![](https://forums.bohemia.net/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://secure.gravatar.com/avatar/c98819b74bfe858b4ca86faaa30475ca?d=https://forums.bohemia.net/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
Al Simmons
-
Content Count
600 -
Joined
-
Last visited
-
Medals
Posts posted by Al Simmons
-
-
have you found a way to get any zombies to attack you?nope, i dont think BIS made an zombie attack humans script
-
have you found a way to get any zombies to attack you?nope, i dont think BIS made an zombie attack humans script
-
Are you making these realistic or just for gameplay?I was planning on porting my grenade pack to (and possibly continuing work on it for) ArmA. It already uses AI view blocking and all that stuff, if you want to use the models (or anything from the pack) give me a holler, I'm pretty sure they'll still work in ArmA.
First it was made for gameplay only, but i try your stuff, if it still works for ArmA, when it does i will port this effect with full credits for your awsome job.
-
@KyleSarnik
Thx now it works
-
Situation:
Iam trying to create an Flashbang-sim addon, for this effect i want to create some small explosions ("ASFlash1" ammo that was created via config.cpp-addon) on the position of the flashbang ("ASFlashbang" ammo that was created via config.cpp-addon).
Best way to solve this, is to create an "fired" eventhandler for the unit. Here my problems start.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_p = _this select 0
_b = _this select 4
?_b != "ASFlashbang": exit
~0.5
_g = "ASFlash1" createVehicle [(GetPos _b select 0)+ random 5,(GetPos _b select 1)+ random 2,+0.01];
~ 0.4
_g = "ASFlash1" createVehicle [(GetPos _b select 0)+ random 5,(GetPos _b select 1)+ random 2,+0.01];
~ 0.3
_g = "ASFlash1" createVehicle [(GetPos _b select 0)+ random 5,(GetPos _b select 1)+ random 2,+0.01];
exit
anyhow it dont works, i used the biki and all but no way.
Error message
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">'_b= _this [#]select 4'
error Nullteiler
this is my eventhandler
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler ["fired",{[_this select 0,_this select 4] exec "3b.sqs"}]
So if someone has an idea how to fix that problem, please help me.
-
I tweaked some smoke and tried to make the colors more realistic. Also the structure was optimized so the pickup and use of the shells works better now. I dont think that theres a lagfree way to block AI-views, without oxygen2.
-
maybe you can ad glowsticks too?Yeah glowsticks would be nice, but as u already mentioned, for modellchanges we have to wait for the tools.
-
It saves it to the clipboard so just go into notepad and hit ctl-v. It does not create a file anymore.Not true, search the Biki, the clipboard.txt is saved to
C:\Documents and Settings\WINDOWSUSERNAME\Local Settings\Application Data\ArmA\clipboard.txt
if someone does say that text is still around, i gonna look rather silly lol. but i would be glad to be silly if thats the caseNow look silly
-
@jammydodger thx for mirror and news
-
@all
thx for the feedback
Well, AI-blocking wasnt planned when i started this addon, but its a good idea. So if ill get AI viewblock working will add some artysmokeshells.
@Vulture2k1
Yes there are smokeshells in ArmA, but only white/grey; green and red/orange
-
wow, nice work ill test it now.
-
-
Ive made a little addon which adds 4 new smokeshells to ArmA. Added colors are deepred, blue, yellow and violet. At this stage there are still some bugs in it. This was originaly created for my clan for CAS, CASEVAC and CSAR MP Operations.
Known Issues:
-picked up shells are not throwable
-colors are too bright
Future changes:
-fixing pickup bug
-fixing colors
-adding strobelight and IR strobe
-adding m203 smokegrenades
Suggestions are welcome.
-
not for me and anybody i know. Do u use german or czech version?
-
theres more stuff in arma which isnt realy working, eg the elevators in the hotel
-
-
-
-
Sorry but i like the original ArmA effects as they are
-
What should i say than
-
i am sure the wgl will post here when they feel ready for it
-
Why? Arma has an integrated Tailrotor failure function. Try shooting at the tailrotor and u will see
-
Originally written by: XCess
Source: Sickboy &th sense forum
Giving the player the ability to switch units (known as team switch) is pretty simple in Armed Assault, and requires only a very basic knowledge of the scripting language.
