086c It should be fixable, considering that ive had similar missions with even more objects and detail... sorry if this is in the wrong area to post.
  8. nickk13579

    Editor Database

    What is the database name for West officers?
  9. I've been using the On map click Artillery by SoLo, and noticed that all units on West have the ability to use the radio to call in artillery. I want to make it so that only designated units can use the artillery, such as a team leader. What do i need to change? Here is the arty.sqs script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; OnMapClick Artillery v1.0 ; --------------------------- ; Exit if busy ?busy and !order_fire : exit ; First Check if arty is available: ?!alive arty_unit : goto "ARTY_DEAD" ;------------------------------ ;----------Begin Menu---------- ;------------------------------ _radio = _this select 0 ?menu == 0 : goto "RADIO0" ?menu == 1 : goto "RADIO1" ?menu == 2 : goto "RADIO2" ?menu == 3 : goto "RADIO3" ?menu == 4 : goto "RADIO4" exit ;----------Default Menu---------- #MENU0 1 setradiomsg "Mark Target" 2 setradiomsg "null" 3 setradiomsg "null" 4 setradiomsg "null" 5 setradiomsg "null" 6 setradiomsg "null" menu = 0 exit #RADIO0 ?_radio == "A" : goto "SET_TARGET" exit ;----------Mark Target Menu---------- #MENU1 1 setradiomsg "Target Marked" 2 setradiomsg "Clear Target" 3 setradiomsg "null" 4 setradiomsg "null" 5 setradiomsg "null" 6 setradiomsg "null" menu = 1 exit #RADIO1 ?_radio == "A" : goto "MENU2" ?_radio == "B" : goto "CLEAR" exit ;----------Fire Menu---------- #MENU2 shell_type = "SHELL" onmapsingleclick "nil" 1 setradiomsg "Single Salvo" 2 setradiomsg "Fire for Effect" 3 setradiomsg "Smoke on Target" 4 setradiomsg "Light up Target" 5 setradiomsg "Drop AT Mines" 6 setradiomsg "Clear Target" menu = 2 exit #RADIO2 1 setradiomsg "Stand By" 2 setradiomsg "null" 3 setradiomsg "null" 4 setradiomsg "null" 5 setradiomsg "null" 6 setradiomsg "null" menu = nil ?_radio == "A" : goto "FIRE_SINGLE" ?_radio == "B" : goto "OPEN_FIRE" ?_radio == "C" : goto "SET_SMOKE" ?_radio == "D" : goto "SET_FLARE" ?_radio == "E" : goto "SET_MINE" ?_radio == "F" : goto "CLEAR" exit ;----------Cease Fire Menu---------- #MENU3 1 setradiomsg "Stand By" 2 setradiomsg "null" 3 setradiomsg "null" 4 setradiomsg "null" 5 setradiomsg "null" 6 setradiomsg "null" menu = nil ~random shell_load arty_unit sidechat "Holding fire..." ~shell_delay order_fire = false exit #RADIO3 ?_radio == "A" : goto "MENU3" exit ;---------------------------- ;----------End Menu---------- ;---------------------------- ;----------Set Target---------- #SET_TARGET onmapsingleclick "arty_target setmarkerpos _pos" ?order_fire : exit goto "MENU1" ;----------Clear Target---------- #CLEAR arty_target setmarkerpos [0,0] goto "MENU0" ;----------Fire Single Salvo---------- #FIRE_SINGLE busy = true ?shell_type == "SHELL" : _goto_fire = "FIRE_SHELL" ?shell_type == "MINE" : _goto_fire = "FIRE_MINE" ?shell_type == "SMOKE" : _goto_fire = "FIRE_SMOKE" ?shell_type == "FLARE" : _goto_fire = "FIRE_FLARE" _mx = getmarkerpos arty_target select 0 _my = getmarkerpos arty_target select 1 _return = "READY_SINGLE" goto "CHECK_AMMO" #READY_SINGLE ~random shell_load ?shell_type == "SHELL" : arty_unit sidechat "Roger, firing single salvo..." ?shell_type == "MINE" : arty_unit sidechat "Roger, dropping mines..." ?shell_type == "SMOKE" : arty_unit sidechat "Roger, dropping smoke..." ?shell_type == "FLARE" : arty_unit sidechat "Roger, lighting up the area..." _return = "END_SINGLE" ~shell_delay goto _goto_fire #END_SINGLE busy = false goto "MENU2" ;----------Continuous Fire---------- #OPEN_FIRE busy = true 1 setradiomsg "Cease Fire" 2 setradiomsg "null" 3 setradiomsg "null" 4 setradiomsg "null" 5 setradiomsg "null" 6 setradiomsg "null" menu = 3 _return = "READY_OPEN" goto "CHECK_AMMO" #READY_OPEN order_fire = true ~random shell_load arty_unit sidechat "Firing away..." ~1 arty_unit sidechat "Make target adjustments as necessary." _return = "ARTY_LOOP" ~shell_delay onmapsingleclick "arty_target setmarkerpos _pos" #ARTY_LOOP _mx = getmarkerpos arty_target select 0 _my = getmarkerpos arty_target select 1 ~random shell_load ?!order_fire : goto "END_ARTY_LOOP" goto "FIRE_SHELL" #END_ARTY_LOOP busy = false goto "MENU2" ;----------Check Ammo---------- #CHECK_AMMO ?shell_type == "SHELL" : _count = count_shell; _empty = "NO_SHELL" ?shell_type == "MINE" : _count = count_mine; _empty = "NO_MINE" ?shell_type == "SMOKE" : _count = count_smoke; _empty = "NO_SMOKE" ?shell_type == "FLARE" : _count = count_flare; _empty = "NO_FLARE" ?_count < 1 : goto _empty goto _return ;----------Fire Artillery Rounds---------- #FIRE_SHELL _gun = arty_salvo #SHELL_LOOP ?!alive arty_unit : goto "ARTY_DEAD" _randx = random radius_shell _randy = random radius_shell _z = 50 _randz = random 2 ?_randz >= 1 : _x = _mx + _randx ?_randz < 1 : _x = _mx - _randx _randz = random 2 ?_randz >= 1 : _y = _my + _randy ?_randz < 1 : _y = _my - _randy _fire = shell createvehicle [_x,_y,_z] count_shell = count_shell - 1 ?count_shell < 1 : goto "NO_SHELL" ~random 1 _gun = _gun - 1 ?_gun > 0 : goto "SHELL_LOOP" goto _return ;----------Drop AT Mines---------- #SET_MINE shell_type = "MINE" goto "FIRE_SINGLE" #FIRE_MINE _gun = num_mine #MINE_LOOP ?!alive arty_unit : goto "ARTY_DEAD" _randx = random radius_mine _randy = random radius_mine _randz = random 2 ?_randz >= 1 : _x = _mx + _randx ?_randz < 1 : _x = _mx - _randx _randz = random 2 ?_randz >= 1 : _y = _my + _randy ?_randz < 1 : _y = _my - _randy _fire = "mine" createvehicle [_x,_y] count_mine = count_mine - 1 ?count_mine < 1 : goto "NO_MINE" ~random 1 _gun = _gun - 1 ?_gun > 0 : goto "MINE_LOOP" goto _return ;----------Fire Smoke---------- #SET_SMOKE shell_type = "SMOKE" goto "FIRE_SINGLE" #FIRE_SMOKE _gun = num_smoke #SMOKE_LOOP ?!alive arty_unit : goto "ARTY_DEAD" _randx = random radius_smoke _randy = random radius_smoke _z = 100 _randz = random 2 ?_randz >= 1 : _x = _mx + _randx ?_randz < 1 : _x = _mx - _randx _randz = random 2 ?_randz >= 1 : _y = _my + _randy ?_randz < 1 : _y = _my - _randy _fire = smoke_type createvehicle [_x,_y,_z] count_smoke = count_smoke - 1 ?count_smoke < 1 : goto "NO_SMOKE" ~random 1 _gun = _gun - 1 ?_gun > 0 : goto "SMOKE_LOOP" goto _return ;----------Fire Flare---------- #SET_FLARE shell_type = "FLARE" goto "FIRE_SINGLE" #FIRE_FLARE _gun = num_flare #FLARE_LOOP ?!alive arty_unit : goto "ARTY_DEAD" _randx = random radius_flare _randy = random radius_flare _z = 150 _randz = random 2 ?_randz >= 1 : _x = _mx + _randx ?_randz < 1 : _x = _mx - _randx _randz = random 2 ?_randz >= 1 : _y = _my + _randy ?_randz < 1 : _y = _my - _randy _fire = flare_type createvehicle [_x,_y,_z] count_flare = count_flare - 1 ?count_flare < 1 : goto "NO_FLARE" ~random 1 _gun = _gun - 1 ?_gun > 0 : goto "FLARE_LOOP" goto _return ;----------Out of Shell Ammo---------- #NO_SHELL ~random shell_load arty_unit sidechat "All ammo depleted!" busy = false order_fire = false goto "MENU2" ;----------Out of AT Mine's---------- #NO_MINE ~random shell_load arty_unit sidechat "All mines have been droped!" busy = false goto "MENU2" ;----------Out of Smoke---------- #NO_SMOKE ~random shell_load arty_unit sidechat "All smoke shells depleted!" busy = false goto "MENU2" ;----------Out of Flare's---------- #NO_FLARE ~random shell_load arty_unit sidechat "All flares depleted!" busy = false goto "MENU2" ;----------Arty is Dead---------- #ARTY_DEAD 1 setradiomsg "null" 2 setradiomsg "null" 3 setradiomsg "null" 4 setradiomsg "null" 5 setradiomsg "null" 6 setradiomsg "null" menu = nil onmapsingleclick "nil" exit
  10. nickk13579

