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HighWire

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About HighWire

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    Lance Corporal

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  1. Awesome. Excellent. Thanks for the help and bless you :) Edit: I just brought it to Kronzky's attention.
  2. Ka-ching! That seems to have nailed it! What was the problem? Was it generating (unnecessary) redundant enemy-knowledge arrays? Thanks for the heads-up though! Should the creator himself be informed?
  3. Hey guys, Kronzky's Urban Patrol Script crashes Operation Flashpoint here whenever I try to use about more than 7 or 8 different patrol zones. Any thoughts on what it might cause? I'm sure I have all the marker names and script calls right. Neither am I running any other scripts. A quick peek at the FLASHPOINT.RPT file shows that the game throws access violations at me. Perhaps some kind of double variable reference inside the script that I could fix myself? :)
  4. Hello all, Just as the title says: is there a quick and dirty tool out there that accepts mission.sqm files and converts every east unit into a equivalent west unit and vice-versa? I mean, how hard can it be, right? It's just a plain-text replace attack, and with knowledge over all class types it shouldn't be too hard to make one? I'm interested in making something myself but I can't really imagine why anyone else hasn't come up with it yet. :)
  5. Yeah, I decided to go for that. Thanks for pointing out that addAction is local, I always thought it went global. The code below solved my problem. cmd_action_object = player #LOOP if (vehicle player != player) then { cmd_action_object = vehicle player; } else { cmd_action_object = player } cmd_action = cmd_action_object addAction ["Command System", "cmd_commandscript.sqs"] ~1 cmd_action_object removeAction cmd_action GOTO "LOOP" That might be worth investigating if I proceed with the satellite script. Thanks for your help!
  6. Thanks for your quick reply! The solution you have provided me however is controlling the availibility of the radio command, which is not exactly what I'm looking for. Neither will keyboard output checking help me; I believe that's only applicable to the standard movement keys. But I must say that I'm being vague on the subject so I'll supply some details. http://forums.bistudio.com/showthread.php?t=104102 To illustrate my problem; I want certain individual players to have the ability to invoke this dialog. ADDACTION won't help me that great because it requires players to be outside of a vehicle mostly. (It acts kinda random actually; perhaps I'm using ADDACTION wrong?) Radio triggers would be a great solution; it actually is in single player since a radio trigger can be called universally. The problem however is when player X uses a radio trigger to invoke the dialog, so will player Y and Z because the execution of radio triggers are broadcasted publicly. :(
  7. Hi all, Just as the thread title says: I need to raise a dialog screen that is only invoked on the player who is calling it. I'd go with ADDACTION but it's pretty wonky when entering vehicles. A RADIO ALPHA trigger would do the trick, but the problem is in multiplayer where player 1 calls the radio trigger and player 2 will get to see the dialog screen as well. Any thoughts?
  8. I don't have Arma 2 sadly, but pretty much everything you've just summed up sounds familiar from OFP. Overview and briefing in HTML. Init.sqs as the first script file to be executed. OFP uses scripting with SQS syntax, which is a bit limited from compared to SQF. (I believe SQF looks more like 'traditional' languages) You also might bump into a few scripting commands that you are used to in Arma but aren't available in OFP. Bottom line; you might have to make a few slight adjustments.
  9. There is one tiny bug with the LOAD command. Find the trigger that uses cmd_squad_unload and change it's ON ACTIVATION field from this: expActiv="[""MOUNTORDER"", cmd_squad_unload, false] exec ""behaviour.sqs""; cmd_squad_load = null;"; to this: expActiv="[""MOUNTORDER"", cmd_squad_unload, false] exec ""behaviour.sqs""; cmd_squad_unload = null;"; That *should* be possible under the following conditions afaik: The chopper and the squad are two independent 'controllable groups'; All squad members are assigned as cargo to the chopper; Ordering the squad to get in or out of the chopper can be issued by using the LOAD and UNLOAD commands. As for custom labels... Yeah, I'm very fond of them and I already find myself using those a lot more than the standard ones. Right now there is room for six custom labels but I'll crank that up a bit. I did a little test drive on this script and I'm pleased to report that multiplayer works. It could use some more intensive testing but as far as I'm concerned it pretty much works. Seeing a enormous set of infantry and tanks moving towards one position knowing that only three human players put it in motion gives me a good kick. :) Now there is only one thing left to do, and that is a decent respawn/'controllable group'-inheritance system. I'll post an updated version soon. :) If it suits your mission needs, I'll be happy to support you. I'm looking forward to your feedback! :)
  10. Download Mission Hello everyone, I'm trying to pick up at the whole scripting scene in Operation Flashpoint and here is my attempt at making a onSingleMapClick-command interface. I believe there are many script sets of this kind; so I'm definitely not going to proclaim that mine is best. ;) However, what I am unaware of is the existance of such a script that has: A generic approach; Multiplayer compatibility; Support up to 10 individual 'commanders'. My inability to find such a script inspired to make this thing. As I said before, I'm probably just reinventing the wheel all over again, but it's also just about having fun with scripting. :) I was wondering if anyone could give me some feedback on this. :) This is a open test release for my 'Dynamic Control' script. I'm releasing this "as is" for now. ############################ ### Commander definition ### ############################ Commanders require the following initialization line (# is player number, ranging from 1 to 10): cmd_p# = group this; this addaction ["Command System", "commandscript.sqs"] Once a commander dies, the next squad member in command will be able to take over. ######################### ### Group ID handling ### ######################### Units belonging to a certain commander (in this case player 1) require the following ID definition in their initialization lines (# is group number, once again ranging from 1 to 10): cmd_p1_inf# = group this; cmd_p1_mechinf# = group this; cmd_p1_lighttank# = group this; cmd_p1_heavytank# = group this; cmd_p1_gunship# = group this; cmd_p1_support# = group this; cmd_p1_ambulance# = group this; cmd_p1_custom1_# = group this; cmd_p1_custom2_# = group this; cmd_p1_custom3_# = group this; cmd_p1_custom4_# = group this; cmd_p1_custom5_# = group this; cmd_p1_custom6_# = group this; The different names help identifying the squad in the control dialog. Example: 'cmd_p2_inf1' will be displayed in the command interface of player two as "Infantry 2". The custom labels can be set by providing their respective variable names with corresponding strings. For example: cmd_custom1_label = "VIP"; cmd_custom2_label = "Special Convoy"; cmd_custom3_label = "General Guba"; ######################## ### Tracking markers ### ######################## Tracking markers are defined as follows: 'cmd_p1_inf1' will be tracked by the marker named 'cmd_p1_inf1_ref'.
  11. HighWire

