Master85
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create a smokeshell on roof of a building
Master85 replied to bronson's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
that's a known bug. You can use attachTo to attach the smokeshell to an object, e.g. lz attachTo [smokepos, [0,0,0]] -
Forum Search function always shows page 1
Master85 replied to Hanzu's topic in BOHEMIA INTERACTIVE - GENERAL
select "Show Posts" instead of "Show Threads" -
New mergeConfigFile scripting command
Master85 replied to dr. hladik's topic in ARMA 2 & OA - BETA PATCH TESTING
tried it with the latest beta server and it worked flawlessly Edit:sure, that doesn't mean that there aren't / won't be any problems - but anyone has to try it -
New mergeConfigFile scripting command
Master85 replied to dr. hladik's topic in ARMA 2 & OA - BETA PATCH TESTING
can only say: idea of the day!!! tried it and it works. -
New mergeConfigFile scripting command
Master85 replied to dr. hladik's topic in ARMA 2 & OA - BETA PATCH TESTING
for a SP mission on Desert: model="\missions\__cur_sp.desert_e\modelname.p3d"; for a MP mission on Desert: model="\mpmissions\__cur_mp.desert_e\modelname.p3d"; :cool: -
New mergeConfigFile scripting command
Master85 replied to dr. hladik's topic in ARMA 2 & OA - BETA PATCH TESTING
you'll lose your bet :p - you can reference files in the mission's pbo (during the mission) -
Random switch between add and subtract possible?
Master85 replied to callihn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
2 points: 1. 1% should be %1 in the string of format 2. check the scope of your variables: if _spawnVar and _spawnVar2 aren't declared in the main scope before they're used in the lower scope (in the switch ... /if ... block) it won't work -> add: private ["_spawnVar", "_spawnVar2"]; at top of your script -
Scripting command Turret doesn't work?
Master85 replied to mercyne's topic in ARMA 2 & OA - TROUBLESHOOTING
the 1.52 patch is not compatible with the steam release version -
Scripting command Turret doesn't work?
Master85 replied to mercyne's topic in ARMA 2 & OA - TROUBLESHOOTING
it's not a bug. These commands were introduced in game version 1.52.71816 - they aren't available in any older version. -
backpackspacefor (anyone got this working?)
Master85 replied to rejenorst's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think the command is implemented but it's currently buggy. e.g. if you check for "m16A2GL" it throws an error (only the first time used in the mission) because it doesn't find a magazine with the name "m16A2GL" but the returned result [1,14] is correct (at least the first part) -> 1 m16a2gl fits into the backpack e.g. if you check for "timebomb" it (throws an error and) returns for an empty czech backpack: [14,7] ->7 timebombs fit into the backpack e.g. if you check for "m136" it (doesn't throw an error and) returns for an empty czech backpack: [1,2] ->1 m136 (weapon) or 2 m136 magazines fit into the backpack it looks like if the magazine/weapon name is not known that the according part of the result is the number of free slots in the backpack. -
addeventhandler not returning correct values?
Master85 replied to pele93's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you forgot to pass "_this" to the script. should be: eh1 = player addEventHandler ["Fired", {null = _this execVM "smoke.sqf"}] -
problems with my dedicated server
Master85 replied to Sneaker-78-'s topic in ARMA 2 & OA - MULTIPLAYER
perhaps the same issue: arma2server.exe in build70256 hangs/loops when loading mission -
Scripts folder problem Arma 2
Master85 replied to Mozzak's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
use the Documents/Arma 2/scripts folder only for scripts you're using while editing (e.g. for debugging) but not in the finished mission. Place those script files in the folder of the mission (e.g. Documents/Arma 2/missions/mytestmission.utes) itself. -
Addaction to a weapon.
Master85 replied to Muzza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you can use the extended addAction syntax to show the addaction only if a condition is met - no need for triggers. player addAction ["attach scope","scope.sqf",[],1,true,true,"","player hasWeapon 'gmc_k98'"] -
timeStampFormat="full"; is working but it's only for the arma2server.rpt, not for the console log.
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addAction and Trigger
Master85 replied to TAW_T-Bone's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
that's the right syntax - but you have to change your spawnvehicle.sqf slightly. The arguments passed to the script as _this are - let's say - extended a little: [target, caller, ID, arguments] to get your 'real' arguments in the script you can do something like _myRealArguments = _this select 3; biki: addAction -
you can use a "HandleHeal" eventhandler to replace the hard-coded healing.
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LockDriver locality?
Master85 replied to Heatseeker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
it needs local arguments and has global effects, and ... you can get in as gunner/cargo/... and then switch to driver -
Arma II Linux Server 1.04 Public Alpha
Master85 replied to maruk's topic in ARMA 2 & OA - MULTIPLAYER
with the plain 1.04.59026 I get such startup errors bj2020 posted above - with the files of the latest beta (and -mod=beta) the startup errors are gone -
Arma II Linux Server 1.04 Public Alpha
Master85 replied to maruk's topic in ARMA 2 & OA - MULTIPLAYER
running latest linux server (Build 59923) on a dualcore atom 1,6 GHz; 1GB Ram; - just for testing 2. Low FPS when there are some burning fires: not fixed for me: after mission start: cpu usage: 11-13% ; 49 fps 00 min after spawning 1 Land_Campfire_burning cpu usage starts to rise slowly 05 min 36% ; 49 fps 10 min 100% ; 49 fps 15 min 100% ; 20 fps 25 min 100% ; 8 fps mem usage constant at 115 MB more fires -> faster fps drop -
ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
Master85 replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
@ Gabkicks: alt links: ARMA2_Build_59875.zip ARMA2_Build_59875.log Biki: Arma 2: Patches & Updates -
should be -mod=beta
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Return a players head or body part?
Master85 replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
there is the command selectionPosition which returns the position of a selection (in the Memory-LOD ?) in modelspace - but I think it's not really exact for body parts (position and size of a selection in memory-LOD and 1.000-LOD aren't necessarily the same) - you can check the soldier.p3d of the example mlods to get an idea -
keeping cars on the roads...
Master85 replied to beton's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's possible that it depends on the combat mode: AIBehaviour