ManDay
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Everything posted by ManDay
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You should contemplate changing your name to "misinformed and bullheaded" . Now read his script again and pay attention to the first line
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My friend, I don't think that you have to explain anything to me
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It's not a wiki... IT'S A BIKI GODDAMNIT! btw: I didn't know that OFP had a better reference than what we currently got in the Biki ... can only remember a small XML-File with rather nothing explained.
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You live up to your name perfectly.
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Short? Ok, here you go: Commands flagged with... ...local arguments Will only take objects which are local to the computer the command is executed on as a parameter. If instead an object is given, which is not local to the computer (for instance an AI-Squad-Leader on a client / not a server) there will occur malfunctioning. For example (thanks to reador): Calling an eject-command on a that AI-Squadleader from a client will make the Unit eject on the client while it's still boarded on all other computers. ...local effects No matter what: The command will only take place on the computer it is executed on. Exempli Gratia: CreateVehicleLocal will create a Vehicle on the computer it is called on - not on any other. Don't ask me what it looks like on other clients if you board a vehicle which only exists on your computer ..global effects. No matter what: If called with the right arguments the command will take place even if only executed on one client. Exempli Gratia: CreateVehicle will create the according vehicle on all clients. TRIGGERs: ...exist on all clients and are triggered independently on each client (each client checks the conditions on its own) while... Game-LOGICS: ...only exist on the server. This is why in OFP you used to check whether a script got executed on a server rather than on a client with "NOT isNull gamelogic1" or "local gamelogic1". The Init.sqf: Is a special child of the local/global issue. When the server starts it firsts executes the init.sqf before all other. After the mission is launched the clients execute their init.sqf.
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Go load it all up on Fer
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From all the beginning: 1.) _veh1 = _this select 0 while _this ==[ ]? 2.) _randamount1 = ...; _num1 = _randamount1;... Redundant? 3.) You get a random amount of bombs spawning - so how can you tell whether the script is really running the runs you want without a hint? 4.) Why do you call it "mines" while you spawn bombs?
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First of all, I dont know what you mean by "executed by each player". It's either "executed on each client" or "triggered by each player" - nothing else. second, you may take the isServer-stuff out of your script and write isServer && this into your condition line instead - which isnt nessesarily more ressource saving (its actually a bit more elaborate) but a lot more obvious. and now please redefine your question :> And by the way: what is "_this select 0" supposed to be if "this" is presumedly []?
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It didn't help. First of all it gave me an error that I need another attribute "titles[ ]". After I fixed that everything worked but I still don't get a sound. The explaination in the Wiki is a crap anyway. I wish someone could take a look at it! test.rar test.ogg [37K] description.ext [1K] mission.sqm [2K] and, ps, armavids. Of course i appreciate your help but next time try to focus on the help itsself rather than on posting your personal stuff
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CtrlSetText in Description.ext
ManDay replied to Somerville's topic in ARMA - MISSION EDITING & SCRIPTING
You don' have to say sorry mate - you didn't kill anybody with your questions yet. Thanks, Taurus. Of course its "name player" and not just "player" because this will return the editor-ident if it's set. So sommerville, this requires a script. There will be some point in your mission where you call up your dialog like myDiagOpen = createDialog "myDialog"; Right after this like (statement) you put what I just posted (just use what taurus said instead of [ ...,player ] you got [ ...,name player ]. The idd of your dialog you have to dfine yourself. In the description.ext you supposedly have got something like class myDialog { idd = 12432314; controls[ ]={}; etc... This is the idd you need. -
CtrlSetText in Description.ext
ManDay replied to Somerville's topic in ARMA - MISSION EDITING & SCRIPTING
Didn't you read what weedo wrote? MayB I'm just getting your question wrong but he already described what you have to do. Roughly speaking: myDisplay = findDisplay <span style='color:red'>-The IDD of your Dialog here-</span>; myPlayerText = myDisplay displayCtrl 105; myPlayerText ctrlSetText format[ "%1",player ]; -
No, finishMissionInit doesn't force the init.sqf to execute (once). Even a explicit "EXECVM"-Instruction will wait to execute until the vehicle-inits are done.
