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Everything posted by DnA
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garbage collector module?
DnA replied to Raptor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The Garbage Collector is a module that is used internally by some other modules. It basically cleans up dynamically created content (units, groups, markers, etc.) that is not used anymore. This prevents the game from running slower and slower because of an abundance of objects. It can be used by anyone independently however, more info to follow :) -
Ambient Combat Module
DnA replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Probably not :) All you should have to do is sync it (F5, not F2) and preview the mission. Both options there are valid, since it should work when synced to any of the group's units. Did you run the mission for a little while? The system is not instantly spawning stuff all over the place, but things will ramp up over time. When you set the intensity to 1 (0.5 being default), there should be more and quicker patrols. -
Ambient Combat Module
DnA replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes: either do not place the ACM in the mission and spawn it (createUnit) at some point. Or you can set the intensity to 0 at the beginning and raise to some value between 0 and 1 when you want to activate it. You do need to use scripting to manipulate the ACM (and other modules). It's not too hard once it will be fully documented. You can pretty much copy'n'paste the code I posted into an init.sqf and alter it ;) -
Ambient Combat Module
DnA replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It can create a war of any size around you as you travel in the world. You can control whether it spawns enemies and friendlies, or just one or the other. You can set which types of units are spawned, so imagine only allowing small infantry groups to spawn in a smaller scenario. It's also important to mention that the ACM cleans up after itself. When you move too far away from dynamically created patrols, they are eventually removed (to prevent the world from being populated with millions of units ;)). -
Secondary Ops Manager Module Discussion
DnA replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is quite a lot you can configure for the SOM, including adding fully new SecOps. A random mission generator is exactly what the SOM is :) There will be more information soon, but some initial global settings: -
Ambient Combat Module
DnA replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, you simply synchronize (F5) the module with a unit and it will kick in. Do not group (F2) it, for that will not do anything :) We will add more configuration information to the BiKi soon, but here's some stuff to get you started (ACM reference means either the module itself or one of the units in the group it's synchronized to): //The intensity value should be a Number between 0.0 and 1.0. [<intensity | Number>, <ACM reference | Object>] call BIS_ACM_setIntensityFunc; //Distances with the value -1 will leave the distance as it was. //Distances with a value below -1 will reset to their defaults. [<ACM reference | Object>, <minimum | Number>, <maximum | Number>] call BIS_ACM_setSpawnDistanceFunc; //The skill values should be Numbers between 0.0 and 1.0. [<minimum | Number>, <maximum | Number>, <ACM reference | Object>] call BIS_ACM_setSkillFunc; //The ammo values should be Numbers between 0.0 and 1.0. [<minimum | Number>, <maximum | Number>, <ACM reference | Object>] call BIS_ACM_setAmmoFunc; //You can pass both actual CfgGroups Config entries or class name Strings. [<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_addGroupClassesFunc; //Passing an empty types Array will completely disable the custom database and switch back to the default. [<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_removeGroupClassesFunc; //Pick from: USMC, CDF, RU, INS, GUE. [<factions | Array of Strings>, <ACM reference | Object>] call BIS_ACM_setFactionsFunc; //When passing Arrays, these should contain the top-left and bottom-right coordinates. [<ACM reference | Object>, <types | Array of Arrays and / or Markers and / or triggers>] call BIS_ACM_blacklistAreaFunc; /*type must be one of "", "ground_patrol", "air_patrol". Passing an empty type will reset back to the default pool. Weights should normally be between 0 and 1. A weight of -1 will remove that patrol type from the pool.*/ [<type | String>, <weight / chance | Number>, <ACM reference | Object>] call BIS_ACM_setTypeChanceFunc; -
Question regarding Mission Editor
DnA replied to nikodemus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Some of the modules need to be synchronized to a unit (its group), like the Ambient Combat Manager. You do this by synchronizing F5 between the module and the unit. Some other modules are stand-alone and require only to be placed in the mission, like the Functions Manager. We hope to provide more detailed info later :) -
Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
DnA replied to EricM's topic in ARMA 2 & OA - GENERAL
Have you ever tried to fly around in a hangar full of planes? -
BI press release Re: OFP title and development
DnA replied to M.Andersson(SWE)'s topic in BOHEMIA INTERACTIVE - GENERAL
What's worse, I e-mailed them with the truth right after I read this preview in the printed magazine. No reponse, no corrections. -
On a sidenote: are you aware of the description.ext entry playerKilledScript? It overwrites the kill camera script that can be defined in the game's config and will allow you to easily implement SP respawn (the Armory does this). <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">playerKilledScript = "somescript.sqf";
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If you want to get all gear the easy way, go take a ponder at a community info centre near you!