    Texel Island

    I'm flattered. I'm downloading it just to be safe but I might be playing it later because I'm kinda busy these days. Glad to see you guys like it, keep it up! Edit: As for hi-res requests. You're free to make 'em and release 'em. Just give proper credit and it will be fine! (not just to me, also to Ebud obviously)
  12. HighWire

    Texel Island

    Thanks for the positive replies everyone. It was merely a personal project I wanted to share with some friends during LAN parties. (If you ever get to play the 'Dunes of Hostility' mission in multiplayer you'd might understand why...) Glad to see you guys like it as well. @Bennie: I should do all frysian islands at once next time.
  13. HighWire

    Texel Island

    You need to install the .PBO inside the original ADDONS folder, not the one inside the resistance folder.
  14. HighWire

    Texel Island

    @Faguss: I agree on not wanting to have my add-on folder cluttered with stuff I never use. Just as much as I don't like having lots of stuff added in the mission editor. This island however has a slight mediterranean theme on which I haven't come across in OPF yet. It also doesn't require external addons and is pretty transparantly installed, save for a bunch of missions and a new island in the mission editor list. My aim was a island for Operation Flashpoint with a similiar style to the CWC ones, which means: small towns, lots of nature. @Bennie1983nl: Damn, you caught me.
  15. HighWire

    Texel Island

    Done and done. Thanks Sanctuary.
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