-
Content Count
885 -
Joined
-
Last visited
-
Medals
Everything posted by Auss
-
ACEMod Jerrycan turns into a banana
Auss posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was playing around with a few scripts I found here on the forums, mainly for picking stuff up. I found this script below ID01 = this addAction ["Take jerrycan","pickup.sqf"]; (placed into the init line of the object you wish to pickup) private["_obj","_caller","_id"]; _obj = _this select 0; _caller = _this select 1; _id = _this select 2; _obj removeAction _id; _caller addWeapon "ACE_JerryCan_Dummy_15"; deleteVehicle _obj; hint "Object picked up"; (Cant remember the author sorry) anyhow I tested it on a few items and it works well, but when I tried to pick up an ACE jerrycan it appears as a Banana in my gear tab...LOL then, when I drop it its on the ground as a Banana. I thought I was going Bananas so I checked my ACE mod to make sure its updated and it is. Can anybody shed some light on this dilema? -
How do I precisely place local objects consistently?
Auss replied to Weaponx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Cuel- Doesn't work, the objects spawn on the ground after I spawn the custom composition. I added the line to each objects init space -
How do I precisely place local objects consistently?
Auss replied to Weaponx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the reply cuel. I have been using the @RTE Editor but found issues namely missing objects, after placing more than 10 objects it seems to lose the rest. -
How do I precisely place local objects consistently?
Auss replied to Weaponx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Using the method above is there anyway to set the height of a specific object when making a custom composition? I would like to place some sandbags above a wall -
I have RTE running but when I place more than 2 waypoints on a group of infantry i get the DLL error
-
Take your time my friend, it'll be done when its done. Quality of work is the key to any manual :)
-
You were kicked: Battle Eye client not responding. (AAS)
Auss replied to RogueBlade's topic in ARMA 2 & OA - MULTIPLAYER
we saw the same thing tonight. There were 15 players all playing on the server, those same players all had pings below 100. As soon as I put an AAS map on we had around 6 players crashout with BE kicks within 60 secs of the match starting. I changed the map and all was fine again. Very strange. -
$able - I entered a guid to ban then saved the file, I then typed bans to see if it was there and it wasnt. The offending player had left the server but one of our admins got his GUID in a screenshot. I also confirmed it in the server log file. Does BE/server need to be restarted for the update to take effect?
-
Detecting when a spawned unit is dead
Auss posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a script which spawns a unit The problem I have is that I cant seem to work out how to detect when he is dead so it will trigger an objective. It works fine when I place a unit and call it northgroup1 and then put "not alive northgroup1" in a trigger. Any ideas? -
Mr Murray Editor Guide
Auss replied to Overwhelming's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Fantastic News My Murray!! Thanks for all your efforts :) -
Universal Crate Filler
Auss replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is fantastic, thanks Tophe!!! -
I've been using the random script from Mr-Murrays excellent bible. But when I host it up on my machine it seems to generate different values for each client. I am using a trigger at the start of the game with Bluefor present calling it via "this exec "random.sqf". Anyone have any ideas? Cheers
-
Ultra Simple Patrol Script
Auss replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
JW - The links for the scripts that spawn groups as needed are dead. Would you mind reposting them again as I would like to use it. -
Random Script causing issues
Auss replied to Auss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Gents I appreciate the help here but I cant seem to get my head around it. Kylania I followed your post up till the last section, I cant seem to work out how to call my spawning scripts after we have generated a bearing. I understand how its calling "west" but I'm not sure on getting it to call my "westspawn.sqf" -
Random Script causing issues
Auss replied to Auss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can confirm its working in MP. Thanks Kylania I'm almost there. 2 questions, 1) Can you explain please how the script works (so I understand better) :) 2) Whats the best way for me to now use that script in my mission to call other scripts based on what direction it calls? for example I have north.sqf which spawns inf if North is called. -
Random Script causing issues
Auss replied to Auss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for your patience Kylania I've just tried that in the editor and its working, I'll test in MP with some clients and let you know, thanks again!! -
Random Script causing issues
Auss replied to Auss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok I put Into random.sqf file then launched it via a bluefor present trigger, [] exec "random.sqf" on activation line, still not getting any hints in the editor? -
Random Script causing issues
Auss replied to Auss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the replies and explinations Shk and others. I tested it in MP mode (me as the server) and nobody saw the hints. Anyone have any ideas of how I can generate random values? I want to spawn enemy in a random location around a base. -
Random Script causing issues
Auss replied to Auss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Couldnt seem to get this one to work? -
Detecting when a spawned unit is dead
Auss replied to Auss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks MulleDK19 Thats getting there, it now triggers the hint however as you mentioned it only works on the leader and noone else in the group. ---------- Post added at 05:31 PM ---------- Previous post was at 04:27 PM ---------- ({alive _x} count units northgroup1) < 1 This is what solved my problem. :) -
Detecting when a spawned unit is dead
Auss replied to Auss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the exlination HeliJUnkie,I was reading about local variables etc and thought this may have been an issue so I've removed the _ its now northgroup1. I then added a trigger and on condition: not alive northgroup1. and on activation hint "northgroup1 is dead" The unit spawns fine and starts running to a waypoint, when I kill him I dont get the hint still. Is it becasue the trigger has fired before the script has run? therefore trigger doesnt see Northgroup1 so does nothing? -
Detecting when a spawned unit is dead
Auss replied to Auss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just tried that also with the same result. It still doesnt seem to detect that units dead when I shoot it. -
Detecting when a spawned unit is dead
Auss replied to Auss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Pwnstar but that doesnt allow me to put it in a trigger. -
Are you Windows ICS? If so thats the problem, has been a known issue with OFP/Arma etc
-
So then I guess this recent poll on OGN is wrong? http://forums.ogn.com.au/showthread.php?t=65585