Commands
There are several commands associated with this feature:
- enableTeamSwitch
- addSwitchableUnit
- teamSwitch
- teamSwitchEnabled
- selectPlayer
- setPlayable
- switchableUnits
- removeSwitchableUnit
addSwitchableUnit:
Adds a single unit to team switch
eg: addSwitchableUnit aP
enableTeamSwitch:
This turns team switch on.
eg: enableTeamSwitch true
teamSwitch
Forces the team switch dialog to appear.
eg: teamSwitch
teamSwitchEnabled
Check if team switch has been turned on.
eg: ?(teamSwitchEnabled) : teamSwitch
selectPlayer
Forces a player to switch to a specific unit.
eg: selectPlayer aP
setPlayable
Makes a unit playable, therefore, entering them into an array of switchable units.
eg: setPlayable aP
note: playable units can also be set in the editor, in the control drop down menu when placing a unit.
switchableUnits
Returns an array of all units eligible for teamswitch.
eg: _x = switchableUnits
removeSwitchableUnit
Removes a unit from the array of switchable units.
eg: removeSwitchableUnit ap
Possibilities
This new features adds quite a few possibilities to the game other than the obvious switching of roles when you die. This feature allows something that many mission creators
begged and wished for in Operation Flashpoint, the ability to change clothes in game.
Have you ever wished you could sneak through a town dressed as a civilian, and then pick up a gun and a uniform when you meet your comrades? Have you ever wished you could take that big, cumbersome ghillie suit off while in town? Have you ever wished you could steal the uniform of a dead foe and pretend to be one of their kind? Well, now you can, and, for all you realists out there, team switch can be disabled on death. So you don't have to worry about switching into other peoples bodies when you die.
Disabling Team Switch On Death
Team switch can be used purely as a role or uniform changing feature. If you wish to allow changing of uniforms or roles without giving the player the advantage of having multiple
lives, there is a simple trick to make this possible.
Create a trigger, change nothing other than the condition and onActivation fields.
In the condition field type: !(alive player)
In the onActivation field type: enableTeamSwitch false
Now you can switch clothes without switching lives.
-
If you're looking for further information about editing, scripting or modding, please visit the Biki.
I hope a mod can make this a sticky.
I think it would be a very helpfull thread for every missionmaker and should prevent posts like "whats the classname of the m4?"
Original posted by Sickboy in the 6th sense forum
First part will be ArmA classnames.
Everyone feel free to post more infos here, but no ot questions, please.
INFANTRY
"SoldierWB",
"SoldierWG",
"SoldierWMedic",
"SoldierWNOG",
"SoldierW",
"SoldierWAR",
"SoldierWMG",
"SoldierWAT",
"SoldierWAA",
"SoldierWSniper",
"SoldierWSaboteur",
"SoldierWSaboteurPipe",
"SoldierWSaboteurPipe2",
"SoldierWSaboteurRecon",
"SoldierWSaboteurAssault",
"SoldierWSaboteurMarksman",
"SoldierWMiner",
"SoldierWPilot",
"SoldierWCrew",
"SoldierWCaptive",
"SoldierEB",
"SoldierEG",
"SoldierEMedic",
"SoldierENOG",
"SoldierE",
"SoldierEMG",
"SoldierEAT",
"SoldierEAA",
"SoldierEMiner",
"SoldierESniper",
"SoldierESaboteur",
"SoldierESaboteurPipe",
"SoldierESaboteurBizon",
"SoldierESaboteurMarksman",
"SoldierEPilot",
"SoldierECrew",
"SoldierECaptive",
"SoldierGB",
"SoldierGMedic",
"SoldierGG",
