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Everything posted by mr.peanut
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Is getting line of Sight possible in anyway?
mr.peanut replied to Second's topic in ARMA - MISSION EDITING & SCRIPTING
Could you post the results of your LOS work so far? I did code a 2D LOS based on bounding boxes, but roads have 2-3m high bounding boxes and tree bounding boxes are huge! -
_unit disableAI "Move"?
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The hares are cross? Stop pulling their ears!
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making a spawed rocket target a target.
mr.peanut replied to ManDay's topic in ARMA - MISSION EDITING & SCRIPTING
Use MandoMissile at OFPEC. Problem solved. -
I am not so certain. I asked a similar question awhile back and got no answer. You use createVehicle to create a particle source, so how would that remain local? The question is whether the commands that set a paticle sources parameters have a local or global effect.
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getting AI to fire on a civilian player
mr.peanut replied to revenicus's topic in ARMA - MISSION EDITING & SCRIPTING
Ooops sorry. The command is addRating not setRating -
Not sure is this has been addressed or not... A common request in MP editing is how to use radio triggers, especially in a non-coop mission. I would suggest that an MP radio trigger control component be added that makes it easy to assign/hide radio channels to players based on side and manage the MP event handling.
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jip.sqf (Join In Progress Script)
mr.peanut replied to HAILO's topic in ARMA - MISSION EDITING & SCRIPTING
Unzip the file with 7-zip and it works fine... -
Trigger variables & JIP
mr.peanut replied to satexas69's topic in ARMA - MISSION EDITING & SCRIPTING
But a dedicated server never has a player. Edit: Never mind. I now understand it is to make sure player unit has been created from JIP. -
Trigger variables & JIP
mr.peanut replied to satexas69's topic in ARMA - MISSION EDITING & SCRIPTING
@Wittmann - In your init.sqf you ahve the following condition: (local server or !local player) I feel like a noob for asking, but when , if ever, is !local player true? -
Search: AI fake death for SP and/or Coop
mr.peanut replied to quiet_man's topic in ARMA - MISSION EDITING & SCRIPTING
LOL, what I thought you wanted was for the zombies to be lying down as if dead, until the player passed near, and then getting up to attack them, a classic scene in any zombie scenario. -
getting AI to fire on a civilian player
mr.peanut replied to revenicus's topic in ARMA - MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player addRating -100000 Now everyone will try and kill you. -
Search: AI fake death for SP and/or Coop
mr.peanut replied to quiet_man's topic in ARMA - MISSION EDITING & SCRIPTING
Dunno about the texture thing, it sounds like something you will need an addon for, but you could use a switchMove in tandem with setCaptive to lock the zombies in place. -
Would this be possible with an addon?
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Only allowing pilots to fly airctafts?
mr.peanut replied to Goldline's topic in ARMA - MISSION EDITING & SCRIPTING
The BAS_f framework also has a component for this, I believe. -
Why is there no XOR in ArmA?! I don't wanna have to ((A AND NOT B) OR (B AND NOT A)) ... Use 5 ops instead of 1 ? I think I'm gonna be sick!
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stubborn soldiers always return to patrol
mr.peanut replied to revenicus's topic in ARMA - MISSION EDITING & SCRIPTING
Heh, sounds like a "feature" left over from OFP. I presume this is for SP? Why can't you use one switch trigger for the first location and one for the following one? -
Yet another WTFDITOT(Why The Fork Didn't I Think Of That?) from Keg. Answer: BITFS(Because I'm Too Forkin Stewpid)
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In your XOR snippet the code is executed if A is true regardless of the value of B. How is that XOR? At second glance, your code is a short circuit OR.
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I have two questions about the tracer scripts. 1) The only difference between having ricochet effect or not is a change in the particle array parameters. How does this work? 2) The velocity of the tracer takes the velocity of the projectile and adds a strange trig component (e.g. sin(10*_dir), where _dir is projectile direction). Why is it 10* the angle?
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Urp! Didn't realize it took 5 ops to construct an XOR. For some reason I thought  it was a single binary op. @CSL: your logic doesn't look quite right to me... Yours looks like a short-circuit <s>AND</s> OR
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I do not think you can force the player to lock on. How about creating a destroy waypoint for the player and attaching it to the target in question?
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Mission working on a local server
mr.peanut replied to GiLaN's topic in ARMA - MISSION EDITING & SCRIPTING
I would try help you if I could download the mission from that site you've used. Please put it somewhere else, maybe rapidshare. -
Calculating the Heading between 2 points
mr.peanut replied to Cloughy's topic in ARMA - MISSION EDITING & SCRIPTING
Change: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?_hdg < 0: _hdg = _hdg + 360 ?_hdg > 360: _hdg = _hdg - 360 to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(_hdg + 360) mod 360 -
Ah, stupid me was trying to use [""] instead of [] as the class array for unclassed map objects. I'll give this a try tonight. Thanks for your reply fasad, this was really eating me up..