Big Ben
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AI Zone Restriction
Big Ben replied to Big Ben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would name each ai, but I'm using a spawn module. I have the basic concept of how to use most of the scripts, but I'm not sure if I could write one that could be used for each Independent or not. I'm not saying it can't be done, but how to write it so it would work with no limit on how many times it will have to run for the Independent side or not. The forums have given so much information on doing the same thing different ways for a variety of different reasons. Most of the time I find a code sample and I'll try using it, and if I can't I'll read more on it and most of the time I can get it to work. If I like the result or if it does something I like even more than what I expected I'll log it in to my "In Game Code Book" that I've been working on since Operation Flashpoint. I can't even think of where to begin thanking the many talented programmers that enjoy making scripts and tutorials for these games, not to mention the folks who made the games we all enjoy. Is any game perfect...no, but most of the things that a lot of people call a bug are overlooked by me simply because there are plenty of other things that are fine and work well. Thanks to all who responded and offered thier time in my problem...Everything as of now is working well. Be safe in the field....It can be a little rough out there..... -
Using the key words "Zone" and "Restriction" there were only 11 threads. I read all of them and I did not find the answer to my question which is this: How can I make a trigger, or set of triggers protect a base from one side that is controlled by the AI, or would it be better to use a marker? I am using BLUFOR, OPFOR, and the Civilians, but I do not want the AI Independants to enter the base ever. This is being made as an SP and MP mission. http://forums.bistudio.com/showthread.php?148362-Zone-restriction&highlight=Zone+Restriction When the Independant side enters the trigger area, this code kills the player. Condition Field: !(player in thislist) On Activation: player setDamage 1 ---------------- http://forums.bistudio.com/showthread.php?115300-Using-markers-areas-as-zone-restriction&highlight=Zone+Restriction This code used in a trigger's condition field creates an error. It doesn't show what it is either. [] call {{_x setDammage1;} forEach thislist; false;};
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AI Zone Restriction
Big Ben replied to Big Ben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for your help again :) Everything works very well, but I do have one last issue....The base/bases that are protected with the trigger....it seems if there are too many Independents entering the trigger area some get by without being killed. Is this a engine issue of the trigger not having time to reset for the next enemy entering the trigger area? This is what I did for my problem, but I'm not sure if it will cause lag or not....Do you know if it will or not? Here is the code from the mission SQM. This is just a small portion to give you an idea of my method of making sure the area/base is fully protected. Where a=100 and b=100, and Where a=95 and b=95....the rest of the code continues on to 40. This way each trigger has at least 5 meters between each one. So if there are too many Independents that hit the first trigger by the last one of a=40 and b=40 Every Independent has been taken care of. I'm not sure of how many bases (Safe Zones) I will have, but it will be very limited...2 or 3 at most, but I don't want to create a lag demon by this method. I'd tell you more about it in a PM if you are interested in knowing more about it. Again....Thank you for your time. class Item15 { position[]={2945.1575,39,4515.126}; a=100; b=100; angle=112; activationBy="GUER"; repeating=1; interruptable=1; age="UNKNOWN"; text="80"; expActiv="{_x setDamage 1;} forEach thislist"; class Effects { }; }; class Item16 { position[]={2945.1575,39,4515.126}; a=95; b=95; angle=112; activationBy="GUER"; repeating=1; interruptable=1; age="UNKNOWN"; text="80"; expActiv="{_x setDamage 1;} forEach thislist"; class Effects { }; } -
AI Zone Restriction
Big Ben replied to Big Ben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
XxAnimusxX...Thank you for your help, and quick response. The change you mentioned, if I wanted to allow named Independents....Would the code look like this as mentioned in this thread by Riouken? http://forums.bistudio.com/newreply.php?do=newreply&p=1930921 Or if it is different I'll try to find it. Again thank you for your help....Cheers! -
This is a cool little script to see all the different times of day, but the script the way it is doesn't work as it did in OFP or ARMA. Is there a different way to write it? Any help would be greatly appreciated. Condition: this On act: this exec"example.sqs" where example is the name of the script. this can also be used as true. this is the script: #loop skiptime .000333 ~0.1 goto "loop" The value can be changed to make it longer or shorter to fit the mission makers taste. I viewed about 30 or so pages on the forums, and I searched the wiki: http://community.bistudio.com/wiki/skipTime This code found on the wiki page, did not work for me. I may not have used it right. while {true} do {skiptime 0.00333; sleep 0.1}
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Ok I changed the script from this: #loop skiptime .000333 ~0.1 goto "loop" to this: #loop while {true} do {skiptime 0.00333; sleep 0.1}; ~0.1 goto "loop" I call the script like this, in a trigger: On act: this exec"example.sqs" It still doesn't work. Would anyone like to see an example mission with what I have so far to make sure it is correct? I tried it a couple of other ways too, but still no luck. Using this code by itself, in a trigger, instantly jumps to night time. I need the loop to make the transition smooth. while {true} do {skiptime 0.00333; sleep 0.1}; Thank you all for you help and very quick replies.
