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Posts posted by Junker

  1. Oh jeez that looks complicated (really, really new to scripting). Would it be possible to turn people into some sort of wildlife or force them into spectator? How would that script look if it's even possible?

    Many thanks for your help :)

    Im not that advanced in scripting so making the player into something else isnt my thing but there is a trick to doing something like that...

    look up enablesimulation - remotecontrol and switchcamera

    something like this

    _target = _this select 0
    Player enablesimulation false
    player remotecontrol _target
    _target switchcamera "External"

    its fun when doing it in the editor but only seems to work on AI that are in vehicles :( (Not tried it on animals tho)

  2. you cant stop respawns - they are unlimited unless you put a counter on the deaths.

    You can do a counter script for each player tho then maybe move them into a holding cell or put them into a cutscene until the round ends..

    put [this] exec "counter.sqs" in each units init line

    _unit = _this select 0
    ;;;number of lives
    _i = 3
    @(Not(Alive _unit))
    _i = _i - 1
    ? _i == 0 : goto "end"
    goto "loop"
    ;;add what u need here

    maybe SQF would work better, but im not the SQF type :)

  3. Particle Effects are bit of a pain to set up, here's one example for particles that I used in a particle rain-script:

    _rain setParticleParams [["\Ca\Data\ParticleEffects\Watereffects\WaterEffects.p3d", 1, 0, 1], "", "Billboard", 1, 2.5/rain, [0, 0, 23], [(_windx *3) * rain,(_windy *3) * rain,(-30 - 5*rain) * rain], 0, 0.5, 0.3, 0.0, [40, 100+ 50 / rain], [[1,1,1,rain],[1,1,1,0.0]], [0, 1], 1, 0, "", "", ""];

    I'll have a look at the fog-thing maybe I can put something together, it sounds like a function many missionmakers could have use for.

    is there any upto date info on the particle Effects ???

  4. looks like you need to call the function

    scriptName "Alice\data\scripts\fnc_houseEffects.sqf";

    ??? call BIS_fnc_houseEffects

    its looking for 3 variables i think (maybe 2).. Is ALICE_obj the module or a house ??

    _mode = _this select 0;
    _door = _this select 1;
    _obj = _door getvariable "ALICE_obj";

    not that good with sqf..

    hope this helps :)

  5. setting difficulty can be done on both sides - player side can set there difficulty by selecting options in single player or an admin selecting the from Rookie to Vet mode :)

    but the mission maker can add it to - they can add DAY/NIGHT SUN/RAIN - they can even make it possible to select how many enemy u want per wave/town per player :)

  6. Q: I keep hearing pings during the Acquireing or Reloading Proccess, what can i do against it.
    A: this is related to the Music Volume. because i used the "Hint" window to display that information rather than just making a radio message. to fix it you'll have to turn the music volume all the way down. (sorry if the pings bother you.)

    Hintsilent would work in this if people are complaining about the pings :)

  7. I've been adding a few more animations to the BIKI page: http://community.bistudio.com/wiki/ArmA2:_Moves

    One thing I've encountered though is for some animations, eg. aav_driver, aav_cargoO1 etc, they cannot be set using the switchMove or playMove commands. Does anybody know how to use these animations, for instance using a new command?

    have you tried them without any weapons on the units ??

    Also there is a mission somewhere in the forums that has a animation viewer and lists 2441 animations...

  8. Add in EventHandlers for the shilkas that setPos random villagers +10000m in the air when the shilka is killed, then have triggers that check to see if those villagers die, and if so createUnit a chicken on a remote island. Then have a area trigger there that once 3 chickens are in the zone the mission ends.

    Slightly more complex, but far more rewarding I feel.

    You need to see a doctor - i think u got chicken fever..