nickk13579
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Everything posted by nickk13579
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this looks amazing... :):)
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Ive noticed in the Evolution and in Berzerkers multiplayer missions there are short introductions before you are able to play. I want to be able to add a small amount of sound and the title of my mission across the screen... i just dont know how to do it. can anyone help me?
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WIP: stuff you are working on!
nickk13579 replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
lookin good guys! ^ cant wait for that Afghanistan map either... -
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
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On Map Click Artillery Help
nickk13579 replied to nickk13579's topic in ARMA - MISSION EDITING & SCRIPTING
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? -
On Map Click Artillery Help
nickk13579 replied to nickk13579's topic in ARMA - MISSION EDITING & SCRIPTING
I have not noticed that.. Maybe i should check it out. You can probably get into the script and change it. -
I have heard that artillery shells from the standard M119 and D-30 are only aloud to be airborne ingame for 20 seconds before automatically "disapearing". How do i get into my config files to change this? can someone please give me a step by step instruction? Ive read that a good one way to do it is to edit the config and make it into an addon, but i will need some assistance.
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Artillery editing question.
nickk13579 replied to nickk13579's topic in ARMA - ADDONS & MODS: DISCUSSION
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. -
Fixed it. it was an issue with the picture used in my introduction for some odd reason..
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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.
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I have heard that artillery shells from the standard M119 and D-30 are only aloud to be airborne ingame for 20 seconds before automatically "disapearing". How do i get into my config files to change this? can someone please give me a step by step instruction? Ive read that a good one way to do it is to edit the config and make it into an addon, but i will need some assistance.
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What is the database name for West officers?
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Specified Player type Only
nickk13579 replied to nickk13579's topic in ARMA - MISSION EDITING & SCRIPTING
Thank you all for your help. The BAS f stuff works great! -
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.
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Artillery-pre determined impact zone?
nickk13579 posted a topic in ARMA - MISSION EDITING & SCRIPTING
I had an interesting idea to make use of the artillery in arma, but i dont know if its possible. The M119 doesnt have any marks on the scope, so elevation for distance targeting is nearly impossible. (even with markings on the scope crosshair it would be impossible) My idea was that maybe somehow you could make a script that placed a marker on the map in the direction and depending on the elevation your guns barrel is set at.. Here is a picture i created displaying my basic idea: For example, a team mate calls for artillery 1500 meters away... (Normally you would have to start randomly guessing what elevation to put your barrel in order to hit the targeted area, and you risk hitting friendly units...) But instead, you adjust your barrel to a certain elevation, press M, and look at the map to see aproximatly where the round will land via a marker. If anyone could tell me if this is possible, and would be willing to give me some idea of how to make it happen, or hell, if you would like to even script it for me, i would appreciate it. -
yeahhh please show some of your work.. and to DJ ^ all your work ive seen is awesome!
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Artillery-pre determined impact zone?
nickk13579 replied to nickk13579's topic in ARMA - MISSION EDITING & SCRIPTING
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 -
Artillery-pre determined impact zone?
nickk13579 replied to nickk13579's topic in ARMA - MISSION EDITING & SCRIPTING
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? -
Artillery-pre determined impact zone?
nickk13579 replied to nickk13579's topic in ARMA - MISSION EDITING & SCRIPTING
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. -
please delete this!
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Artillery editing question.
nickk13579 replied to nickk13579's topic in ARMA - ADDONS & MODS: DISCUSSION
well i did what you said, but i couldnt even get the cpbo.exe working... Do i have to do something special with that? All i did was unzip the file and then double click cpbo.exe, a black screen came up and then i get something that pops up saying: No Parameters Do you wish to associate cpbo with PBO files and directories (explorer right click menu)? yes or no. i clicked yes. then on the black screen it says : Default PBO icon already exists, not overwritten Done. and thats it.... Edit: I got it unpbo'ed, and accessed the config file, but cannot find TimeToLive for artillery, or i just dont know what it is listed as. There are other objects with TimeToLive in the weapons config, but none i can identify as artillery. -
well i did what you said, but i couldnt even get the cpbo.exe working... Do i have to do something special with that? All i did was unzip the file and then double click cpbo.exe, a black screen came up and then i get something that pops up saying: No Parameters Do you wish to associate cpbo with PBO files and directories (explorer right click menu)? yes or no. i clicked yes. then on the black screen it says : Default PBO icon already exists, not overwritten Done. and thats it.... Edit: I got it unpbo'ed, and accessed the config file, but cannot find TimeToLive for artillery, or i just dont know what it is listed as. There are other objects with TimeToLive in the weapons config, but none i can identify as artillery.
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yeah its really unfortunate, considering that you cant fire any farther than about 4000 meters without your round disapearing ... kinda sucks.
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Artillery editing question.
nickk13579 replied to nickk13579's topic in ARMA - ADDONS & MODS: DISCUSSION
yeah its really unfortunate, considering that you cant fire any farther than about 4000 meters without your round disapearing ... kinda sucks. -
thanks for the fast response. i will test this out tomorrow and get back on the forums and tell you if i did it correctly or not. thanks for the help.