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Mr-Murray

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Everything posted by Mr-Murray

  1. Mr-Murray

    ArmA Editing Guide - English Version

    Hi all Thanks for your feedback You should see the big one(Deluxe Edition) it really great and espacially complete! It includes nearly everything and I´m looking forward to make it final for the English community, too. But at 1st comes the "short one" 1.02. Btw.: The fourthcoming release contains a lil´surprise Best regards, Mr-Murray
  2. Mr-Murray

    ArmA Editing Guide - English Version

    Hi all I have to say thanks to MemisBelle and Metal0130 because it was and is a very heavy job to transalte such a book in English. The small English build of the current available German build 1.02 will come within the next days. We only want to ensure that everything is ok so that you´re be able for making great missions. Both versions (German/English) will have the same guide  version status 1.02 based on the game version status 1.09!!! The forthcoming Deluxe Edition with exactly 335 pages includes ALL patches and official Addons(Queens Gambit, etc). You will find every class name of all weapons, units, vehicles, animals, bullets, grenades, objects, plants, houses, ..., ... , ... And a lot of more great features and knowledge. Four indexes will help you to find answers for your questions. - Big Guide Index - Subject(Word) Index - Syntax Index - Chapter Index on every chapter start Every page has a black chapter marker on the right side. If you have questions don´t hesitate to ask Best regards, Mr-Murray
  3. Mr-Murray

    New to Armed Assault editing ?

    Ok guys Here comes a short sitrep. I finalised the most of all chapters. There are still the chapters 6 and 8 to layout. I am looking forward to release this English build in the next week. Best regards, Mr-Murray
  4. Mr-Murray

    New to Armed Assault editing ?

    Hey Q Thanks Chapters 1 - 4 (84 pages) of the English short one are already final! There are still 5 chapters with round about 86 pages. It´s HALFTIME Soldiers The next step will be to layout the BIG one *Help* Edit: 1 up to 5 are finalized!!! There are still 50 pages to layout until the release Best regards, Mr-Murray
  5. Mr-Murray

    placing magazine on the ground

    Yes, it should work
  6. Mr-Murray

    New to Armed Assault editing ?

    Hi all I am still buzy by layouting the English one. Big thanks to Memphisbelle who has translated it. And big thanks to Dan Bolean for editing the translation. He´s an US-Guy and therefore I am very sure that the translation will be perfect for everyone of you. It is a little bit time consuming to layout it well. I don´t want to release an unprofessional tutorial. Please have a look into the German build SE-Guide 1.02 and you´ll see a good structure and layout. You can download it from www.armedassault.info among the tutorials part or from my signature. The SE-Guide 1.02 is the first one I will release. It has 170 pages and a lot of impressive content. The Big one named Deluxe Edition with 335 pages will follow a little bit later because I need more time to layout it. I am very sure that it will be THE GUIDE for everyone of us. It includes all features of ArmA and its "official" Addons like Queens Gambit, all patches, etc.! I hope that you will find every class name you need or every syntax solution are you searching for. Naturally I often use it to build my own missions or something like that. There is always one thing which you or I have to looking for. That´s normal! We all humans. Therfore it´s great to have such a Guide/Tutorial. I am hope that I did a good job for the whole community and not only for Germany. It´s a honour for me to carry on my work for this game and its community now and in future. Big thanks for your comprehension, patience and support!!! It is the Guide of the community and not mine Best regards from Germany Mr-Murray www.mr-murray.de.vu
  7. Mr-Murray

    On searchlights and walls...

    For question two you could use this: Description: [Name, LeftLightBorder/Azimut, RightLightBorder/Azimut] exec "light.sqs" Put this line into the initline of the unit and choose your own azimut values: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [Light1,26,144] exec "light.sqs" Create a script with name: light.sqs Light.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(!(local server)):exit _Unit = _this select 0 _left = _this select 1 _right = _this select 2 _dir = (getdir _Unit) #Start ?(!(alive _Unit)) : exit ~0.5 _dir = _dir+1 _Unit setformdir _dir ?(_dir > _right) : goto "Next" goto "Start" #Next ?(!(alive _Unit)) : exit ~0.5 _dir = _dir -1 _Unit setformdir _dir ?(_dir < _left) : goto "Start" goto "Next" Or download my complete mission example: Mr-Murray´s Light Example Best regards, Mr-Murray
  8. Mr-Murray

