Junker
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Everything posted by Junker
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selecting weapons? how?
Junker replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the description.ext is where you define the briefing gear showCompass = 0; showGPS = 0; showWatch = 0; class Weapons { class AK74 { count = 3; }; class Binocular { count = 5; }; }; class Magazines { class 30Rnd_545x39_AK { count = 15; }; }; Not tested it in Arma II so not sure if it does or dont work.. EDIT: it does work except the AK74 will throw an error cus its ARMA I gun :P -
how to check if a certain unit is within triggerarea ?
Junker replied to okarr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
all u need is trigger1 with [unitname, triggername] exec "scriptname.sqs" activated by the named unit trigger2 with a condition : end2 and maybe a timeout of 5 secs change:- ? _unit disance _trig > 10 : Hint format ["%1 is out of range", name _unit] ; Exit too ? _unit disance _trig too ? _unit disance _trig > 10 : Hint format ["%1 is out of range", name _unit] ; end2 = true; Exit -
Multiplayer performance = 1/2 Singleplayer Performance
Junker replied to Armin2's topic in ARMA 2 & OA - MULTIPLAYER
this is what Evo uses : - setterraingrid 50; setViewDistance 900; enableEnvironment false; -
sound format and inclusion
Junker replied to sic-disaster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i use that too :D @norrin : maybe those errors are due to the fact the server has no sound ? -
sound format and inclusion
Junker replied to sic-disaster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
does it throw this error for all the sounds ??? -
how to check if a certain unit is within triggerarea ?
Junker replied to okarr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if you need a script for the countdown its quiet easy to do. _unit = _this select 0 _trig = _this select 1 _i = 10 #loop ~1 _i = _i - 1 ? _i == 0 : Exit ? _unit disance _trig > 10 : Hint format ["%1 is out of range", name _unit] ; Exit goto "loop" [unitname, triggername] exec "scriptname.sqs" -
Found the effect in the arty module under effects : - scriptName format ["%1ARTY\data\fx\scripts\impactCloudLarge.sqf (_this: %1)",_this]; _rand=random 0.5; _rand1=random 0.5; _rand2=random 0.5; _height = _this select 2; _size = 24 - (_height*0.33); drop [["\ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 8+2*_rand, [_this select 0 + _rand, _this select 1 + _rand, _this select 2 + _rand], [_rand1*0.8,_rand2*0.8, 0.5+_rand2], 0, 10.6, 7.9, 0.075, [0.001,_size,_size], [[0.5, 0.5, 0.5, 0.3],[0.4, 0.4, 0.4, 0.9],[0.4, 0.4, 0.4, 0.9],[0.3, 0.3, 0.3, 0.7], [0.3, 0.3, 0.3, 0]], [0.5*_rand], 1, 0, "", "", ""];
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Intro in Multiplayer
Junker replied to IndeedPete's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
skipping intro's is possible using the titleparam commands. -
sound format and inclusion
Junker replied to sic-disaster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i tend to use 16000 hz but thats just to bring down the file size.. Plus all sounds should be in mono. -
Intro in Multiplayer
Junker replied to IndeedPete's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
your gonna have to copy and paste the intro into your mission area and then make sure nothing happens until the intro is finished.. Timed Waypoints - triggers and such so anything that need to move stays inplace for so long and then moves when those timers run out.. -
Intro in Multiplayer
Junker replied to IndeedPete's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
sounds like you made the intro in the intro part of the editor which is SP only - anything MP all has to be done in the mission area.. -
how to check if a certain unit is within triggerarea ?
Junker replied to okarr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
in the trigger condition type unitname distance triggername < distance -
sound format and inclusion
Junker replied to sic-disaster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok i tested it and tried to fix it with no joy, so i started from scratch and got it going 1st time :P class CfgSounds { sounds[] = {sound1, sound2}; class sound1 { name = "sound1"; sound[] = {\sound\sound1.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; class sound2 { name = "sound2"; sound[] = {\sound\sound2.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; }; class CfgMusic { tracks[] = {music1, music2}; class music1 { name = "music1"; sound[] = {\music\music1.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; class change { name = "music2"; sound[] = {\music\music2.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; }; class CfgEnvSounds { sounds[] = {Ambience1}; class Ambience1 { name = "Ambience1"; sound[] = {\sound\Ambience1.ogg, db + 0, 1.0}; soundNight[]={"Ambience1.ogg",db-40,0,1}; title = ""; }; }; -
How to set tanks scale?
