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GeneralCarver

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Everything posted by GeneralCarver

  1. Nonsense feature? Dude, in real war people shoot from vehicles ESPICALLY APCs I might add which this game DOES have, ALL THE TIME. Shooting out of your humvee or other vehicle at someone can suppress them enough for you to get away without being killed. This would change the face of conflict in the ArmA series. It would be WAY more real. U know who else shoots from vehicles? Insurgents. A lot. And you want to get really real? I was listening to an interview of a vet awhile back and he mentioned when he drove his humvee, he had to get use to driving with his right hand on his rifle laying across his left arm on the steering wheel aiming his rifle out the window in case they were ambushed while he drove. And people think driving while texting is bad! And as for the up armored humvee..simple... OPEN YOUR DOOR and shoot! And that has been done. And I think BIS should model that in. This is a simulator after all, and people REALLY do that.
  2. I am making my own simple revive script. Long story short, in multiplayer, when AI is disabled, I am getting the Undefined Variable error when my scripts reference the named units which are not being played in the current mission and are not present. If someone is playing the unit, it would work fine. if (player == player1) then { gc_revive_player1needrevive = "true"; gc_revive_player1active = "false"; gc_revive_player1oldbody = _oldbody; gc_revive_inholding = "true"; publicvariable "gc_revive_player1needrevive"; publicvariable "gc_revive_player1oldbody"; publicvariable "gc_revive_player1active"; "player1marker" setmarkerpos getpos _oldbody; "player1marker" setmarkertext ("" + str name player + " (needs revive)"); "player1marker" setmarkertype "Dot"; }; So, this code works when someone is playing the unit player1. However, if that unit is not used in a multiplayer game, it will return an error "undefined variable". As would be expected, since player1 doesn't exist at the time. Can anyone think of a way around this?
  3. GeneralCarver

    Looking for a popup target 'reset' script

    You could try using a simple trigger for a target or a few of them (1 trigger each). If your using the blue static target which can only get shot once its easy. Name your blue target (example: target1) Trigger: set the trigger to repeatedly.. set the three time out boxes to any time value you want the target to say down before it comes back up (make sure all three values are the same, so its not random) in conditions type.. damage target1 >= 1 in activation type.. target1 setdamage 0; and thats it. That will work for 1 target. For more, make more triggers and targets and change the name of each target. Hope that helps.
  4. GeneralCarver

    addAction and Trigger

    Your arguments array is passed as _this select 3 in your script. so, in your script create a temp var like _paramarray = _this select 3; then you can pull out the individual values from that array. _spawntime = _paramarray select 0..1,2,3 .. etc. for each of the things you have listed. Hope that helps.
  5. You might consider just adding a trigger set to going off when the players dies, and have it on a slight delay ... then have the sound set to none.
  6. You might try placing a small object on the ground and then attaching the aircraft to the object so that it appears in the position you want to. I believe the physics are disabled on an object when you connect it to another. Good luck. Let me know what works.
  7. GeneralCarver Backpack Script Compatibility Created under ArmA v1.04 Compatible with all default ArmA 2 weapons and magazines up to version 1.04 100% Multiplayer compatible. For player controlled units only. Features: This is a client side script for ArmA 2 which gives the player a backpack to place spare magazines into. The weight limit can be adjusted by the mission designer. The player can also carry one spare primary weapon. Backpack use is done via the player's action menu and also a small ordnance crate as the pack avatar. When a player dies, his gear in the backpack is added to his corpse. This does not render any kind of visual backpack on a player's unit. This is purely scripting. Use: Just merge the contents of my sample mission with your mission. In the editor copy over the marker and four triggers. Outside the game, copy the scripts directory and and contents of the init.sqf file into your mission. Download Link: http://www.4shared.com/file/164490744/171ae38/gc_backpack.html (the same link will be used for future releases, always come here for most up to date version)
  8. GeneralCarver