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I've got this from another post, but it didn't quite answer my question. I know the first topic is from AA, but I was trying to find any script, or something that I might be able to use. The second is the join command from the wiki. Topic: http://www.flashpoint1985.com/cgi-bin....t=67998 OFP Wiki: http://community.bistudio.com/wiki/join My question: I'm using one island off the Sarugao map to hold a bunch of zombies with 1 civilian. That 1 civilian can't be harmed, and is able to roam anywhere on the island through waypoints. I want to know if there is a way to make that 1 civilian join my squad with out stopping to wait for me at a way point called "JOIN" through the editor. I've tried it different ways from being detected, true, alive, and nothing I've tried is working(I even tried "SWITCH", but it didn't work the way I did it). If I put the join WP,or trigger that's in sync, or not, in the middle of the many WP's, or anyplace else for that matter, the civilian just stops and waits for me to reach the trigger. This mission is sorta based on the big zombie mission "Zombie Outbreak", but I'm doing it with a twist. A better way to explain it is this: I have x amount of waypoints for the 1 civilian to go to, then a cycle waypoint at the end, to keep the civilian busy. The task is a search and rescue(SAR), but the player must search the 1 entire island for the civilian, without being eaten. I'm making it in to a mind game for the player. Leaving loads of clues, sounds, a very limited amount of ammo, even less gas, and a bunch of other things too, along with being a timed mission, BUT my problem is this....if I accidently run in to the civilian before other things are revealed or discovered I would like to have the civilian be able to join my group to be removed from danger at any given time, but only at close proximity say like within 10 - 20 meters, or just a little bit farther. Any idea's, and can it be done without scripts? I'll use a script if anyone knows where to find one. Any help is much appreciated.
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Thank you for the help that worked. I forgot the "<" It's the simple stuff that always comes back to haunt me while testing my missions. Thank you for again for the help.Cheers!
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Thank you for your help. It worked. I'll be looking for your stuff too. Cheers!
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Thanks for the reply. So all I have to do is put it in the bin folder?
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I have added the NIM Weather stuff, and so far it's ok here. I do have 1 quick question though, and I didn't see it in the readme. How do you install the hotfix? It works just fine for me without it, and I was wondering if it fixes something I haven't tried out yet. Thanks in advance.
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I had a go with this great aircraft you made Franze, and I'm very impressed with it. I also like the fact that if you land the plane with the landing gear up it doesn't just explode like a lot of other addons that do. That is a cool feature to be able to use in case of massive failures that lead to a crash that you could be able to at least be able to walk out of instead of just ejecting all the time. Again great work on this and everything you've made. It's all very appreciated. Keep up the great work! **Edit** I almost forgot to add the ejection seat and canopy thing too.....It will make a nice mission based on the movie Behind Enemy Lines. That's a nice touch(Player controled crash) to the addon. Here is a question though...Are you going to make a script that will crash the plane/or future planes (if you make more)? If so, I hope you make the plane to still be able to be crashed by the player. If not I'm happy with this one.
