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nullsystems

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Everything posted by nullsystems

  1. nullsystems

    3D Editor, AI facing....

    Infact... I just did this with the new 1.02 version: Create Center Create Group Create Unit in the group, made him Player & Playable And it said... "You must first make a playable unit". Does that defy logic or have I just missed something?
  2. Ive found out specifically: If you had waypoints for units in game that went into buildings, most wont work now. Dunno whats going on with the objectives turning green markers on some and not others. Theres even one which turns a completely different marker green....totally mad.
  3. Well, I installed the patch in my client and on our dedicated server. A mission which was working yesterday, didnt work today. I had to reload and save the mission again to get it working... Then I find out my objective markers dont work properly..some already set on true. Next, all the building waypoints I set for triggers were broken and nearly every otherway waypoint is broken. What on earth did they do to it?
  4. Can we get some examples of how to use this please?
  5. But that still doesnt solve the TASKS disapearing on death. You can re-add them with a loop which waits for you to be alive again, but you have to manually select PLAYERS first to do it. Anyone got a way around not having to select "players" in the map first?
  6. Hi all, I made my mission in the 2d editor. Made a group of sandbags in the 3d editor. Copied over the script from the 3d editor into the folder of my 2d version. I activated it in from init: execVM "mission.sqf"; Yet, if I try to preview the 2d mission, it crashes just after loading. I think I took out all the references to units and groups ( since there is only one player unit in their in the first place). Anyone got a clue as to whats going on ?
  7. There is nothing in initJIPCompatible, whats the point of it? Also, anyone found out how to get TASKS to show again after death? I can ADD them again easily, but they dont show in the MAP unless you click on PLAYERS first.
  8. nullsystems

    Eventhandlers in configs.

    I have a script working with: class CfgVehicles { class Land; // External class reference class Man : Land { Interesting. ---------- Post added at 12:38 PM ---------- Previous post was at 12:34 PM ---------- Wont the old one work anymore? ------------ Ive tried several methods now, there is a config here: http://209.85.229.132/search?q=cache:hDF9iN4QVp8J:www.armaholic.com/forums.php%3Fm%3Dposts%26p%3D26003+CAManBase&cd=3&hl=en&ct=clnk&gl=uk&client=firefox-a Even tried matching something like that, nothing works.
  9. nullsystems

    Eventhandlers in configs.

    Like this? class CfgPatches { class CAManBase { units[] = {}; weapons[]= {}; requiredVersion =0.1; requiredAddons[]={}; }; }; class CfgVehicles { class CAManBase { class EventHandlers { INIT="hint ""test"""; }; }; };
  10. nullsystems

    Eventhandlers in configs.

    class CfgVehicles { class Land; // External class reference class Man : Land { class EventHandlers { Fired="hint ""You Fired"""; }; }; }; This doesnt show when I fire. Where am I going wrong?
  11. Thats quite off topic :/
  12. How about looking at distance command? http://community.bistudio.com/wiki/distance
  13. Some ideas, some funny. I did make a mission the other week with Rabbits of Antioch, mine has exploding grenades coming out of the rabbits too. Also: The C130 with a demo M2 on the back: http://www.kellys-heroes.eu/forum/viewtopic.php?f=39&t=2591#p22227
  14. Create Cobra, call it 'ah' Via a trigger, script or init: Fold ah animate ["mainrotor_folded",0]; ah animate ["mainrotor_unfolded",1]; ah animate ["rotorshaft_unfolded",1]; Unfold ah animate ["mainrotor_folded",1]; ah animate ["mainrotor_unfolded",0]; ah animate ["rotorshaft_unfolded",0]; http://www.kellys-heroes.eu/forum/viewtopic.php?f=39&t=2593&p=22224#p22224
  15. nullsystems

    Fold up the Cobra...

    oh well, oops.
  16. Create Player Create Chopper, call it 'ah'; Create a trigger: Cond: Bluefor Present onAct: player action [ "eject", ah]; player setvelocity [0,0,0]; [player] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs"; You can change setvelocity if you want: player setVelocity [velocity ah select 0,velocity ah select 1,velocity ah select 2]; Can even do it from a flying cow if you so wanted. http://www.kellys-heroes.eu/forum/viewtopic.php?f=39&t=2591
  17. I now have this partly working. I just setup a loop for when the player is alive again, to re-trigger the briefing.sqf. However, tasks do not show UNLESS I click on "PLAYERS" on the map section, then the TASKS show up. Strange behaviour. This is fixed in Aircav by Xeno, but I cannot find how they are automatically shown again after a few seconds from respawn.
  18. But then the mission would only show done if you die lol.
  19. Some more information: Still unable to get tasks to be updated for new players and still removing TASKS for respawned players. Also, the hint doesnt show... Trigger Cond: isServer & No Opfor OnAct: setmarkercolor green; vybordown = 1; publicVariable vybordown; hint "Vybor Done"; Briefing.sqf: private ["_diary"]; _diary = player createDiaryRecord["Diary", ["Briefing", "Still testing this out. Most vehicles locked until future versions!"]]; town1 = player createSimpleTask ["obj1"]; town1 setSimpleTaskDescription ["Clear each of the towns marked on the map.","Clear Vybor.","Clear Vybor."]; town1 setSimpleTaskDestination (getMarkerPos "obj1"); if (isNil "vybordown") then { town1 settaskstate "Created"; } else { town1 settaskstate "Succeeded"; "obj1" setMarkerColor "ColorGreen"; };
  20. I too have similar problems: http://forums.bistudio.com/showthread.php?t=74016
  21. nullsystems

    JIP Issues

    Still got JIP issues on my missions. I can set tasks, when they are cleared the markers change color, but..if I reconnect they are still red. Why? Also, if I die, my tasks disappear..whats that all about? Any fixs would be great, thank you!
  22. Right, thats true...just because you have 10,000 playing cards, doesnt mean your going to get through them all in one poker sitting. However, the single GPU is still extremely fast and the second is there IF need be. I believe they are going to patch ArmA with better optimisation so I want to plan ahead, without going for a full blown crossfire system. If that makes logical sense that is.
  23. Why would you suggest the 4890? There are websites suggesting the 4870 out performs it, especially since its X2.
  24. So you really think staying away from Quad would be a good idea? Im currently on an e6700. Do you think it would make much of a difference going for either of those two?
  25. Hi, I wondered if anyone could help and an opinion. Im looking at a new system mostly JUST for ArmA and I cant decide against: Intel e8600 GTX 260 / 280 Or: Intel Q9400 GTX 260 / 280 Or: AMD X4 955 ATI 4870 X2 Also, which is better for ARMA: Quad or Dual?
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