    GeneralCarver Backpack Script

    Negative and thanks for asking. I need to clear that up. <updates post above> The backpack script only works for players. This script does not create any visual representation of a backpack on a unit. It is purely scripting which simply allows players to store or unpack gear via their action menu. I know some people will be frustrated by the action menu, once I learn dialogs better I will attempt to change the user interface to a dialog. Until then, the action menu will be used.
  9. Hello Everyone, Well, here is a script for your vehicle rearming needs. Each side has several vehicle service points where a player can refuel, rearm, and repair default ArmA 2 vehicles. There are four points for each player side. Land Vehicle Service, Rotary Wing Service, Fixed Wing Service, and Watercraft Service. How to use Ingame: Just dive your vehicle to the proper point for your side and initiate the script from your Action menu. For rearming, you must be in the primary gunner seat. For refueling and repairing, you must be in the driver seat. How to Install: Instructions are included with the download listed below about how to get it working in your mission. Note: This script has one limitation due to the current limitations of the ArmA 2 scripting engine. Only the primary gunner seat weapons can be rearmed for vehicles with multiple turrets. Currently there is no way to add magazines to secondary gunner turrets. Download Link: http://www.4shared.com/file/128908217/d414f4e2/gc_vrs.html
  10. Helicopter Rappel Script Adds the ability to rappel from helicopters in game (and MV22 Osprey) from 25 to 100 feet up. This script is not A.I. compatible. Requires at least two players to work (pilot and personal in cargo). Use and mission integration instructions included in download. (very simple, I promise) Link: http://www.4shared.com/file/141615947/c89de0aa/gc_rs.html
  11. Hey all, Back at it again! I have modified my infamous FLIR script for the gunner and commander views on vehicles. Attack helicopters also included. Hope this adds some variety to your missions. Download Link: http://www.4shared.com/file/136633158/dfe3a6e9/gcvfsutes.html <object width="445" height="364"><param name="movie" value="http://www.youtube.com/watch?v=xXQppjm2yEM&hl=en&fs=1&rel=0&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=xXQppjm2yEM&hl=en&fs=1&rel=0&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"></embed></object> (from included readme) GeneralCarver Vehicle FLIR Script Version: v1 Date: 9/30/09 Description: This script adds FLIR vision to the commander and gunner of most vehicles in ArmA 2. The FLIR vision is only rendered while the player is looking in the sights, not 3rd person or vehicle interior. This script does not accurately simulate FLIR in that it is only adjusting the post processing effects of the game engine. Men and vehicles will not be a lot brighter on screen based on their heat signature. HOWEVER, it does help in spotting units and vehicles at night, in that the brightness does not auto adjust like with night vision and also the color is limited to white and black and shades inbetween. Respawn Compatiable: Yes Multiplayer compatiable: Yes Client side script. USE In game, get in the gunner or commander seat of a vehicle. Select the "FLIR" action option to bring up the FLIR menu. On the menu you can on or off the FLIR, change its mode or adjust its brightness. VEHICLES AFFECTED: Gunner only: Humvee TOW, BRDM2 (all 3 factions) BRDM2 ATGM (CDF & Insurgent) GAZ Vodnik HMG AH1Z Ka52, Ka52Black Mi24_V, Mi24_P Su34 Command & Gunner: LAV 25 2S6M Tunguska AAV BMP2 (all 3 factions) BMP3 M1A1 M1A2 TUSK MG T72 (all 4 factions) T90 ZSU (both factions) INSTALLATION: 1. In the editor copy the single trigger in my template over to your mission. 2. In windows... 2 a. copy the "scripts" directory over to your mission's directory. 2 b. Copy the contents of the Init.sqf file to your mission's init.sqf. 2 c. copy the contents of the description.ext file to your mission's description.ext. Note - If your mission is using other dialogues, much of the scripting in the description.ext file may not be needed. Reference my comments in the description.ext to spot the bodies of code which you can check if your mission already has present.
  12. This is a client side script which somewhat simulates FLIR in a man portable version. The script requires the player to have standard ArmA 2 night vision goggles in his inventory to act as the unit. Respawn Compatible: Yes. Download Link: http://www.4shared.com/file/136199737/2583a831/gc_fgs.html (You will notice some lag in the video due to video encoding process, the script has no lag at all) <object width="445" height="364"><param name="movie" value="http://www.youtube.com/watch?v=LxdHGFyZ0Hg&hl=en&fs=1&rel=0&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=LxdHGFyZ0Hg&hl=en&fs=1&rel=0&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"></embed></object> ...from included Readme with download... GeneralCarver's FLIR Goggle Script Description: This is a small script which simulates having FLIR goggles. This script does not accurately simulate FLIR, in that it is simply modifying the post processing effects. No heat information is represented for units. It does however enhance vision, espcially at night, and can make spotting enemy units easier. Many people have noticed that the ArmA lighting engine will adjust brightness, making it hard to see with normal vision and night vision under certain lighting conditions. This script eliminates that auto brightness adjustment problem, which is its true advantage. Ingame Use the script is available if the player has Night Vision goggles in his inventory. An action will appear (FLIR Menu) where the player can turn on and off the FLIR, adjust the brightness and change the color mode. Installation 1. In the editor, copy the three triggers from my template mission into your mission. 2. Copy the contents of the description.ext file to your mission. 3. Copy the contents of the init.sqf file into your mission. 4. Copy the Scripts directory into your mission's directory. That's it. I hope this meets your needs until the next ArmA 2 expansion comes out next year with a properly working FLIR simulation!
  13. GeneralCarver

