Arkon2
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Everything posted by Arkon2
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HI, I have been trying to terminate a script from within another script, but without success. This is what I have gleaned from other posts. I put this in the .Ini file. This is what I call the script with - I run this close to when I want to exit the target script. This is the script This is the line for termination - I put this at the start of another script so when the script is called it will terminate the target script. Nothing seems to happen - both scripts are running at the same time. I also tried Mando's simple Any ideas?
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Terminating a script
Arkon2 replied to Arkon2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Monsada, Thanks very much, it works perfectly :) Regards Arkon2 -
Terminating a script
Arkon2 replied to Arkon2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Monsada, thanks for replying, I'm looking at your second option, but cannot quite get my head round what the code is doing. (no spawn required) Does: Need to be put in the .ini file? So are you saying that "TestExecute.sqf;" calls genstuff.sqf from within and then terminates it when the condition "my_condition_to_exit_var" is set to true? Where does this go? EDIT Arma2 RPT file: And -
Terminating a script
Arkon2 replied to Arkon2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the reply... Does not matter - script "A" ( [] execVM "genstuff.sqf"; ) is running doing whatever - when script "B" is called, then script "A" needs to terminate... -
I have not noticed the weather changing after I have set it myself. But, that is without using "setRain". I just use: 0 setOvercast 1; for my mission and change the 1 to another value when I want to adjust the weather again... I do not use setRain with "setOvercast 1" as seems to rains for most of the time anyway.
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AnimalMother92, Put it in the .init file out of the way - no need to use the trigger.
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0 setovercast 1.0 Will usually do the job pretty quick - if it does not work 100% for you then play an initial custom sound
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UPSMON - Urban Patrol Script Mon
Arkon2 replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the translation Splicer. Are you going to give the new version a try? -
UPSMON - Urban Patrol Script Mon
Arkon2 replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
English translation for the above post please -
UPSMON - Urban Patrol Script Mon
Arkon2 replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did answer you in an earlier post: Put the file (MON_functions.sqf) in the same place as all your other scripts - for your problem you need to edit the "Init_UPSMON.sqf" file to point to where you have put that file (MON_functions.sqf) - then you will not get the error - see below: The file "Init_UPSMON.sqf" also makes a call for the "MON_functions.sqf" file. Look for the line below in the "Init_UPSMON.sqf" file. call compile preprocessFileLineNumbers "scripts\common\MON_functions.sqf"; So you need to edit the above line to point to the correct location of your functions file. Hope this helps Arkon2 -
UPSMON - Urban Patrol Script Mon
Arkon2 replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Spicer Thanks for all the tips :) I have finally sussed it: Having this line "#SETVARIABLES" in the .init file seems to stop it from working - was getting CTD with preprocess errors - also not sure or not whether your .init file has to be .SQF - anyways its working now :bounce3: Let us know how things go with your mission - I should have mine ready in a couple of weeks or so. Regards Arkon2 -
Kronzky minefield script, does it work in arma2?
Arkon2 replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, I tried it in ArMa2 and it seemed to work fine. Arkon2 -
UPSMON - Urban Patrol Script Mon
Arkon2 replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Splicer, Your mission sounds great! I gave that Cipher a try too - dynamic missions have an extra appeal not knowing what to expect each time you play. Sounds like you have put a lot of work in - when will it be available for testing/playing? I managed to get UPSMON to work in a new mission with one Marker and one Group - but still cannot get it to go in my mission! tried stripping out the init. file and the Description.ext file but still no luck. dunno what is killing it. Unfortunately Monsada's does not seem to visit this forum often - I may have to end up using Kronski's version as i know that one works. Later Arkon2 ---------- Post added at 21:17 ---------- Previous post was at 21:07 ---------- Hi RamadiIraq, Dunno if you worked it out yet...if not... The file "Init_UPSMON.sqf" also makes a call for the "MON_functions.sqf" file here: call compile preprocessFileLineNumbers "scripts\common\MON_functions.sqf"; So you may need to edit the above line to point to the correct location of your functions file. Hope this helps Arkon2 EDIT: Dunno what happened with this post - would not let me post separately! -
UPSMON - Urban Patrol Script Mon
Arkon2 replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I think it goes with the other files in your mission folder. Monsada said: -
UPSMON - Urban Patrol Script Mon
Arkon2 replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Splicer I'm doing a mission too, what's yours about? This is what I'm using: nul=[this,"Alpha"] execVM "UPSMON.sq"; I just changed Kronski's "UPS.sqf" for Monsada's "UPSMON.sqf". As i said I have been using Kronski's one up till now. Monsada's seems more or less the same set-up as Kronski's except the call in the .ini file the "Init_UPSMON.sqf" file itself and the MON_functions.sqf file which Monsada does not seem to mention. Thanks -
UPSMON - Urban Patrol Script Mon
Arkon2 replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Monsada, How long does it take for these guys to start moving? I think I have set it up correctly, but the groups stay motionless in there original formation - I have been using Kronski's version without a problem. The only difference I can see from your set-up amd mine is that my .ini is a .sqs file and that I do not use a scripts folder - I do not get any errors. Any ideas? -
Can't find thread, move in building command?
Arkon2 replied to Rayers12's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, This is maybe what you are after: walker doMove (nearestBuilding walker buildingPos X) Where walker is the Unit and X the position. -
'Fadesound' question
Arkon2 replied to ov3rlord's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi All, Yus, there is a problem with Fadesound I'm afraid. There has been for some time see here: http://dev-heaven.net/issues/show/2243 Arkon2 -
Faces change to default after reload save
Arkon2 replied to therev709's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, Export the mission and try it to see - it will only take you a few minutes - other things are known to be lost on reloading a save (AI stuff). If its still a problem when PBO'd you could maybe try a script to re-assign the faces. -
Hi, I want a trigger to tell me when a certain number of Opfor are dead - the total number in the trigger will vary - been trying: {!alive _X} count thislist > 0 With Opfor Present Repeatedly It goes off if I remove ! fine... Any help welcome Cheers
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Thanks for all your effort. Does this cover new units who arrive after the trigger's initialization who are susequently killed whilst within it? Anyways, I'll try it out later tonight and get back to you tomorrow... Arkon2
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Przemek_kondor Master gamawa Ok, So, we don't know how many will be alive (as there are people coming and going all the time) - and if we did, how would that tell us how may are dead... How should we check for this? (What we are after is a trigger that will tell us when (say 5) Opfor are dead out of an unknown total.)
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Hi, Przemek_kondor Thanks for the reply, Yes I'm aware of that, but i can just stand there and kill a few people and nothing happens...
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Hi Steve, I noticed the same thing recently - its not a new problem and has been reported to the Community issue tracker some time ago: http://dev-heaven.net/issues/show/4438 Apparently its summint to do with AI not engaging the enemy through some buildings' glass - I think that if you stand inside in line with the doorway they will plug you. Arkon2
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how do i get a dog to patrol with opfor
Arkon2 replied to Lightninguk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, Yes, I was trying to get the dogs to do something - but they do not seem to have the same AI - it seems that waypoints are not recognised and domove has no effect either.