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wamingo

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Everything posted by wamingo

  1. I guess you could register who hit who with an addEventHandler with a hit and/or killed hook. I believe they should return damage, injured person and shooter. and then use setdamage to injure the shooter and also if you want to heal the injured person. you'll have to piece it together I'm afraid. good luck.
  2. wamingo

    I want to experiment with realism

    it's your game, do with it whatever you want. that'll take some serious config editing I think.
  3. wamingo

    I want to experiment with realism

    well the easiest way to ensure no one will deliberately shoot at you is playing as civilian. or you can also use a free float camera which would make you a defacto spectator. I'm sure you can find a script with a bit of searching.
  4. wamingo

    Mission.sqm help

    I tried the sqm in the editor with the one added }; kylania noted. works fine. Looks like an exciting beginning with the c130 too :) best way I know to track down such issues is to delete sections and test trial and error (remember to backup first!!) Don't know what armaedit can do, but notepad++ highlights {}, [] and () and if one is missing it turns red when selected. It's freeware and very popular.
  5. Would be nice if you described the problem a bit more. There's a number of things you might have done that could stop the AI. Here are some of them: - unfulfilled conditions in waypoints - syncronized waypoint mess - use of doStop/commandStop/disableAI... - misspelled variables - bad scripts check your RPT logfile for errors in your mission. just off the top of my head.
  6. wamingo

    Aircraft Throttle

    signed.. again, for the 8th time. ish. keyboard needs analogue just as much as joystick. If not more so. but a power indicator might be necessary I don't know.
  7. wamingo

    Missing Weapon Sights

    I really like this: jump over: 2xB binocular: ctrl+B optics: V Less accidental jumps.
  8. wamingo

    ArmA 2 worth buying?

    oh comon, the only person who can answer the question, particularly with the amount of info given, is himself. The question has already come up like 12 times since arma2 release and the answers are always the same. And it was intended as a joke anyway. Liven up a little.
  9. try something like this init.sqf: player addEventHandler ["KILLED", {_this execVM "respawn.sqf"}]; respawn.sqf: waituntil {alive player}; removeallweapons player; player addMagazine "HandGrenade_West";
  10. init.sqf is a file you should create and put in your mission's folder. created usually with notepad don't use word or wordpad though. it tends to bugger up the format. I suggest you look at an example mission. http://www.ofpec.com/forum/index.php?topic=33468.0, there, go download "Briefing_Example.utes.rar" from the bottom of the first post.
  11. wamingo

    ArmA 2 worth buying?

    umm.. yes. In fact, based on your more than 100 extensive written characters combined with my expert understanding of the human psyche, there is no doubt in my mind whatsoever that this will be the right game for you.
  12. I tend to go location scouting to create my next masterpiece... but I usually end up just flying around... sorry, I got nothing. edit: Although for a tip, maybe the best way to think up something original is to simply brainstorm and concoct a (short) story and even write the briefing before you create the mission. Write a longer story and you can make a set of missions. I think location doesn't matter at all in reality. Pick location almost or entirely randomly because that creates better variation.
  13. Floor will always round down. Ceil will always round up. Round will round to nearest. Maybe good to know is what programmers in other languages will often do is Floor ( n + 0.5 ) This will round to nearest but using a round down command. Just noticed that you joined the forum 1 day after me :)
  14. It also duplicates when using GROUP respawn? Group works ok for me - except the setcurrenttask is a bit buggy. By "Team" do you mean SIDE? Side respawn is like teamswitch and it duplicates, not sure what to do about it. Really this only works with group... that is... I think it works...
  15. Yes it would seem it compiles them at runtime... But if you unpack the mission.pbo from the addons folder you'll get the Templates as editable sqm files. If you throw these, ie Basic.West in your regular editor folder, and give em a .Chernarus or .Utes suffix you can edit them. You can then open up both the .ArmA2WizardMission and the mission.sqm in notepad and then, uh, do some voodoomagic ... sorry I'm little help... but seems like you could probably work it out with some copy pasting.
  16. wamingo