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showCinemaBorder false not working?
DnA replied to ChrisFox's topic in ARMA - MISSION EDITING & SCRIPTING
showCinemaBorder does not work when you use it immediately at the start of a mission. I suggest placing it in a script and having a tiny delay before calling it. Sample init.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> sleep 0.01; showCinemaBorder false; true- 1 reply
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The Firing Range has an ammo crate with the correct ammunition, but adding it to some other challenges is a good idea.
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I think I may have found the problem here and if you want to, please confirm it for me Both of the items you mentioned have an item of the same name on another side (i.e. there is a Blufor AH6 and a RACS AH6). I'm thinking those are the items that are unlocked. I'm not saying that's necessarily nice, but I don't think it is a bug as they are 'different' items
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Turrets and gunner behaviour
DnA replied to scars09's topic in ARMA : CONFIGS AND SCRIPTING (addons)
As far as I know that property is a simple switch and only accepts 0 (false) or 1 (true). It just tells the game whether this turret has a gunner or not. Also, perhaps try defining primaryGunner=0 for your additional turrets, since I think right now all of your turrets have this property set to 1. I'm not sure if it will fix anything though -
@MehMan, do you happen to remember if this was during any particular challenge or just straight after pressing Try!? Also, was this rubber boat the starting boat CRRC? @JagdPanther101, that certainly isn't supposed to happen Please can you tell me any more specifics, like: * Have you only seen starting equipment be re-unlocked, or also other equipment? * I guess not, but was this the first time you started the Armory with that user profile? i.e. Did you start with only the starting equipment? Thanks for your feedback
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GranQ is right about that entry, but I'll also add two other entries relevant to the Armory (previously known as the Library in some incarnation, hence the class name) Also, the class Library can be used the same way in CfgWeapons. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Library { Â libEnabled: 1 (default, the item is listed) / 0 (the item is not listed) Â libTextDesc: string (containing the description text) Â type: 0 up to and including 11 (type override, allowing you to force the item into a certain category. Use of this entry should preferably be very limited.) };
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It is there from the start and can be launched directly from the Play-section of the main menu. The Armory definately replaces the Library, since it's not only a place to view information about the equipment. You also get to instantly try all of the equipment in a number of dynamic challenges. By completing such challenges you unlock more of the equipment (most of which is locked from the start). User-made content is always unlocked and highlighted, and it can be used in the challenges as well. In fact, user-made content will populate many parts of the Armory ... for example a certain Challenge may use a user-made helicopter as the enemy to defeat. Hopefully you will all enjoy it when 1.07 is released
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chris3270, thanks for the feedback. Does the Armory crash when you do something specific or 'randomly'? Like does it always crash when you press a certain button? Also important: did you install any user-made add-on content?
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Civillian mind. (OOOOOOOOH!)
DnA replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
I'm sorry everyone, I was indeed talking about ArmA. OFP does not have this waypoint -
They are actually of class "Motorcycle", so try that class or one of its parents
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Civillian mind. (OOOOOOOOH!)
DnA replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
The waypoint should be there for any version, but maybe you did not expect it being the last waypoint in the list? It should be right under "GET IN NEAREST". -
Please wait for patch 1.05, because in versions before it you cannot delete finished or in-progress waypoints. This has been addressed in the patch If you cannot wait for the patch, the only way I know of to achieve this is to attach a single (dynamic) switch trigger to the first 4 waypoints and activate this trigger when you want the unit to go straight to the 5th.
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Civillian mind. (OOOOOOOOH!)
DnA replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
While the "DISMISSED" waypoint is a waypoint, you only need to place 1 and it can be at the civilian's feet. It will make him walk around and sit down in certain places. -
That's right, you need to save as ext, but luckily you can do so using any normal text editor. Just enter a filename like: description.ext. The only risk is that your editor may save the file as description.ext.txt. In that case you will just need to remove that last bit from the filename manually. I guess there is an easier way of preventing this, but I don't know it