BlackCatSLO
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core_pfieldgroups_3
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Interests
3d modeling, programing, simulating, drawing,..
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Help with MP scripting: AI & dead bodies
BlackCatSLO replied to rip31st's topic in ARMA - MISSION EDITING & SCRIPTING
Hmm i think you should track all AI objects in script and checking thers dead "life" time... if life time is excidet and they are dead deleteUnit...or deleteVehicle. -
Exploding TOW missles in mid air
BlackCatSLO replied to BlackCatSLO's topic in ARMA - MISSION EDITING & SCRIPTING
Hehe, just for fun...in know the TOW doesnt explode in air like that(i like realism), but its not fun making FIREWORKS? My recepie for that is: IDIOTIC IDEA + realistic sounds + targeting script(like for artilery bearing and angle) + TOW exploding script + 52 Strykers or more + 2 rockets in lounch pad equals FUN the only missing ingredient is TOW exploding script... -
Exploding TOW missles in mid air
BlackCatSLO replied to BlackCatSLO's topic in ARMA - MISSION EDITING & SCRIPTING
Ok the tow missle is launched from Stryker ok the problem is not to get that missle object but to explode it. Im making fireworks with 50 strykers and writing script to fire that TOWs in the line... i have only problem that the rockets doesnt want to explode.... -
Hy there i need some help im making dialog for displaying some data, but when i show up that dialog the mouse shows up and i can not play. How can i solve this?
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Hy there im tring to make TOW missle explode in mid air, i used that black cube but it doesnt happen any thing.. Any idea? Tnx for help...
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Fireing AI M256 and keeping cannon in the same way
BlackCatSLO posted a topic in ARMA - MISSION EDITING & SCRIPTING
Hy i have one big problem Im writing a script to click on map and then Abrams will point at the same point but when tank fires his M256 cannon turns in some idiotic position that is not good. I even make loop with goto but i get same result. The aiming code looks like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _shooter = _this select 0 [_shooter] exec "fire.sqs" #target_force ?(!setfire): _shooter doWatch loc_targ ~(0.01) goto "target_force" the fireing code looks like this... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _shooter = _this select 0 #fire_force ?(fire): _shooter fire "M256" ~(1.3 + (random 10) / 10) goto "fire_force" Tnx for help. I need solution very fast. -
Flying AI plane exact over the target
BlackCatSLO replied to BlackCatSLO's topic in ARMA - MISSION EDITING & SCRIPTING
im droping bombs with<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _pilotunit selectWeapon "BomberLauncher" _pilotunit fire "BomberLauncher" ~0.3 _pilotunit fire "BomberLauncher" ~0.3 _pilotunit fire "BomberLauncher" i did find out what is going wrong, becouse i was using pitagora for calcing 2d distance and "distance" the coordinate units and meter units ratio wasn't right(with distance value was 200m and with coord pitagora was 10m ). And now plane flies in 2d space 1m - 10m away from target. -
Im making mod to replace default infantry, vehicles icons with red and green dots, becouse AA is not some kind of COD. And every infantry or vehicle have to be reported by the AI or human player. And that units that are not seen by the player they have to bee seen on the map on its last location. Any idea where to start, the scripting is not a big problem for me... Tnx for help.
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Flying AI plane exact over the target
BlackCatSLO posted a topic in ARMA - MISSION EDITING & SCRIPTING
Hy there, im writing script in witch you can order "onMap" AI AV8B2 bombers to fly over the target and drop bombs. Every thing works great from taking off and landing, but the AI plane doesnt want to fly exact over the target. AI flies 600m away from the target(i did use doMove), and becouse im using few physic equations to calc optimal range to drop bombs, droping bombs doesnt occur. The droping range is about 20m - 60m but bomber doesnt come in that area. I did try to use doTarget, but bomber uses machine gun instead. I only need to know how to order plane to fly over the target area, tnx for help. I hope you understand whats my problem and sory for bad english. -
Decoding mission.sqm to plain text
BlackCatSLO replied to BlackCatSLO's topic in ARMA - MISSION EDITING & SCRIPTING
tnx, first i did try with unrap but unrap dont work with this. Eliteness is working in my problem. -
Decoding mission.sqm to plain text
BlackCatSLO replied to BlackCatSLO's topic in ARMA - MISSION EDITING & SCRIPTING
the problem is the mission.sqm is not a plain text... i can not open it with mission editor. i tried to put that mission.sara folder in to mission folder but when i go to mission editor and load that mission nothing happendd, packet in pbo i can load and play. i did open mission.sqm with notepad but its binary data. nothing plain as is have to be. -
Hy there i have question,... how can i decode encoded mission.sqm to plain text so it can be oppened with arma editor....
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Squad XML Not Working, Help
BlackCatSLO replied to Rellik-FL-'s topic in ARMA - MISSION EDITING & SCRIPTING
I have the same problem. The squad member info is working for everyone but squad info is not working. I did get squad.xml and other files at community wiki. I can not get working this thing . -
Hy, i have one big problem im writing script for repairing the vehicles but i did ran in to problems, i can not find out whats wrong with this code the hint command is there just for testing and i dont think its the problem... is empty trigger on the map repairshop_trig just for marking the location... This script runs in the init. The errors are: generic error somewere in for loop, mising { <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #cnext _alltypes = "Currently in repair zone:\n"; _i = 0 _objlist = position repairshop_trig nearObjects ["LandVehicle",15] if ((count _objlist) >= 1) then { for "_i" from 0 to ((count _objlist) - 1) do { _obj = _objlist select _i; _alltypes = format["%1\n %2",_alltypes , _obj]; _speed = sqrt(((_obj velocity select 0) * (_obj velocity select 0))+((_obj velocity select 1) * (_obj velocity select 1))+((_obj velocity select 2) * (_obj velocity select 2))); if (_speed < 1) then {_obj setVehicleArmor 1;}; }; hint format["%1\n NUM OF REPAIRS: %2",_alltypes , count _objlist] }; ~1 goto "cnext" tnx for help
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Hy there, im looking a way to get direction of the tank turret. So i can algin cam on that direction. Tnx.