

Junker
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Everything posted by Junker
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any newb friendly IED scripts?
Junker replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
LOL i myself am playing Assassins Cred On the 360 IM HOOKED I TELL YA :P -
trigger goes off when particular units are dead
Junker replied to .COMmunist's topic in ARMA - MISSION EDITING & SCRIPTING
type in the trigger condition: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(Not(Alive Vul1)) && (Not(Alive Vul2)) && (Not(Alive Vul3)) -
Intro/Outros Tut for beginners ?
Junker replied to hit-man's topic in ARMA - MISSION EDITING & SCRIPTING
TBH camera scripting can be alot easier try looking for Scipting camera scripts, Trust me Its faster and easier in ARMA -
ArmA AI is not scripted, There is alot difference between ARMA AI and other games AI.
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you need to set the marker EMPTY in the editor. when you want it to appear add setmarkertype from this list http://community.bistudio.com/wiki/setMarkerTypeLocal into your script Dont forget the other commands: setMarkerBrush setMarkerBrushLocal setMarkerColor setMarkerColorLocal setMarkerDir setMarkerDirLocal setMarkerPos setMarkerPosLocal setMarkerShape setMarkerShapeLocal setMarkerSize setMarkerSizeLocal setMarkerText setMarkerTextLocal setMarkerType setMarkerTypeLocal you can find these in the wiki http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA
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Type in the trigger Description EXTRACT and it will show up as that.
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any newb friendly IED scripts?
Junker replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
remember the X = EAST Y= North and Z = Up put a minus before it and it will become the opposite -
Make the helicopters move out.
Junker replied to kocrachon's topic in ARMA - MISSION EDITING & SCRIPTING
You could try checking the number of players and make a check for that number in the cargo slots. Never tried it before so wouldnt know where to start. -
any newb friendly IED scripts?
Junker replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
But, if you set the speed to 0, it doesn't matter what the direction is, since you are multiplying the direction (or really the sine/cosine of the direction) times zero, then adding it to the object velocity. Â Or does the * mean something other than multiply in this situation? * does mean multiply. If ya dropped a bomb while hovering the bomb will still point the same way as the vehicle and fall straight down. -
any newb friendly IED scripts?
Junker replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
the reason you can stand near them is because: 1. The bomb is spawning underground 2. The bomb is inside an object To fix this you should spawn the bomb 1-2m above the ground and setvelocity z to -100 so you dont see it before it explodes. Fix would be add this just under the createvehicle line. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_bomb setPos [getpos _object select 0, getpos _object select 1, (getpos _object select 2) +2] _bomb setdir (getdir _object) _vel = velocity _object; _dir = direction _object; _speed = 0;comment "Added speed"; _bomb setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+(cos _dir*_speed),(_vel select 2)]; Change the following: _bomb is the createvehicle name _object is the Target/Object name name If ya have difficulty doing this plz post the script so we can work it out sorry i put the wrong code in, It should be. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_bomb setPos [getpos _object select 0, getpos _object select 1, (getpos _object select 2) +2] _bomb setvelocity [0,0,-100] -
any newb friendly IED scripts?
Junker replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
It looks like you're setting speed to zero, then setting the bomb's velocity (in x/y/z planes) as the velocity (in x plane) of the object + the sine of of the direction multiplied by zero (and similarly for the y plane using the cosine). Â But, anything times zero is zero, right? Â So, you're setting the x vector velocity as the velocity of the object + zero? Â Or, judging by the comment, is that a variable for the dev to add whatever speed he thinks necessary? A thousand apologies if I'm just misunderstanding the math or scripting involved. You forgot to include the 2 line above, they will get the vehicle speed and direction and add that to the object you wanna create. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vel = velocity _object; _dir = direction _object; _speed = 0;comment "Added speed"; _bomb setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+(cos _dir*_speed),(_vel select 2)]; -
any newb friendly IED scripts?
Junker replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
the reason you can stand near them is because: 1. The bomb is spawning underground 2. The bomb is inside an object To fix this you should spawn the bomb 1-2m above the ground and setvelocity z to -100 so you dont see it before it explodes. Fix would be add this just under the createvehicle line. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_bomb setPos [getpos _object select 0, getpos _object select 1, (getpos _object select 2) +2] _bomb setdir (getdir _object) _vel = velocity _object; _dir = direction _object; _speed = 0;comment "Added speed"; _bomb setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+(cos _dir*_speed),(_vel select 2)]; Change the following: _bomb is the createvehicle name _object is the Target/Object name name If ya have difficulty doing this plz post the script so we can work it out -
Request for official CD Key/ Player ID registry
Junker replied to Rambo-16AAB's topic in ARMA - MULTIPLAYER
The use of XML's help that problem. -
Huh...? Dont you have your own forum to post this
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It needs to be a addon face pack to work.
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name setface "number" or "name" should work with the ingame faces. Custonface only show the players own face on the AI.
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http://www.audiolicense.net/
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Deleting a trigger once it's activated???
Junker replied to iceman77's topic in ARMA - MISSION EDITING & SCRIPTING
i think he means deleteVehicle triggername -
<s>onplayerdeath (i think its called)</s> here the page you need CLICKY
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have you tried both commands : switchmove and playmove from what i understand some moves will only work with certain commands.
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try using a HE shell more effects less damage
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IMO this mission has no lose option just WIN WIN WIN it needs a challenge factor, either remove the respawns or limit them.
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i personally dont like to play music during a missions, It annoying andd hard to hear where the enemy is
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Trying to get a few things to work
Junker replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
this the code you want to use. http://community.bistudio.com/wiki/nearestObject_id -
Trying to get a few things to work
Junker replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
put the addaction in the init of the fence, when you get within 5m of it it will show up in your action menu. How exactly do I open the fence to get into it's init? I can double click on where the ID number is, but thats about it, and that doens't open anything for the fence. Eeeeks sorry i thought you was adding the fence in the editor