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I've tried a couple of addon making tutorials, and for a lack of a good way to say it...I'm a non-addon maker dumby.... Since I don't know how to make addons, I'm asking for anyone who can to make certain types of things for a map collection that I'm working on for the Stargate community. Right now I have more than 150 planet types on a single map. With this type of map size I've run in to a small problem. I need as many people who like to make addons make some custom buildings, foilage, and anything that would make each world unique. I'm looking for buildings that don't have all the animations, are enterable, and AI friendly(From what I read this would be better for game play fps). For more information please post here if you want to help with my project, or have any requests on planet types, or what you would like to see. Any and all help will be much appreciated. Big Ben
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So it shouldn't look like this? class CfgMusic { Â Â tracks[]={menu1,menu2,menu3,Airwolf,cruise,Sparrows,theride}; Â Â class menu1 Â Â { Â Â name = "menu1"; Â Â sound[] = {\music\menu1.ogg, db+10, 1.0}; Â Â }; class CfgSound { Â Â tracks[]={Tok'ra1}; Â Â class Tok'ra1 Â Â { Â Â name = "Tok'ra1"; Â Â sound[] = {\sound\Tok'ra1.ogg, db+10, 1.0}; Â Â }; And it should look like this? class CfgMusic { Â Â tracks[]={menu1}; Â Â class menu1 Â Â { Â Â name = "menu1"; Â Â sound[] = {\music\menu1.ogg, db+10, 1.0}; Â Â }; }; class CfgSound { Â Â tracks[]={Tok'ra1}; Â Â class Tok'ra1 Â Â { Â Â name = "Tok'ra1"; Â Â sound[] = {\sound\Tok'ra1.ogg, db+10, 1.0}; Â Â }; }; I left every thing else out to keep it smaller to view. I'll keep trying . Descriptions are a bit testy though if it's not just right. Thank you for the reply Planck. I'm learning as I go with the scripting stuff, so I will probably ask something that will probably sound dumb, but it's only because I don't get it. I've been reading other forums too to see if there is an answer to my question about adding the lip part to the description, but no luck yet.
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class CfgMusic {   tracks[]={menu1,menu2,menu3,Airwolf,cruise,Sparrows,theride};   class menu1   {   name = "menu1";   sound[] = {\music\menu1.ogg, db+10, 1.0};   };   class menu2   {   name = "menu2";   sound[] = {\music\menu2.ogg, db+10, 1.0};   };     class menu3   {   name = "menu3";   sound[] = {\music\menu3.ogg, db+10, 1.0};   };   class Airwolf   {   name = "Airwolf";   sound[] = {\music\Airwolf.ogg, db+10, 1.0};   };   class cruise   {   name = "cruise";   sound[] = {\music\cruise.ogg, db+10, 1.0};   };   class Sparrows   {   name = "Sparrows";   sound[] = {\music\Sparrows.ogg, db+10, 1.0};   };   class theride   {   name = "theride";   sound[] = {\music\theride.ogg, db+10, 1.0};   }; What do you mean enclosed? This description above works in game just fine, but the one below is where I'm trying to add the Cfg Sound. I got it to work once, but I forgot to save it. This time I'm also trying to do lip files for the sound, and I don't know what to do next. TheWraith is helping me out too, but I'm still not sure if adding this to the description is working the way I thought it would. TheWraith sent me an example to go by, and if it works the way I'm trying to write my description, I'll post the solution here for everyone. class CfgMusic {   tracks[]={menu1,menu2,menu3,Airwolf,cruise,Sparrows,theride};   class menu1   {   name = "menu1";   sound[] = {\music\menu1.ogg, db+10, 1.0};   };   class menu2   {   name = "menu2";   sound[] = {\music\menu2.ogg, db+10, 1.0};   };     class menu3   {   name = "menu3";   sound[] = {\music\menu3.ogg, db+10, 1.0};   };   class Airwolf   {   name = "Airwolf";   sound[] = {\music\Airwolf.ogg, db+10, 1.0};   };   class cruise   {   name = "cruise";   sound[] = {\music\cruise.ogg, db+10, 1.0};   };   class Sparrows   {   name = "Sparrows";   sound[] = {\music\Sparrows.ogg, db+10, 1.0};   };   class theride   {   name = "theride";   sound[] = {\music\theride.ogg, db+10, 1.0};   }; class CfgSound {   tracks[]={Tok'ra1};   class Tok'ra1   {   name = "Tok'ra1";   sound[] = {\sound\Tok'ra1.ogg, db+10, 1.0};   }; I also have 1 folder named music, and one folder named sound. Thank you for taking the time to reply to this topic/thread.
