--Scorpion--
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Everything posted by --Scorpion--
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BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Updated the first post with the latest version of the script -
Mission-Campaign or Campaign-Mission ? That's the question.
--Scorpion-- posted a topic in ARMA 2 & OA - USER MISSIONS
Mission-Campaign: The normal BIS campaign where you'll complete mission after mission to complete the campaign. Campaign-Mission: One big and long mission with plenty of primary and secondary missions that'll form the campaign in one mission. So what you prefer ? The first or the second option ? I'm just asking the question before I start making my campaign to know what the Arma 2 player think. Let me know what you prefer. Let me know what you think. BTW, how many of you have never played a Campaign-Mission ? -
Mission-Campaign or Campaign-Mission ? That's the question.
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA - USER MISSIONS
Are you sure we can't restart where we left with the savegame command ? @Lightspeed I'm 100% with you on this. Anyone can put stuff to shoot and blow on the map and call it a mission but it's another thing to do that for a reason with some consequence. The story is the key to any good mission since even a good mission without a good story will give the impression that something is missing. -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@JonieTurnock In theory, that should work. @Rydygier I'll had never thought of that, thanks alot it fixed the problem. -
class CfgIdentities
--Scorpion-- replied to GIAT industries's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your error seem to be that you put twice CfgIdentities, try something like that class CfgIdentities { class John_Doe { name = "John Bartholemew Doe"; face = "Face01"; glasses="none"; speaker = "Dan"; pitch = 1.1; }; class John_Doe2 { name = "John Bartholemew Doe"; face = "Face01"; glasses="none"; speaker = "Dan"; pitch = 1.1; };; }; -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe someone more familiar with sqs can help me with this, anyway thanks Riouken. -
OA campaign Faces?
--Scorpion-- replied to GIAT industries's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could always download Schnapsdrosel's bb_oa_mercs addon. It have all these face plus Aziz with a bunch of hat, helmet and beret. I hope it help -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's what I've for selling weapon and it work like a charm. ? player hasWeapon "nvgoggles" : goto "next" ~1 goto "close" #next player removeWeapon "nvgoggles" myMoney = myMoney + 667 ~1 hint format ["You have %1 $ now", myMoney] exit #close Hint "You don't have that item, comeback when you have it" exit Using Riouken exemple I tried this but it don't work, anyone know why ? _mags = magazines player _checkMags = "mine" ? (_checkMags in _mags) : goto "next" ~1 goto "close" #next player removeMagazine "mine" myMoney = myMoney + 250 ~1 hint format ["You have %1 $ now", myMoney] exit #close Hint "You don't have that item, comeback when you have it" exit Too bad BIS didn't include a hasMagazine command, it'll have been much easier. -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Jonie The problem is way too advanced for me so if nobody can make sense of all this for me we'll have to live without being able to sell any type of magazine. That's not really a big deal anyway since we'll only miss like 4-5 thing to sell(like grenade, mine, pipebomb, etc). Right now I've almost finished adding all the new action to sell old weapon, it only need a bit more testing to see if I didn't forgot something and I'll be able to start adding all the OA weapon so expect a new version in a week or two. -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone know the command to check if the player has a specific type of magazine ? I know for weapon is hasWeapon but i can't find it for magazine, anyone have a idea how I'll do that. -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This script have no MP compatibility right now, maybe later. -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks again Foxhound -
Mission-Campaign or Campaign-Mission ? That's the question.
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA - USER MISSIONS
Cameron have a point here but he's talking from a mission maker perspective, the question is more about how the player see it ? I already know how frustrating it could be to screw a mission simply because of a typo but that's the mission maker responsibility to not make this mistake. If I put myself in player shoes, I always like to see the building half-destroyed from mission 2 be at the same status in mission 15. That's maybe only me but it feel not right to see a building who have been blow apart in one mission be standing like a new building in the next mission. Maybe with BIS came up with a way to prevent this with a new code, you tell me. P.S. Thanks SaOk -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks The most obvious way to add money is by completing objectives with the line myMoney = myMoney + x where x is the amount of money you want the player to gain. Another way for the player to make money is by letting him loot the dead body with these script. dead.sqs This script check if the AI unit is dead before giving it the looting action. money.sqs The only thing you've to do is add this line [this] exec "dead.sqs" to all AI units you want the player to be able to loot their dead body. Voilà a easy and fast way to make money. -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
First post updated with the lastest version -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Grub, it seem to be the one he was talking about. @Wiggum You're probably right but being the stubborn guy I'm, I wanted to find the answer by myself so I'll never make the same error again. -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks everyone for your comments I've good news for you guys, while doing some research reading thread about a unrelated script, I've found a way to buy a new weapon while having already one. Instead of giving it directly to the player, the new bought weapon will be spawn in the player ammo crate. That way you'll be able to buy as many gun as you want in a single visit to the gun saler and at the same time it'll eliminate the possibility of loosing money without receiving the new gun. The other good news is that I've finally figured a way to have as many gun saler as you want in your mission without the need to name it a specific name. The last change I'm gonna make is that I'll change aP reference to player in all the script to give more freedom to the mission maker and make it more easy to incorporate the script in a already existing mission. That way it should make the life of mission maker easier. So you can expect a update in the coming days. P.S. Anyone know what mercs mission JonieTurnock is talking about, I'll love to have a look at how he did it. -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Foxhound -
BIS Arma 2 Gunshop script
--Scorpion-- replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cmon guys don't hesitate to leave a comment, I'll like to know what you think about the script. -
Jungle Wars: Island of Lingor
--Scorpion-- replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey Ice, it's funny you said that since Icewind.123 have released a new units for the Stargate Mod few days ago with a bow. Have a look. http://i835.photobucket.com/albums/zz273/Scorpion556/arma2oa2011-08-2716-59-11-05.jpg http://i835.photobucket.com/albums/zz273/Scorpion556/arma2oa2011-08-2716-59-15-27.jpg http://i835.photobucket.com/albums/zz273/Scorpion556/arma2oa2011-08-2716-59-18-35.jpg http://i835.photobucket.com/albums/zz273/Scorpion556/arma2oa2011-08-2716-59-23-99.jpg For the rifle, you could always give them the good old Lee Enfield that BIS provided us with Arma OA. What you think ? I don't know if you can find Icewind.123 here on the BIS forum but you can contact him on the Stargate Mod forum for sure. http://www.stargateassault.net/forum/index.php I hope it'll help you -
Great !
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Ah cool, the release seem to be close. Cant wait to add it on my island and make mission around it. P.S. Dont know if you already said it(shame on me if yes) but did we'll have bridge section for the train ?
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Guys, i think its something the whole ofp community is waiting for that kind of addon for more than 2-3 years. I said it like a revolutionary addon Its sure itll be a good idea to release it before ur island is finished (if it took too much time) so itll let us(island maker) start working with it because you can be sure, lot island will be created with your train on it. P.S. I already few ideas for missions around this addon so if you need help for mission maker, just ask !
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Wow ! I just saw the sreenshots on ofpinfo and guys it look so awesome, finally we'll get a working train in ofp. One thing is sure, i'll add it on my island when it'll be released Can't wait for the release
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I have the same problem with USCG pack 1, i cant find any working link. btw, they looking really great.