

zorilya
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Everything posted by zorilya
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Here is my Garrison script project. It allows you to task a group with garrisoning a building, where they will stay quite well underfire but will engage if not pushed on. you define the unit it is used on and the radius within which he will search for buildings. This building list is then chosen from randomly for garrisoning. adding a much needed random element to the placement of units in urban environments. I use it to make towns a little more lethal. having to check every window and door before clearing out a building adds a real edge to urban and cqb gameplay. I hope you enjoy it as much as i do https://rapidshare.com/files/2881858049/Garrison_script.rar Full readme is enclosed in the file. p.s: I forgot to add that the script only covers Zargabad, Takistan, Lingor and Fallujah so far as they have the most enterable buildings. (Fallujah i'm sure was around 10000 hehe) requires Jayarma2lib_new
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Does anybody know where the scripts are that execute when your use an action like "put satchel charge". I ripped open the configs but i can only find string table references, which don't contain the whereabouts of the script... i'm just looking for the script that executes when you use the aformentioned action
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After having a headache from trying to figure out what was wrong with my latest project i realized it was an uninitialized variable being set using the setVariable command. my script was originally : _item = (nearestObject [player,"TimeBombCore"]); fnc_test = { _thing = _this select 0; hint (str(_thing)); sleep 1; _thing setVariable ["Name","bomb"]; _variable = _thing getVariable ["Name","no name"]; hint (str(_variable)); sleep 1; }; [_item] call fnc_test; _var = _item getVariable ["Name","no name"]; hint (str(_var)); in this example i was testing if it was perhaps due to when it was being used i.e. called in a function. this one returned the object reference of the model i.e. 123456: C4_charge.p3d or whatever it is then "no name" and finally "no name" so i tried this instead _item = (nearestObject [player,"TimeBombCore"]); fnc_test = { _thing = _this select 0; hint (str(_thing)); sleep 1; _thing setVariable ["Name","bomb"]; _variable = _thing getVariable ["Name","no name"]; hint (str(_variable)); sleep 1; }; [_item] call fnc_test; _var = _item setVariable ["Name","bomb"]; hint (str(_var)); sleep 1; _var = _item getVariable ["Name","no name"]; hint (str(_var)); again just to test if it was an issue of where it was being defined. still i could not get a return of the name being "bomb". so to recap: the script has the charge object stored in the main script scope and in the fnc_test when it is called. neither times with the variable is set does it actually seem to has set a value in any variable space. any Ideas as to why this might be. I can only conclude that you cannot setVariable using this particular object but it seems odd that every other object reference seems to be perfectly fine with setVariable e.g. units, houses, vehicles
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Garrison on the fly script
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the script wasn't written with vehicles in mind ... i'll keep it in mind as an addition to the Patrol function :) ---------- Post added at 15:15 ---------- Previous post was at 15:14 ---------- already done though i haven't done too much work on it lately -
Thanks for taking the time :)
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i'm not looking to edit them just look... do you know the references so i can execute the same actions seperately?... my issue is that i'm trying to place C4 and when i generate the model for the demo charge it doesn't yet have the characteristics of a charge (timer and touch off options). just looking for how to add them to the object
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Garrison on the fly script
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I uploaded a new version or my garrison script...http://www.armaholic.com/page.php?id=17677 -
Join command issue with scripted units
zorilya posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have been testing a simple free hostage script where the hostage joins the group of the unit who calls the action. works great on a unit added in the editor. however this doesn't work when i script a unit into the world... the unit, when spawned stands as if holding a weapon but is unarmed and when i activate the action for him to join my squad, nothing happens. I have tested this with civilians, opfor and blufor units. any ideas? -
Garrison on the fly script
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've never tested it on a vehicle... in theory the partol script would worrk on a vehicle but a vehicle cann't move into a building i think. perhaps it is p[hysically limited through pathfinding (like most things are hehe) ---------- Post added at 01:49 ---------- Previous post was at 01:47 ---------- Glad your finding it useful... yes the Garrison is being improved from A3... the normal version still works but i'm adding a little bit more functionallity and i'll hopefully be able to get to some MP issues that have been reported... -
Garrison on the fly script
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah ... that was the whole point i made it so glad it's livening up someone elses game too. enjoy :) -
Garrison on the fly script
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks man ... i guess that's what was born out of me not using it with enough variety. nice spot looking at that a second time i don't know why that was giving you problems.... it seems to work fine for me, no matter who i put it on... odd hehe -
addaction on vehicle creation.