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Hi! I've got a got a question that deals with the description file. I'm trying to add lip/sounds to my sound folder and I got that part right, but how would it look for the lip file in the description? This is my first attempt at trying to get the lip part of the description written: class CfgMusic { tracks[]={bla1,bla2}; class bla1 { name = "bla1"; sound[] = {\music\bla1.ogg, db+10, 1.0}; }; class bla2 { name = "bla2"; sound[] = {\music\bla2.ogg, db+10, 1.0}; }; class CfgSounds { sounds[] = {2}; class 2 { name = "2"; sound[] = {"\sound\2.ogg", 1, 1}; lip[] = {}; }; I took a guess at the lip part, but that's where I get it wrong. When testing ingame the sound 2 is not found. It is a ogg file and the lip file is correct, but what is wrong with my description?
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Of course you have to consider that these mods have hugely different ideas of good gameplay, graphical effects and realism, meaning their configs are totally alike. And yeah, fdf is not an addon pack. It's a lot more than a bunch of new units zipped together. I know the FDF isn't really a stand alone MOD, but I have come across a few addons that just don't mix well with it. And your right each MOD has a different view on what it should look like. I like them all, and I can to play with CSLA for a while, then switch to FFUR, or any other MOD thats out. I even have a MOD folder setup with addons that can be used with each MOD out there, so I can use all the addons I like with each of the great MODs . Thank you addon and MOD makers for giving me such a wonder new view on a great game!!
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I think it would look and feel a little bit more real with the clouds. Your right there is enough things that the pc would have to render, but thats why I upgrade my pc every 3-6 months to stay way ahead of the gaming industry lol. I don't know if the cloud layers are going to be better, or not. I think the colors that you mentioned will be a great help to those who can make the clouds. I like the modded clouds for OFP, and hope that the original modders, or new ones will continue thier work.
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Is this the 1.6 version of the clouds? How many cloud objects did you place in the editor? And yes this would be all I would want.
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Thank you for the reply! I liked the ones found here: http://ofp.gamepark.cz/index.php?showthis=10007 I'd be happy with those if the engine won't support the really high definition clouds. Thank you again for the info too...I'll read up on this.
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1.) Tools with good documentation on how to use the tools so that people, like me, who are not interested in making an M4....vehicles, or aircraft for that matter. I think there is enough talent in the community to provide those things for just about everyone. My opinion is this...If you have all the "Wanted Addons" from say an F16 - SU27 - M1 - T80 - T72 whatever...There must be high quality locations, but each location has certain "Static, Foilage, & Buildings" that need to be made. Without those, a 100 different F16's won't make up the difference, nor will 100 different Blackhawks, or 100 different infantry of any nation, and the list will go on and on. 2.) I like the packs like FFUR, CLSA, FDF, Zombie MOD, Stargate, Airwolf, and the list goes on and on, but I would like to see more single addons. They are easier to keep up with, and I do use MOD folders. 3.) More communication between MODs to share the needed scripts, cpp's, configs, or anything else that would make all MODs work together in part or in whole. Like take infantry from JAM and CSLA and put them with FDF and FFUR. I have with some MOD folders, and they work fine, but sometimes it doesn't. (Y2K3) 4.) I like the idea of like the prefab thing too. That would make less work for the addon makers. I posted my opinion on the I44 thread here on that. http://www.flashpoint1985.com/cgi-bin....y953570 5.) More default ground textures for the people making islands/maps. It gets old trying to find the right texture on one of those pay sites....And yes I have, for myself, bought really high quality ones. 6.) Better documentation on how to script. I don't know what a billboard is...[cl] is like? I got to the point where I can move things around in a script to make it do what I want by the authors notes, but to come up with one is totally out of my hands. I'd like to make my own fire and smoke effects to be attached to a unit's init line, or better yet a trigger.That way I don't have use other peoples work, or to bother people like XCess, or countless other scripters with dumb questions like this thread: http://www.flashpoint1985.com/cgi-bin....targets I'm still trying to make my first crate LOL. Once that is done, and I still have hair....I would be sooo happy to make buildings, static objects, foilage, for anyone who asked....but with no good documentation to go by anyone who has good ideas gets set back...waiting for someone to make something to use. I won't ask anyone to make anything for me, because it's not mine, and I like to do things myself, but lately I've been eager to build buildings, static something, or even foilage items for the community that I'm starting to go a little . I've learned how to make islands, but I'm limited to using someone elses addons(Buildings, Static Objects, & Foilage mostly), which usually must use someone elses addons too. That's ok really. I just try to use only the addons that are single. I'm sorry about the long post, but I love OFP, and I think ArmA is going to be something well worth the wait, even if the US is the last one to get it. Good things come to those who wait....