    Grenade Chucking

    we complained about gfx... and it was improved we complained about ai... and it was improved we complained about the sound... and it was improved And now... the time has come... to complain about nades! no really, they're quite rubbish. Although in a way it's nice they're not too good, like in certain other games where things quickly become a grenade fest... I guess a hold-button-for-power thingy would be good.
  17. I have this issue so I've been meddling with this for a while now and found that the state of the task variables are stored on death/teamswitch and only the briefing texts are not shown... Thus the following code will create the briefings AND states on both death and teamswitch but with some issues... known issues: - TeamSwitching between the same soldiers will duplicate the tasks. This is pretty hideous. Doesn't happen when group respawn. - The CurrentTask setting is a bit dodgy, it doesn't retain the waypoint unless you manually Set as Current Task again. It's as if you can't store a CurrentTask in a variable, at least not properly. Possibly a bug? Kind of useless if you can't store it isn't it? It won't even return nil or null when no tasks are set. disclaimer: I'm no guru so this is probably completely crap... Also, there are lots of Task commands that there is either little or no information about, might be worth looking into. // wait for players? waitUntil { !isNull player }; waitUntil { player == player }; switch (side player) do { // BLUFOR briefing: case WEST: { player createDiaryRecord["Diary", ["title", "text"]]; //>---------------------------------------------------------< _CurrentTask_old = CurrentTask player; _tskObj1_old = nil; _tskObj2_old = nil; // Primary Objective if (!isNil "tskObj1") then {_tskObj1_old = taskstate tskObj1;}; tskObj1 = player createSimpleTask["title"]; tskObj1 setSimpleTaskDescription["text", "title", "title"]; tskObj1 setSimpleTaskDestination (getMarkerPos "mrk_obj1"); if (!isNil "_tskObj1_old") then {tskObj1 setTaskState _tskObj1_old;}; // Secondary Objective if (!isNil "tskObj2") then {_tskObj2_old = taskstate tskObj2;}; tskObj2 = player createSimpleTask["title"]; tskObj2 setSimpleTaskDescription["text", "title", "title"]; tskObj2 setSimpleTaskDestination (getMarkerPos "mrk_obj2"); if (!isNil "_tskObj2_old") then {tskObj2 setTaskState _tskObj2_old;}; player setcurrenttask _CurrentTask_old; } }; if ( isNil {player getVariable "mk_briefingEH"} ) then { player addEventHandler ["killed", { [] spawn { waitUntil { alive player }; execVM "briefing.sqf"; }; }]; player setVariable ["mk_briefingEH", true]; }; for teamswitch put in init.sqf: onTeamSwitch {execVM "briefing.sqf";}; Please post any improvements, thanks.
  18. wamingo

    Lack of documentation a major problem

    Unfortunately such material is a money drain no matter who does it. Heck the avg book sells less than 500 copies... or so I've read anyway. So until the day comes that everyone does everything for free for no other reason than to have something to do... I wouldn't expect the world. It would be nice with a few templates though. With some explanatory hintc triggers or so... I think that would go a long way.
  19. Would it be feasible to let all radio commands execute simultaneously?
  20. I'm no guru on this subject but what is in the arrays? ar1 = [1,2,3]; ar2 = [1,2,3]; result = [ar1,ar2] call BIS_fnc_areEqual; // result = true just tried in a trigger. (remember the Functions module) But the arrays need to be identical I think. for a different kind of dynamic you can look into array subtraction. If the result is empty then each element is in each array [1,2,3,4] - [1,3] = [2,4] [1,1,1,2] - [1] = [2] // ar1 = [1,3,7]; ar2 = [7,1,3]; result = ar1 - ar2; if count result == 0 // should return true with nested arrays you need to compare each element individually I think, maybe using "select" Please take all this with a bit of salt, I've not really used this stuff. hope it was some help though.
  21. I'm afraid so yes. ;) I think everything that can be said has been said already. Suffice it to say, the editor is not for everyone obviously - let alone modding. But the game does rely on community content, at least in the long run, so if you don't do it yourself, you'll have to grab someone elses stuff. Good thing is there's lot of good stuff out there.
  22. Preferences are always subjective of course, but in my opinion arma is most easily enjoyed with 3-5 player coop - with the same people every time. No matter what your preference is though, join a squad that shares your preference and plays when you play. That's the usual advice, and I think it's good.
  23. wamingo

    Sky Diving and ejecting

    you need some HALO script... search.
  24. wamingo

    Extending AI engagement range

    Hi, I know this thread is old already, but I'm sitting with a similar question now and was wondering if you (or anyone else) ever found a solution? I know there was a TrueRangeAI addon for arma1 but couldn't find anything similar for arma2. And besides it would be nice if it would simply work on a per-mission basis since I don't want to break all my other missions. Is anything being worked on or how goes?
  25. wamingo

    favourite gun?

    I like... variation. but prefer scopeless weapons, because real men use ironsights! ;)
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