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
tried the fired EH... sadly doesn't trigger when an explosive is placed. so i went with the nearobjects check with a 0.5 second sleep on the loop. this sadly was my worst idea i thought but hey it's done now. thanks anyway :) -
addaction on vehicle creation.
zorilya posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hi there, I am currently trying to get my head around writing configs as i believe this will solve the problem i'm having. the problem is that i would like to execute a piece of code when a specific item is created. I theorised that there must be some way to add an init code for this item in the config file and therfore when it is created my code will run. failing that i was looking around for some way to detect when an item has been created. from there i would check what it is and run the code if the item was appropriate. the item is a explosive and i have developed a function that allows you to place the explosive on an object. but i need somewhere to add the action for the explosive and this is my problem. i could just run a trigger on the player and check the contents of the trigger every few seconds but that seems a bit overkill. any ideas? -
addaction on vehicle creation.
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the only problem i have is gathering the explosives in the first place. i thankyou for the suggestions and i can see how i might apply them in other circumstances but i can't seem to get the explosives when they are placed in the first place... just to be clear, i am not creating these explosives with a create vehicle command they are being places normally by units in the game. any idea how i might execute code on the placement of a given explosive? -
addaction on vehicle creation.
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i'm afraid this doesn't deal with my issue... i'm looking to add an action to an explosive when it is placed. the reference material you gave deals with adding an action to an already placed object.... it is the sensing when the explosive has been placed that is the problem here -
Garrison on the fly script
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
great info man thankyou ... just polishing the functionality of the C4 placement but this was next on my list :) -
Garrison on the fly script
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
started developing a breaching script to compliment my garrison script and here is a video of my progress. -
selecting building doors for animation.
zorilya replied to zorilya's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thanks so much man... very useful info and little tool :) -
selecting building doors for animation.
zorilya posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
i was wondering ... is there a way to select a specific door on a building...something like the nearest door to your player. the reason i ask is i'm trying to set a up a breaching script and would like to use the door animations on explosion but first step is finding the correct door to animate depending on where the charge is placed. i know it's possible as in the game you can look at and manipulate doors so there has to be a way of getting the door. any thoughts? -
selecting building doors for animation.
zorilya replied to zorilya's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
anbody any ideas on this one? ---------- Post added at 15:09 ---------- Previous post was at 13:21 ---------- just as an adendum, i tried to check the selection name by adding a hitpart event handler to the building and hinting the selection name back to me. it returned "door_1". so i tried getting the selectionposition of "door_1" and still got [0,0,0]. no idea why unfortunately -
selecting building doors for animation.
zorilya replied to zorilya's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
beautiful, man.... thankyou ---------- Post added at 12:02 ---------- Previous post was at 10:47 ---------- having a bit of trouble with the selectionposition command. i've hinted a variable that is set by; _building selectionposition "osa_dvere1" this building does have doors that can be animated and the variable returns [0,0,0]; not sure why ---------- Post added at 12:06 ---------- Previous post was at 12:02 ---------- is there a way to get the name of selection points in an object? -
Garrison on the fly script
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i'll check out how it does that and try to add it in... -
Garrison on the fly script
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i think i know why it just errors ... i did have a handle on that instance but it apparently didn't work. (just tested this in the desert and had no issue... could you describe what your seeingin more detail?) debug markers is just something i never got round to hehe... destroyed buildings have their own set of building positions and finally cherno buildings have a building position or 2 or 3 depending on how many painted doors are on them. this makes it less simple to exclude them from being garrisoned. i might look to see if there is a common denominator about the config names. but to be honest i've not found it to be too big an issue in the past but then again i haven't been doing too much playing... more working on this and a resupply script thanks for the input man :) -
Garrison on the fly script
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks guys just thought i'd mention ... there was a slight typo in the smartlook.sqf which i've fixed now and the ammended link is on the first post of the armaholic forum .... as of this post the main release page is not up to date. just look for 1.5.2 good call... what should i name the folder?? scripts or just anything? -
Garrison on the fly script
zorilya replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Updated to 1.5.1 fixed a slight issue with the roaming function. updated link on armaholic first post http://www.armaholic.com/forums.php?m=posts&p=130017#130017 rapidshare link https://rapidshare.com/files/3066858342/Garrison_script.1.5.1.rar