Junker replied to yyccccc's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
no way of scripting that in game - its all done in the model configs.. -
sound format and inclusion
Junker replied to sic-disaster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
try this I highlighted the stuff for you to see where i adjusted it :) class CfgMusic { tracks[]={[color="Red"]Music1, Music2[/color]}; class Music1 { name = "Music1"; sound[] = {\music\Music1.ogg, db+40, 1.0}; }; [color="Red"]};[/color] class Music2 { name = "Music2"; sound[] = {\music\Music2.ogg, db+40, 1.0}; }; [color="Red"]};[/color] class CfgEnvSounds { sounds[]={Ambience1}; class Ambience1 { name="Ambience1"; sound[]={"Ambience1.ogg",db-20,0,1}; soundNight[]={"Ambience1.ogg",db-40,0,1}; }; }; class CfgSounds { sounds[] = {Sample1, Sound2}; class Sample1 { name = "Sample1"; sound[] = {"Sample1.ogg", db+20, 1.0}; titles[] = { 0, $STRM_Sample1 }; }; class Sound2 { name = "Sound2"; sound[] = {"Sound2.ogg", db+20, 1.0}; titles[] = { 0, $STRM_Sound2 }; }; [color="Red"]};[/color] -
sound format and inclusion
Junker replied to sic-disaster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
can u post the description in here so we can see where your going wrong..? :) But looking at the error u need to count down to line 53 and see whats missing along that line. -
sound format and inclusion
Junker replied to sic-disaster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you can use do them you just need to make sure it ends with 3 of these }; at the end of the description.. // Include spectating script resource class Header { gameType = Coop; minPlayers = 1; maxPlayers = 8; }; OnLoadMission = "CRUISE CONTROL"; OnloadMissionTime = False; class RscStdText { type=0; idc=-1; style=2; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; size=1; }; class RscTitles { titles[]={fog1,fog2,fog3,fog4,fog5,fog6,fog7,test1}; class fog1 { idd=-1; movingEnable=0; duration=10; fadein=2; fadeout=2; name="fog1"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\cctitle.paa"; x=0.25; y=0.2; w=0.5; h=0.5; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class fog2 { idd=-1; movingEnable=0; duration=5; fadein=0; fadeout=0; name="fog2"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\fog2.JPG"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class fog3 { idd=-1; movingEnable=0; duration=5; fadein=0; fadeout=0; name="fog3"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\fog3.JPG"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class fog4 { idd=-1; movingEnable=0; duration=5; fadein=0; fadeout=0; name="fog4"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\fog4.JPG"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class fog5 { idd=-1; movingEnable=0; duration=5; fadein=0; fadeout=0; name="fog5"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\fog5.JPG"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class fog6 { idd=-1; movingEnable=0; duration=5; fadein=0; fadeout=0; name="fog6"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\fog6.JPG"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class fog7 { idd=-1; movingEnable=0; duration=1; fadein=0; fadeout=5; name="fog7"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\fog7.JPG"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class test1 { idd=-1; movingEnable=0; duration=10; fadein=0; fadeout=0; name="test1"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\test1.PAA"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; }; class CfgMusic { tracks[] = {junkz}; class junkz { name = "junkz"; sound[] = {\music\junkz.ogg, 1.0,1.0}; titles[] = { [color="Red"] }; }; };[/color] Plus when it does drop u to desk top you should get an error box telling you what you are missing.. -
waypoints. how do i make AI stick to the roads?
Junker replied to okarr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
They must of modelled the AI on my wifes driving skills :P -
not sure if this was mentioned in this thread but mission makers can script the AI skills with the setskill command. I do know server settings can override these settings if the super AI is enabled.. because i make missions for our own server i have knowledge of the server settings so adjusting the enemy AI tanks and unit spotting distance to that of the servers view distance it is possible to get in view range of those units before they spot you.. Edit : problem with the view distance, If the enemy was sat at 1400m from me i would have to set veiwdistance to 3500m to see him :(
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Request to all Aircraft addon makers
Junker replied to [frl]myke's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
wrong thread ??? shouldnt this be in addons discussion ? -
heavy color correction and light film grain
Junker replied to runforrest's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this is what i used in my mission intro : - "colorCorrections" ppEffectAdjust [1, 1.04, -0.004, [0.5, 0.5, 0.5, 0.0], [0.5, 0.5, 0.5, 0.0], [0.5, 0.5, 0.5, 0.0]]; "colorCorrections" ppEffectCommit 0; "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.2, 0.1, 0.1, 0.1, 1, false]; "filmGrain" ppEffectCommit 0; -
How to plus hitpoints by radio?
Junker replied to yyccccc's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
he wants to know if he can up his weapons damage output - abit like the hacks - cheaters and whatnot do :) -
The V Button helps in this situation :rolleyes: Wish some people would read the instructions first :D
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Weapon Stash?
Junker replied to PsychoPigeon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
goto EMPTY / AMMO - bobs your uncle loads of it... -
its seems to me your placing it to close to something which is causing it to move away - you could always attach it to another object..