"SoldierGNOG",
"SoldierG",
"SoldierGMG",
"SoldierGAT",
"SoldierGAA",
"SoldierGCrew",
"SoldierGSniper",
"SoldierGCommando",
"SoldierGMarksman",
"SoldierGPilot",
"SoldierGMiner",
"SoldierGGuard",
"SoldierGCaptive"
AIR
"ah1w",
"UH60",
"UH60MG",
"MH6",
"MH6_RACS",
"AV8B",
"AV8B2",
"Ka50",
"Mi17",
"Mi17_mg",
"BISCamel",
"BISCamel2"
"ParachuteEast",
"ParachuteWest",
"Parachute",
"ParachuteG",
"ParachuteC",
BOATS
"Zodiac",
"RHIB",
"RHIB2Turret",
"PBX"
TRACKED
"M1Abrams",
"M113",
"M113_RACS",
"M113Ambul",
"Vulcan",
"BMP2",
"BMP2Ambul",
"T72",
"ZSU"
WHEELED
"HMMWV",
"HMMWV50",
"HMMWVTOW",
"HMMWVMK",
"Truck5t",
"Truck5tOpen",
"Truck5tRepair",
"Truck5tReammo",
"Truck5tRefuel",
"Stryker_ICV_M2",
"Stryker_ICV_MK19",
"Stryker_TOW",
"UAZ",
"UAZMG",
"Ural",
"UralOpen",
"UralRepair",
"UralReammo",
"UralRefuel",
"BRDM2"
ANIMALS
"SeaGull",
"Hawk",
"DragonFly",
"HouseFly",
"HoneyBee",
"Mosquito"
BUILDINGS
"Shed",
"Fortress1",
"Camp",
"CampEmpty",
"CampEast",
"CampEastC",
"ACamp",
"MASH",
"Grave",
"GraveCross1",
"GraveCross2",
"GraveCrossHelmet",
"Table",
"Tablemap",
"Chair",
"ChairX",
"Wall1",
"Walldoor",
"Wallend",
"Wallhole",
"Land_radar"
MISC
"BarrelBase",
"Barrels",
"Barrel1",
"Barrel2",
"Barrel3",
"Barrel4",
"Camera1",
"Computer",
"TVStudio",
"Radio",
"PaletaBase",
"Paleta1",
"Paleta2",
"JeepWreck1",
"JeepWreck2",
"JeepWreck3",
"M113Wreck",
"BMP2Wreck",
"UralWreck",
"datsun01Wreck",
"datsun02Wreck",
"hiluxWreck",
"Body",
"misc01",
"Vysilacka",
"WallMap",
"Vec03",
"Land_vez_ropa",
"FlagCarrier",
"FlagCarrierWest",
"FlagCarrierEast",
"Fire",
"FireLit",
"TargetE"
AMMO BOXES
"ReammoBoxWest",
"ReammoBoxEast",
"ReammoBoxGuer",
"AmmoBoxAddW",
"AmmoBoxAddE",
"AmmoBoxWizardW",
"WeaponBoxWizardW",
"AmmoBoxWizardE",
"WeaponBoxWizardE",
"AmmoBoxWizardR",
"WeaponBoxWizardR",
"HeavyReammoBox",
"HeavyReammoBoxWest",
"HeavyReammoBoxEast",
"HeavyReammoBoxRes",
"AmmoBoxOUTW",
"AmmoBoxOUTWW",
"AmmoBoxOUTE",
"AmmoBoxOUTEW",
"ReammoBoxOUTGuer",
"AmmoBoxOUTGW"
UNIT WEAPONS
M16A2
M16A2GL
M4
M4GL
M4AIM
M4SPR
M4A1
M4A1GL
M4A1SD
G36K
G36C
G36a
MP5A5
MP5SD
AK74
AK74GL
AKS74U
AKS74UN
M249
M240
PK
M24
SVD
M9
M9SD
Makarov
MakarovSD
M136
Javelin
Stinger
RPG7V
Strela
Laserdesignator
NVGoggles
Binocular
UNIT Magazines
20Rnd_556x45_Stanag
30Rnd_556x45_Stanag
30Rnd_556x45_StanagSD
30Rnd_556x45_G36
30Rnd_9x19_MP5
30Rnd_9x19_MP5SD
30Rnd_545x39_AK
30Rnd_545x39_AKSD
200Rnd_556x45_M249
100Rnd_762x51_M240
100Rnd_762x54_PK
10Rnd_762x54_SVD
5Rnd_762x51_M24
15Rnd_9x19_M9
15Rnd_9x19_M9SD
8Rnd_9x18_Makarov
8Rnd_9x18_MakarovSD
PipeBomb
TimeBomb
Mine
MineE
FlareWhite_M203
FlareGreen_M203
FlareRed_M203
FlareYellow_M203
1Rnd_HE_M203
FlareWhite_GP25
FlareGreen_GP25
FlareRed_GP25
FlareYellow_GP25
1Rnd_HE_GP25
SmokeShellRed
SmokeShellGreen
SmokeShell
HandGrenadeTimed
HandGrenade
M136
Javelin
Stinger
PG7V
PG7VR
Strela
VEHICLE WEAPONS
"Minigun",
"Shell73",
"Heat73",
"Shell73",
"Gun73",
"Shell105",
"Heat105",
"Gun105",
"Shell120",
"Heat120",
"Gun120",
"Shell125",
"Heat12",
"Gun125",
"Mortar"
EQUIPMENT
"Flare",
"FlareGreen",
"FlareRed",
"FlareYellow",
"HandGrenade",
"HandGrenadeTimed",
"SmokeShell",
"SmokeShellRed",
"SmokeShellGreen",
"HandGunBase",
"TimeBomb",
"Mine",
"MineE",
"PipeBomb",
"Binocular",
"NVGoggles",
"Phone"
"#including" addons for use in another addon
in ARMA - MISSION EDITING & SCRIPTING
Posted
/*extern*/ class SoldierWB;
class SoldierWSaboteur: SoldierWB {};
class ASSaboteurFAC: SoldierWSaboteur
worked fine for my FAC-Unit