Kolmain
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Loadout.sqf doesnt work :(
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
still doesnt work, just removes weps -
Loadout.sqf doesnt work :(
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
just removes all my weps, thats it.... -
Loadout.sqf doesnt work :(
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
null = [this, tl] execVM "loadout.sqf"; removes all my weps and doesnt give me anything.... edit: null = [tl, "tl"] execVM "loadout.sqf"; doesnt work and null = [this, "tl"] execVM "loadout.sqf"; doesnt work -
Loadout.sqf doesnt work :(
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
[tl, "tl"] execVM "loadout.sqf"; Error: Type Script, Expected Nothing wont let me put it in??? -
Loadout.sqf doesnt work :(
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
im using yours, it gives me all of the classes if I use the switch method you gave me lol ---------- Post added at 03:16 PM ---------- Previous post was at 03:14 PM ---------- _man = _this select 1; _class = _this select 2; removeAllWeapons _man; switch (toLower _class) do { case "tl": { _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "Laserbatteries"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "HandGrenade_West"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "Colt1911"; _man addweapon "M4A1_RCO_GL"; }; case "opr": { _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "Laserbatteries"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "100Rnd_762x51_M240"; _man addmagazine "HandGrenade_West"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "Colt1911"; _man addweapon "M4A1_HWS_GL_camo"; }; case "demo": { _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "Laserbatteries"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "PipeBomb"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "Colt1911"; _man addweapon "M4A1_HWS_GL_camo"; }; case "ar": { _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "1Rnd_HE_M203"; _man addmagazine "Laserbatteries"; _man addmagazine "100Rnd_762x51_M240"; _man addmagazine "100Rnd_762x51_M240"; _man addmagazine "100Rnd_762x51_M240"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "PipeBomb"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "Colt1911"; _man addweapon "Mk_48"; }; case "at": { _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "Laserbatteries"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "HandGrenade_West"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addMagazine "m136" _man addweapon "NVGoggles"; _man addWeapon "M136"; _man addweapon "Laserdesignator"; _man addweapon "Colt1911"; _man addweapon "M4A1_Aim_camo"; }; case "sniper": { _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "Laserbatteries"; _man addmagazine "5Rnd_762x51_M24"; _man addmagazine "5Rnd_762x51_M24"; _man addmagazine "5Rnd_762x51_M24"; _man addmagazine "5Rnd_762x51_M24"; _man addmagazine "5Rnd_762x51_M24"; _man addmagazine "5Rnd_762x51_M24"; _man addmagazine "HandGrenade_West"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "M9SD"; _man addweapon "M40A3"; }; case "spotter": { _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "15Rnd_9x19_M9SD"; _man addmagazine "Laserbatteries"; _man addmagazine "20Rnd_556x45_Stanag"; _man addmagazine "20Rnd_556x45_Stanag"; _man addmagazine "20Rnd_556x45_Stanag"; _man addmagazine "20Rnd_556x45_Stanag"; _man addmagazine "20Rnd_556x45_Stanag"; _man addmagazine "20Rnd_556x45_Stanag"; _man addmagazine "HandGrenade_West"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "M9SD"; _man addweapon "M4SPR"; }; case "opr": { _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "7Rnd_45ACP_1911"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "30Rnd_556x45_Stanag"; _man addmagazine "HandGrenade_West"; _man addmagazine "SmokeShellRed"; _man addmagazine "SmokeShellGreen"; _man addweapon "NVGoggles"; _man addweapon "Laserdesignator"; _man addweapon "Colt1911"; _man addweapon "M4A1_AIM_Camo"; }; default: { hint "Wrong class >" + _class + "<!"; }; }; this just gives me all of the classes, regardless of my class being tl and also gives me the wrong class hint -
Loadout.sqf doesnt work :(
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
going to test right away, thank you guys so much! ---------- Post added at 02:58 PM ---------- Previous post was at 02:55 PM ---------- seems that its mixing all of them together?... -
IR Strobe Targeting
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Alright but how do I tell waht the classname is for a TKM group? ---------- Post added at 03:59 AM ---------- Previous post was at 03:57 AM ---------- will check for IR Strobe Thanks! Also, now is there a way to detect the position of this object? Lets say I want to throw smoke for a chopper LZ, can I create an invisible H where the smoke lander and tell the chopper to pickup the team there? -
Alright, what im looking for is to have one of 4 players of a spec ops team plant a IR Strobe Target on 4 D30s and have an arial strike come by and take them out, I can script the strike but how do i check if theres a IR Strobe near the D30s? Also, im looking for somone to help me with this scripting part. When Blufor is detected in the zone (easy) I want to have Takistani Militia forces assualt the zone nonstop while the blufor try to extract, any idea on how to dynamically create takistani militia GROUPS instead of individual units? if i can and have to spawn each seperatley, how would I set them to the same group and send them to attack? Alternativley, does anyone know where that ArmA II Unit Cache script is? Thanks, Kolmain
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it seems to have some kind of effect on weather there are enemy units around you or not?
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Armaholic mirror: - WARPIG SP&Coop-09 (@) Required addons: - Advanced Combat Environment 2 - Core - Advanced Combat Environment 2 - eXtras - Community Base addons Enjoy! Feedback welcome!
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Some odd questions; () How can I get a unit to not stop at a waypoint? I want to simulate somone running away and he wouldnt stop at every corner of the building lol and yes i have tried things and yes his state is set to carless, any ideas? () How can I create a trigger to execute something once Unit A AND Unit B is farther than X meters from Unit C? () My scenario is that I am chasing down this guy and I want him to have an action on him, maybe something like 'tackle' that would make him play a falling animation and set him to an unconcious state (im using ACE2) which i can do, just need the action/anim part. Any help would be awesome, thanks! EDIT: Going to try this when I get the chance
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A runner question
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
for the last question i found and motified a melee script //melle.sqf _man = nearestObjects [ player , ["Man","Man"], 2] select 1 _pos=getpos player; _pos2=getpos _man; _angle=(((_pos2 select 0) - (_pos select 0)) atan2 ((_pos2 select 1)-(_pos select 1))); player setdir _angle; ~0.001 player switchmove "AmelPercMstpSlowWrflDnon_StrokeGun" ~1 _man switchmove "AmelPercMstpSnonWnonDnon_zasah6hlava"; [_man, 0] call ace_blackoutall; _man removeAction 0; -
A runner question
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The trigger method worked, havent tested the distance yet -
A runner question
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok, sowwy, goona give it a go now, thanks for the help! -
A runner question
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i have the completion radius of the wp set to 10m but still stops.... -
A runner question
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
didnt work.... -
Hey everyone, im looking for somone to help me develop or at least point me in the right direction for making this script. I need a script able to; A) Detect if _this has a weapon? maybe exclude the rock weapon from this list so you can just have rocks otherwise enemies will shoot at you? I used SetCaptive before but im not sure what conidition i used, B) When you get into a russian vehicle you become SetCaptive False, ie hijacking a russian vehicle. C) When you hide for _x amount of time you are reset setcaptive True. Also, is it possible for A.I. to have conversations between themselves, ongoing? Or at least show it so it looks like an active checkpoint and then when you engage they stop talking, ovbiousbly and engage. Thanks! Kolmain
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Guerilla Fighting
Kolmain replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Cellus ill look into it, and which addons should i depbo for scripts such as these?