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Posts posted by Ghost
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Wild Goat, You should update the wiki with that info under functions section.
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Thank you all for the replies. I will have to tinker with the system. Was hoping to find a way to bypass the limited box quantities.
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Does anyone know what scripts are launched or how the addaction for the gear action is setup on ammo boxes? If I knew that I am sure I could figure something out.
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Thanks for the reply. So basically I still have to have a loop script to check if the weapon list has changed. Similar to what I have now but could be a useful check still. I was hoping for an eventhandler type setup that detects play at gear. Guess my best bet would be to figure out a proper weapon script dialog for my needs.
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removeaction can only be the id number given to that action
_host = _this select 0; _caller = _this select 1; _id = _this select 2;
so in your addaction script _this select 2 is the id.
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I know how to fill a weapons crate and I know how to keep it filled but I want to do it in a different way. I am wanting to know how to detect when someone access the gear on a specified weapons crate so that a script can launch and fill it. This way no need to have a script looping to keep the crate full and you can have small numbers of weapons to get the most weapons possible into a weapons crate.
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try this
_crate = _this; _pos = position _crate; _camo1 = "LAND_CAMONET_NATO" createVehicle [(_pos select 0),(_pos select 1),(_pos select 2)]; _camo1 setPosATL [((_pos select 0) 1),((_pos select 1) 1),(0)]; hint "DEBUG - I'M WORKING";
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The AA-12 HE shells eject as 556 brass. BAF medic has no pistol slot yet has 4 pistol magazine slots. And by the way why does the medic class have limited magazine slots?
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I think this games needs more weapons. And not just weapons but a new way of handling weapons. You should be able to choose a base weapon such as an m4 and then choose from a list of mods to make your custom weapon. mods could include: bipod,flashlight,acog,aimpoint,m203,peq laser, front grip, ect. Though there currently is a good list of mods not every combination is available. Better weapon animations more specific to the style of weapon would be a nice touch. More dynamic vehicle destruction. no more turning black when damaged but have the different sections of the vehicle get damaged and show damage. For instance a tank is tracked, have that track damaged looking, or if an engine is hit it will look like it. The ability to utilize cargo compartments in a more realistic fashion. It would be great to open a c130 ramp and walk into the cargo then be able to buckle in or unbuckle without being ejected from airplane. Or be able to drive a vehicle into the cargo or an airplane then take off. Add more explosive type weapons such as small charges that stick to walls and only blow down a wall or blow open a door. Fences/walls should blow apart and not fall down when hit with vehicle or explosive. fix the animation transition for units so you can change weapons for example from a rifle to pistol and back without stopping or lower/raising of weapon. throwing a grenade while moving also halts the unit and the unit ends up doing a double throw animation.
So in conclusion I personally would pay to have engine improvements and content as mentioned. More weapon types and all types of mods for those weapons, better animations, improve airplane cargo ability, and explosive damage to buildings and fences of a more realistic nature. Those are currently some of the weakest points of the game and a lot are unchanged from ofp.
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rgr that, thanks for the reply. I just did not understand why the sethit does not work.
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I am trying to damage the light bulbs of all streetlights.
{_x sethit ["lampa", 1]} foreach ((getpos player) nearObjects ["streetlamp",3000]);is supposed to work but does not and i cannot figure out why.
according to the Dev Heaven site this is the config for streetlights
class StreetLamp { aggregatereflectors[] = {}; animated = 0; armorlights = 1; armorstructural = 1; brightness = 0.15; colorambient[] = {0.02, 0.02, 0.02}; colordiffuse[] = {0.9, 0.8, 0.6}; destrtype = "DestructTree"; model = ""; simulation = "StreetLamp"; class HitPoints { class HitBulb { armor = 1; material = 60; name = "lampa"; passthrough = 1; }; }; class Reflectors { class LampLight { ambient[] = {0.1, 0.1, 0.1, 1}; brightness = 0.2; color[] = {0.9, 0.8, 0.6, 1}; direction = ""; hitpoint = "lampa"; position = "Light"; selection = ""; size = 0.5; }; }; };I know how to turn them off but i want them destroyed and not by killing the whole lamp post.
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Thank you Shk i was looking at that. I was hoping for BI devs or someone that knows how the re commands for tasks work. I did everything that was done in the campaign but still a nogo on a dedicated server.
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I am having a heck of a time with this. I cannot get it to work on a dedicated server. I followed the steps given above and nothing. Client side rpt log shows
Error in expression < (units group _subject) find _subject;BIS_missionScope setVariable ["BIS_taskH>
Error position: <BIS_missionScope setVariable ["BIS_taskH>
Error Undefined variable in expression: bis_missionscope
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name an object where the trigger is and if trigger radius is say 10 put
p1 distance object1 < 10 and p2 distance object1 <10
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Thank you for your hard work and quick updating, will try it out soon.
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Sounds great, will give it some testing and get back to you. Thanks Norrin!
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no, it allows you to choose your backpack at the beginning of the mission at the gear screen.
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{_x setdamage 1} foreach allunits; will kill all units :)
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you could do similar just using "empty" markers and use getmarkerpos, that way you dont have burning ammo boxes under ground. also dont know how big this explosion is but "ARTY_R_227mm_HE_Rocket" and also try "Bo_GBU12_LGB"
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change b1 in both triggers to boombox
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getpos might be an issue, is there an object named b1




Checking if object is on ground level?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Make sure the trigger is set to activate by anybody or a specific side. Then in the onactivation of the trigger put something as follows