MuteAssassin
Member-
Content Count
30 -
Joined
-
Last visited
-
Medals
Community Reputation
0 NeutralAbout MuteAssassin
-
Rank
Private First Class
-
Bis Scripts that are in the game.
MuteAssassin replied to MuteAssassin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It would be nice to have a refrence sticky for atleast, the common Scripts that is in the game. or even a text doc you can download for refrence. format: Name Discription Ways to call the script you would think that this would be the wiki. -
Bis Scripts that are in the game.
MuteAssassin posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there any place that lists and defines the scripts that is allready in the game coded by Bis? I just found out about the Vapor Trail script that is in the game? called in init _xtype = [this,1] execvm "CA\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf"; -
Need Help with Arma2 or Vista 32?
MuteAssassin posted a topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
I have sent a mission to a friend to use as a template for editing. Found out that his Arma2 will not see any script even thou it is properly called out in editor. he had a Mission is "read only error" even thou he had cleared the folder and mission.sqm properties. I thought mabe my comp Win7x64Ulti put some encription on it, so i had him open the doc and copy it to a new mission.sqm even did that with the scripts. no matter what we do arma2 will not load the scripts, tried puting the scriptsin a folder named scripts and calling it in the editor [this] exec "scripts\whatever.sqs" nothing i can think of will work. My computer runs everything perfectly. i edit all the time I know the templatemission runs flawlessly on my machine. so now im thinking it is the operating system mabe some file protection? Any help or thoughts are greatly apperciated. ---------- Post added at 06:38 AM ---------- Previous post was at 05:45 AM ---------- Found the problem, Arma2 Has to create the mission folder, I guess Arma will creat the permissions. You can not creat a mission folder outside of arma2 . Arma 2 will not use it correctly. -
HELP, Need some brain power cause mine isn't cutting it
MuteAssassin posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?t=84474 -
Need Help with GetDammage Trigger
MuteAssassin replied to MuteAssassin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you all for your help -
Need Help with GetDammage Trigger
MuteAssassin replied to MuteAssassin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I belive that your answer "checking behavior" is a better way about doing this. I like that the trigger sets off when the unit is in danger, In wich the combat mode would change. would I try this CheckBehavior "HQMAN_1" = "COMBAT"; -
Need Help with GetDammage Trigger
MuteAssassin posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
-------------------------------------------------------------------------------- i Have 10 CDF Men in a group guarding a tented area "HQ". Ive set up 2 Illumination Towers with a searchlight in each. My goal is if any of those 10 men ,HQMAN_1 - HQMAN_10", get shot, a solider will moveInGunner to each of the SarchLights, SearchLight_1 - SearchLight_2. Im having trouble getting the trigger to get dammage of all 10 men. can i use 1 trigger to monitor dammage of all the men and if one of those men get shot it will activate the trigger. I have a trigger "Light1" that will monitor the getdammage trigger to Action SearchMan_1 moveInGunner SearchLight_1; [searchLight_1] exec "randomwatch.sqs"; with a countdown of 4 seconds. I also Have another trigger "Light2" to monitor "Light1" and on action SearchMan_2 moveInGunner SearchLight_2; [searchLight_2] exec "randomwatch.sqs"; with a count down of 8 seconds. My trouble is what should my condition of the trigger that gets dammage? I can use this code GetDammage HQMAN_1>=1.0 but when i do this GetDammage HQMAN_1>=1.0; GetDammage HQMAN_2>=1.0; GetDammage HQMAN_3>=1.0; It does not work. -
Delete Post, Posted in wrong Area
-
How to add a search light to a pu truck
MuteAssassin replied to MuteAssassin's topic in ARMA - MISSION EDITING & SCRIPTING
this is awsome!! but ive been tring to go further and use this http://community.bistudio.com/wiki/attachObject My goal is to get an open ural to patrol with the search mounted. Doc I thank you for your help. do you have anymore ideas? mabe attachedObject in the ural init? Ive named my unit and search and substituted them for "this". -
How to add a search light to a pu truck
MuteAssassin replied to MuteAssassin's topic in ARMA - MISSION EDITING & SCRIPTING
sounds good thanks doc, ill give it a try. I kept tring to use the attachObject. -
How to add a search light to a pu truck
MuteAssassin replied to MuteAssassin's topic in ARMA - MISSION EDITING & SCRIPTING
Is this even possible? -
How to add a search light to a pu truck
MuteAssassin posted a topic in ARMA - MISSION EDITING & SCRIPTING
ive tried all i know and nothing. Im a noob at this i guess. I really need this speacil little addition to my mission. want to be able to have a search light mounted in a truck like a weapon and run a searchlight script. I need this for a coupple of convoys. any help would be greatfull. -
This mod sounds so cool, i cant wait till its out.
-
Error when people try to play my map
MuteAssassin replied to MuteAssassin's topic in ARMA - MISSION EDITING & SCRIPTING
I have been searching the editor for everything.. Thank you guy's very much. It has been only 10 min's and my problems are solved. -
Error when people try to play my map
MuteAssassin replied to MuteAssassin's topic in ARMA - MISSION EDITING & SCRIPTING
YESSSS!!! i had placed an editor addon of a street light. can i delete it off of the mission sqm? Man there is some quick respances here . you guy's are awsome