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Ha Override that? That doesn't make sense! It wouldn't be the vehicles init-line if it get's executet when the vehicle doesn't exist - wont it? Now lets leave this topic open for discussions regarding finishMissionInit
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1.) Stop mixing topics 2.) Of course the CoP (I guess this means "Condition of Presence") is evaluated before the init
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Normal order is: 1.) Vehicle-Inits 2.) Mission-Init(.sqf) So you say, using finishMissionInit in a vehcile-Init will stop the init's, execute the .sqf, and recommence afterwards? Won't be difficult to check..
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Hm. Well, probably I've to revise my statement. But how are you supposed to launch a command before the init.sqf is fired?
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>> What exactly does the command finishMissionInit do Nothing. >> and is it good to have it in your init script? Of course. €: J/K Actually, it does nothing.
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Specified Player type Only
ManDay replied to nickk13579's topic in ARMA - MISSION EDITING & SCRIPTING
Trigger.Condition !( ( driver heli1 )in allowedDriversHeli1 ) ---OR--- Trigger.Condition !( ( typeOf driver heli1 )in allowedTypesHeli1 ) Trigger.onActivation ( driver heli1 )action[ "GET OUT",heli1 ]; ====OR==== Trigger.Condition !( player in allowedDriversHeli1 ) ---OR--- Trigger.Condition !( ( typeOf player )in allowedTypesHeli1 ) Trigger.onActivation heli1 lock true; -
Well, tell me what your group will look like and I tell you what you have to do
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How to Detect the engine off of one choper
ManDay replied to Praxtor's topic in ARMA - MISSION EDITING & SCRIPTING
I tried to express, that I didn't understand his question And I still don't. Engine, Crash, huh? -
How to Detect the engine off of one choper
ManDay replied to Praxtor's topic in ARMA - MISSION EDITING & SCRIPTING
Is english your first language? -
Artillery-pre determined impact zone?
ManDay replied to nickk13579's topic in ARMA - MISSION EDITING & SCRIPTING
Haha, nah, it's not that simple Especially since the artillerie can be turned arround its vertical axis without actually changing its VectorDir there is some more expensive calculation required Sorry, I'd like to do it, but I've already engaged myself in so many things lately - I just can't (wont) take on another thing right now. A short explaination how it works (assuming you got an understanding of the intercept-command). 1.) Constrain one end of the Intersection-String (IS) to [0,0,5] in OSCS (obj.-space-coord.-sys.) 2.) Rotate the other end of the IS arround the object's origin with a radius of about 5 (?). 3.) Stop the rotation if the IS intersects with the barrel (will the only possible entity it may intersect with). 4.) => Get the angle of rotation which equals the angle the arty aims at (not AOA) 5.) Get the AOA by trigonometry: -
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgGroups { class West { name = $STR_WEST; class Armored { name = $STR_CFG_XBOX_GRP_ARMOR_PLATOONS; class M1Platoon { name = $STR_CFG_XBOX_GRP_ARMOR_M1A1; class Unit0 { side = TWest; vehicle = "M1Abrams"; rank = CAPTAIN; position[] = {0, 5, 0}; }; }; }; class Infantry{ }; class Air{ }; }; class East{ }; };
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From my research I guess you find the according structures in the DTA\CA.PBO. But as these are about 60 megs Im not extracting it right now. You do this and search for "Squadron" within the contained files. €: Nah, I changed my mind - I'm not that an asshole - wait, I'll extract and finish the job
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CtrlSetText in Description.ext
ManDay replied to Somerville's topic in ARMA - MISSION EDITING & SCRIPTING
<ot>weedo, is that you in your avatar?</ot> Somerville, in case you didn't know: hint format[ "%1",varName ] is a good way to display something :=)