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I'd like to know as well. It's much more fun to have something that would limit the line of sight. Any info would be much appreciated.
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I thought that Christmas was next month ! I believe now that every MOD I've ever tracked has been released in some form or other.  Thank you I44 MOD Team for all the hard work that has been put in. Some flaws are there to be seen by all, and others that aren't. I hope that some, if not all, will be able to continue working on this MOD for ArmA. I'll be tracking it if I get wind of it . Now comes the advice of just an average community member. 1.) If you work on a MOD/Team release the addons when completed. There will always be someone smart, smart as, or smarter to make the campaigns  that make the addons stand out. This will ensure that the work load on your team is limited in producing just the high quality addons that you can obviously make. This is probably the biggest downfall to every MOD that doesn't release their work/addons when finished. Let me explain. When you finish 1 or 2 addons...release them, and take a break then move on to the next project...this way the community can start making missions, and then when enough addons are out the mission makers can make the big campaigns that will make all the hard work come together to make everyone happy. Doing this will help everyone in the MOD/Team have a little break in between addons, and the campaigns can be updated on a more regular basis as new addons come out, or new features/bugs are fixed on the released addons. They will even be able to join a MP game with their new creations  ... 2.) Work together, and don't blame others for having to wait for something. If you have to wait, make something else while waiting. This goes back to 1.) That said, you guys have put together a really fun alpha version!!!! You all should be proud of what skills you all have! I can't make models...yet lol (ya right) I would give almost anything to be able to understand how to make something to contribute to the community as you all have done. I can make islands, but what good is that if you can't populate it with good buildings, static objects, and foilage. I salute you all and wish you all well. Hope to see more work form all of you in the future on the I44 MOD, or as single works by each individual who helped in the creation of I44. Take Care I44 Team!!! Salute ~ P.S. The OFP community is the best one around, and it has been around for years....We work together...We play together. Cheers!!
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Ok, here is what I've got so far. _unit = _this select 0 _invisi = _this select 1 _grp = group _unit _max = count _grp _array = units _grp _xP = 0 #loop _xP = random _max _aP = _array select _xP _x = (random 10)-5 _y = (random 10)-5 _invisi setPos [(getPos _aP select 0)+_x,(getPos _aP select 1),0] ? hideInvisible : goto "hideInvisible" ? hideAndEnd : goto "hideEnd" ~(random 7) goto"loop" ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; #hideInvisible _invisi seetPos [0,0,0] ? continueInvisi : hideInvisible = false; goto"loop" ~1 goto"hideInvisible" ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; #hideEnd _invisi setPos [0,0,0] deleteVehicle _invisi exit =============================== Where this line of text: _invisi setPos [(getPos _aP select 0)+_x,(getPos _aP select 1),0] was changed to: _invisi setPos [(getPos _aP select 0)+_x,(getPos _aP select 1)+_y,0] ================================ Now after I changed the code above the error message reads: '_max = count: _grp|#|': Error count: Type Group, expected Array ================================ I have 1 trigger activated by the west side. I put this line in the on activation... [unitName,inVisibleTargetName] exec"script.sqs" This is what it looks like: [p1,it1] exec"DGT.sqs" ================================ Problems: 1.) P1 has the invisible target attached to it with the script, but the enemy air will not engage the player's infantry. 2.) Not sure if the invisible target moves with the player by using the script, because of the 1st problem. If you would like to see my basic set up I can send you what I have done through the editor. I also have a pic of the error if you would like to see it. **edit** My trigger is set to true, and this it the pic in game too. http://img121.imagevenue.com/img.php?image=17040_error_122_429lo.jpg
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XCess, I found another way to get the invisible target to follow me, but I don't know how to get the invisible target to be turned off for a certain amount of time, or deleted. I'm using a tow script that I found at OFPEC. I think it would be easier to do with a script though. I changed the line of code you told me about, and that caused an error with the script. Thanks for trying to help me.