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Junker

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Posts posted by Junker


  1. 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 wink_o.gif

    http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA


  2. Ok.  And that's set with the

    _bomb setDir (getDir _object)

    Right?

    I just realized I think part of my problem is a lack of familiarity with what "units" are used in the setVelocity [x,y,z].  I mean, I guess the point is that the x velocity = _object velocity X + (sin _dir*0) is the correct formula, eh? smile_o.gif

    Sorry if I've been a bother.

    notworthy.gif

    remember the X = EAST Y= North and Z = Up put a minus before it and it will become the opposite


  3. Ok so I have a complicated question.

    So I have 2 littlebirds sitting and waiting and I have a full squad of 8 people. Now I want hte little birds to sit and wait until the whole squad gets on them and leaves. Right now the only way I know how to make it work is hav it go "Condition: (soldier1 in bird1) AND soldier2 in bird1) AND etc etc etc.

    But the issue I have with that is that specific players have to always be in the specific helicopter. Such as soldier one will always have to be int he little bird titled bird 1. How do I make it to where any soldier can be in either helicopter, but as long as they all get onto the helicopters, they helicopters will both take off and head out?

    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.


  4. Thank you for your patience, Junker, and I'm really trying to understand - not just be argumentative. smile_o.gif

    You said:

    Quote[/b] ]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.

    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.  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.


  5. Ok, So I am currently using a pretty easy to use IED script, only problem is that there are 4 differnet explosions sizes, small - huge, and I can stand fairly close to each one when it explodes, and if i'm not RIGHT on top of it, for some reason I don't get even hurt. Grenades hurt me from further distance then these. Anyone got a fairly easy to use IED scripts? Random-ness would be nice, but I have a work-around for that if it doenst come with it. Thanks.

    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 wink_o.gif

    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]


  6. I'm VERY interested in this, because it looks like I can use a similar snippet to have a flare launch from a moving helo with the same general direction/start speed as the helo, right?

    So, I'm looking at the code and with my admittedly poor math skills, this part seems wrong:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    _speed = 0;comment "Added speed";

    _bomb setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+(cos _dir*_speed),(_vel select 2)];

    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).  But, anything times zero is zero, right?  So, you're setting the x vector velocity as the velocity of the object + zero?  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. smile_o.gif

    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)];


  7. Ok, So I am currently using a pretty easy to use IED script, only problem is that there are 4 differnet explosions sizes, small - huge, and I can stand fairly close to each one when it explodes, and if i'm not RIGHT on top of it, for some reason I don't get even hurt. Grenades hurt me from further distance then these. Anyone got a fairly easy to use IED scripts? Random-ness would be nice, but I have a work-around for that if it doenst come with it. Thanks.

    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 wink_o.gif


  8. how do I attach the addaction to a fence? Just put the script into its init or something?

    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 sad_o.gif

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