    Specified Player type Only

    Thank you all for your help. The BAS f stuff works great!
  11. what do i have to do regarding scripting to make it so that only pilots can get into helicopters, only crewman can get into tanks, etc. I'm sure its nothing too complicated, i'm just not sure where to start. If anyone could help me out id appreciate it.
  12. nickk13579

    Insurgent-civilians?

    yeahhh please show some of your work.. and to DJ ^ all your work ive seen is awesome!
  13. Thank you guys for all the help. I would love to make something like this and help out the community for those who have the same interests, but I simply lack the skill when it comes to mathmatics, and i am not necessarily familiar with grid coordinates within the game. So for now I guess this is just one of my impossible-but-creative ideas that will have to go on the shelf. Once again thank you guys for your help, and good luck on any other work your doing. -Nick
  14. im pretty sure i know what formula you are talking about... Ive seen it before and its enough to give you a headache just looking at.. So i guess there is no real way to do this then?
  15. Manday, this is what i put into my init line of my unit: [arty, "?"] intersect [[1500, 1500, 2], [1550, 1500, 2]] What do i need to put in the "" (where the question mark is)? Also, ofp2, I made an addon that allows my artillery to shoot farther, so i dont have the distance limiting. As for the elevation issue, even if you were able to do what i have suggested above, I can change the initial velocity of the artillery round so that it doesnt go as far, thus making more of an arc.
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