    get ai out of a player driven chopper

    But notice... You can use the para script to unload a truck, too. It´s not only for "Paras". This script includes the eJay variant. It looks like this: [Heli1,Group1] exec "unload.sqs" Unload.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Chopper = _this select 0 _Group = _this select 1 ;///ALTITUDE OF THE CHOPPER @(getPos _Chopper select 2) < 2 ;///SPEED OF VEHICLE @speed _Chopper < 0.5 _aunits = units _Group _i = 0 _j = count _aunits #Here (_aunits select _i) action ["EJECT",_Chopper] unassignvehicle (_aunits select _i) _i=_i+1 ~2 ?_j>_i:goto "Here" exit Best regards, Mr-Murray
  9. Mr-Murray

    get ai out of a player driven chopper

    Try this: Chopper Transport Example Btw... you could use the internal para script on the exit waypoint: [Groupname,Choppername] exec "para.sqs" Regards, Mr-Murray
  10. Hi again Obviously it works nearly perfect! But there is a new way to do it Please try: titleText ["T E S T", "black in"]; titleFadeOut 10 I didn´t saw it in the wiki: http://community.bistudio.com/wiki/titleFadeOut http://community.bistudio.com/wiki/cutFadeOut Regards, Mr-Murray
  11. Hi Snake It seems that it is a bug. I´ll point out it in the newsgroup. Best regards, Mr-Murray
  12. Mr-Murray

    Spawning aerial units in air?

    Hey IceBreakr Why you don´t use my airvehiclecreate-example? You can download it here. All what you have to do now is to add your waypoint function. Have fun! Best regards, Mr-Murray
  13. Mr-Murray

    Super easy!

    Hehe Wolle was faster In the condition line type: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">getPos helo1 select 2 > 50 or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">getPosASL helo1 select 2 > 50 Best regards, Mr-Murray
  14. Hey EJay It´s the following anim: Wicks switchMove "x01Wicks" Best regards, Mr-Murray
  15. Mr-Murray

    Creating paratroopers

    Hi You could try my Airvehicle-Create-Example. Therewith you´ll have the possibility to create flying vehicles and paratroopers of course. Mr-Murray´s Downloadarea Have fun! Best regards, Mr-Murray
  16. Mr-Murray

    Animation loop?

    Hey eJay That´s really no problem _enemy playmove "AmovPsitMstpSlowWrflDnon_WeaponCheck1"; ~0.1 _enemy disableAI "ANIM"; exit; Later.... _enemy enableAI "ANIM"; Best regards, Mr-Murray
  17. Mr-Murray

    New to Armed Assault editing ?

    Hi all Big thangs for your feedback! I´m sure that you have to learn German Horrgakx. Just a joke My friends Memphisbelle and Dan are still busy with the translation of the forthcoming guide into English! So the English community will get its own Editing Guide! We looking forward to release it very soon. Best regards, Mr-Murray
  18. Mr-Murray

    New to Armed Assault editing ?

    Hi all! I released the last build of my Editing Guide. The new and English one with moreover 320 pages is still in progress. Armed Assault Editing Guide - German Gold Edition (170 pages/SE-Version 1.02) Â Â Â DOWNLOAD Â Size: 10,8 MB Have fun!!! Best regards, Mr-Murray
  19. Mr-Murray

    What is the purpose of GroupColorX

    Hi Write it down in the syntax gATTeam=group this; gATTeam setGroupid ["AT-Team Red 1","GroupColor2"] This problem consists since OFP. Best regards, Mr-Murray
  20. Hi It isn´t especially for your request but a possibility of surrender. It´s only a beta but works great. Mr-Murray´s capitulation example Best regards, Mr-Murray
  21. Mr-Murray

    open/close door.

    Hi Heatseeker You have to do it like this: Set an object or logic on the position of your house and use the following syntax: House1=position this nearestObject 12345 The Name of the ID is now House1 House1 animate ["dvere1",0] Best regards, Mr-Murray
  22. Mr-Murray

    Artillery script

    @Cloughy That´s right and I agree with that. But I´m sure that you missunderstood my concern. I tested that script and it´s very great! Sickahit10 hat made a great work with it. It could be that he don´t know my script. And so he has the chance to get new suggestions to his work from it. Why not? That´s the only one reason for my post  I´m unfortunately very buzy with other things and so I can´t invest time in a new version of my arty. It would be great if there are an other guy brings a new way @Matt Rochelle I´ve wrote you via ICQ Best regads, Mr-Murray
  23. Mr-Murray

    Artillery script

    Sorry... true
  24. Mr-Murray

    Artillery script

    Open the mission.sqm and delete the following addon on top: "map_misc", But... if he used it in his Arty-Example you have to download Map_Misc from www.mapfact,net Regrads, Mr-Murray
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