

Junker
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Posts posted by Junker
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You might find that the script is activating before the unit is created - try delaying the script for a few secs..
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this is a bug - when a player disconnects sometimes the AI stays behind and when the next player selects that slot he turns into a bird..
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Oh, how do I use reveal?heli1 reveal tank1
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reason i wanna know is because i was working on a sci fi type mission in arma and maybe convert it into arma 2 if i can :)
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what im more interested in is the path names :-
"\Ca\Data\ParticleEffects\Universal\Universal"
and a reference like the arma one :-
[["\Ca\Data\ParticleEffects\Universal\Universal", [color="Red"]16, 7, 48[/color]]
everything else i know about :)
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wheres the templates, i can only find Arma ones and they are outdated..
Need updates please :)
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_group addvehicle vehiclename works wonders i find - none of that assignthis moveinthat and stuff and when u want them to get out - use _group leavevehicle vehiclename..
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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)
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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 ;;;counter #loop @(Not(Alive _unit)) _i = _i - 1 ? _i == 0 : goto "end" goto "loop" #end ;;add what u need here
maybe SQF would work better, but im not the SQF type :)
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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 ???
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i use this command to preview my spawn scripts behaviour
_unitname switchcamera "Internal"
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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 :)
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SQS is old school. Just use SQF when writing scripts.call me old fashioned but i prefer SQS still :)
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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 :)
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It seems to activate everytime someone joins the mission making the animals double up - its like running a spawn script without the (!IsServer) command..
I think you need to find away to stop it from doing this during JIP..
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? _unit distance _vehicle < 10 : boomshakalak
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u set them hostile to everyone in the world settings in the editor ?
NVM just read your other thread about this :(
try this >> setfriend
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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 :)
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I've been adding a few more animations to the BIKI page: http://community.bistudio.com/wiki/ArmA2:_MovesOne 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...
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you can add an eventhandler to the skeet machine and spawn a cow with a script getting the velocity and direction of the skeet :)
Will have to look into this :P
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BIS better watch out because EA are coming out with battlefield Hero's :D
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maybe put a sleep in the script somewhere..
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condition of presance only works when the mission starts, what u need is a small spawn script
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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..
How to up the gun and pack space on woman?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
wouldnt the backpack script come in handy for this ???
Im sure domination has this in it..