    FLIR Goggles Script

    Yes. I'd be interested in doing that. I am planning on taking this FLIR system and making a vehicle commander/gunner FLIR script for armored vehicles, TOW humvees, and aircraft. That will be released probably tomorrow. I'll try to set it up so addons can be added easily.
  14. I'm having trouble referencing the param options I create in the description.ext file in the init.sqf file. In the role selection, I can view and change the param value for mission time, but when I start the mission I get an error saying that "paramArray" is a variable which was not defined. "paramArray" is suppose to be the array you reference to get param values. Has anyone successfully got the new param system in ArmA 2 v1.04 to work? If so, give me a hand... Sample Code from my mission: Description.ext Param Coding... class Params { class missiontime { // paramsArray[0] title="Time of Day"; values[]={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,1 9,20,21,22,23}; texts[]={"00:00","01:00","02:00","03:00","04:00","05:00", "06:00","07:00","08:00","09:00","10:00","11:00","1 2:00","13:00","14:00","15:00","16:00","17:00","18: 00","19:00","20:00","21:00","22:00","23:00"}; default=12; }; }; init.sqf coding (line its erring on)... skiptime (paramsArray select 0);
  15. GeneralCarver

    ammo box in a chopper

    Current in vehicles players cannot access their gear and change it. You might just consider adding the weapons into the helo's cargo and then the players can run up to it from the outside and take stuff. Or maybe consider getting a script which allows the chopper pilot to drop an ammo crate on the ground which players can then get stuff from.
  16. you can also give it destroy waypoints on enemy units. Then it will intentionally engage those units. Also, you might consider just scripting some vehicles to destroy moments before the jet flys over the area. This would simulate an attack. Or script in some bombs falling in after or before it flies by. To create bombs use the createvehicle command and get "muzzle" name of the bomb from the arma 2 weapons list (search in editing wiki for "createvehicle" and also "arma 2 weapons").
  17. GeneralCarver

    AC130 Gunship Simulation Script

    Yes, but it would mean modifying the scripting done on the static weapons in the game. Sorry at this time I am personally not willing to do this. But feel free to modify my script however you like. : ) ---------- Post added at 06:20 PM ---------- Previous post was at 06:09 PM ---------- If anyone is having trouble like this, you are not copying the files over correctly. The island has nothing to do with anything created in this script.
  18. GeneralCarver

    AC130 Gunship Simulation Script

    You must not be copying over the In Editor elements. You must copy over the Init.sqf, description.ext and scripts to your mission in windows, but then in the editor you need to copy the C130, triggers and static weapons used also.
  19. GeneralCarver

    AC130 Gunship Simulation Script

    Yeah, its a bit tricky. If you face the REAR of the plane, get over by the cannon and step out to the left about 3 feet, then you should get the action "Get in ZU-23 as Gunner". Using Moveingunner.. does work.. ONCE. Then when you get out in a mulitplayer game you might experience a glitch where you view does not return to your character. This was common and that is why the script is designed this way. Also, check the briefing.. I created a Diary Note with a picture showing where you should stand roughly.
  20. GeneralCarver

    Vehicle Rearming Script

    This does NOT work with A.I. Also, the current Vehicle Rearm features in game ONLY REARM THE MAGAZINE IN THE WEAPON. They will not give you spare magazines, like the vehicle starts out with. For example, on tanks, if you use all of one ammo type (sabot or Heat) that ammo type cannot be added again using the in game default stuff. My script will replace the default loadout, of course with the limitation I mentioned above.
  21. GeneralCarver

    Team Status Dialog

    Hey everyone, I am implementing this great feature in my latest ACE mod mission. However, the action menu entry for accessing the dialogue goes away after respawn. has anyone figured a work around for this? Do you think i'm doing something wrong? Do you think maybe it could be a compatability issue with the ACE mod?
  22. GeneralCarver

    co30 Domination! One Team

    --The following comment has been edited by GeneralCarver under the Joint Sahrani Home Land Security Dept. via the Domination Secrets and Best Interests Act 45692 Hey Xeno, Great job as always. I just had a couple things. I would like to see larger attacks at the airfield. and also... no matter what, don't remove the ==CENSORED== from the MHQs!!! No matter how often people will complain of UFBs ==CENSORED== over the objective city. LOL. I dont' know if any of you figured out yet, but if you repeadly hit the ==CENSORED== , you can ==CENSORED== . lol. I like to throw E.T. on my ==CENSORED== and take a ==CENSORED== over cities Xeno, please don't take it out. All the best, General
  23. Hey Everyone, I just noticed someone posting a Battlestar Galactica theme addon and I got to thinking about Sci Fi themes for ArmA. I think Resistance Fall of Man would make a great theme to pit against the stock ArmA units acting like the resistance. There are a lot of "big" enemy ships and vehicles in that game, which I think would at a really dramatic effect for some Sci Fi theme'd action in ArmA. I think i'm mostly visualizing vehicle addons and unit addons, maybe a custom island. Nothing too fancy, there woudl be a a lot of features in the orgional game which wouldn't work in ArmA of course. I've been looking into making Addons myself and might pick this up. Let me know what you think.
  24. GeneralCarver

    THANKS Mission Developers

    I would like to thank all the people who have created custom mission for Armed Assault. Your efforts have really kept the community going. I personally feel that BIS didn't release enough multiplayer content with the game's orgional release and it hurt the game's community early on. SO, A BIG HATS OFF AND BOW to all you mission makers out there! Thanks!
  25. GeneralCarver

    THANKS Mission Developers

    No! Not you too! They got to you to!
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