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Posts posted by Morts
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Ah I see how it works with the simple target, is there anyway it could work with the popup target?
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Unfortunately that didn't work, setting damage doesn't move it down, so wasn't able to test if the trigger works to make it pop up.
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Hi guys,
I've found a few scripts that work a whole target range, but i would like a trigger that activates a single target, so that, as you walk down a path, hit the trigger, one or however many the trigger is set to, pops up around you.
Any help would be much appreciated
Morts
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No mate, i'm pretty sure he was talking about these ones, there are about 25 texture files on them, not saying they're bad work, but they do cause performance issues, possibly getting mixed up.
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Dave mate you might be thinking of the other armor that was released.
Which be this: http://www.armaholic.com/page.php?id=12337
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It's a very difficult task mate, I know UKF did it for OFP but have not been able to transfer it over.
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How do you expect to get the bayonet working?
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Okay, no bayonets are not a necessity i was being an idiot, but they are a very real feature of modern combat in modern warfare environments. No matter what people say about they would be useless, they clearly wouldn't because they have been used since the invention of firearms and are still used today, so it is a proven force to kill. And adds the chaos to the game which can get the adrenaline pumping.
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Pointless revive!! woooooop!
Bayonets are a necessity
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Brilliant! Thankyou it works now :D
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Oh, I thought getup was the actual command xD
What I meant was, that when the switchmove is done for "Get Up" The player cannot move, so far i have got it so that he can crawl forward. but they can't stand, keneel move sidewards or backwards
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I am putting it in one script, which is why i don't think that the getup is working.
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Okay I have the anims working, I changed the die anim so it doesn't look so weird, but i can't get the getup part to work?
I'm trying to script the whole thing so i don't have to name every player. I was thinking i would put something like:
sleep 3; getup = true
It doesn't seem to work though.
Cheers Morts
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Cheers for that matey, i'll give it a try :D It's meant for multiplayer fro training missions. Using P:UKF BFA's so that you can decide when to "die" etc
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Hey guys,
I'm trying to get some switchmoves involved in my missions for players to use. It is vital that they work.
It is run through an addAction
this addAction ["Play Dead", "die.sqf"]
die.sqf:
player switchmove "AdthPercMstpSrasWrflDb_8"
That works fine, but i want the player to be able to stand up afterwards. Now i thought, it would be just another simple swtichmove to roll over like the healing module. But when i run this switchmove the player just lies there and cannot move.
Also, is it possible to add an eventhandler so that it plays a different animation depending on which position they are in. I.e. the animation i'm using now, is a death from standing up, but can it change depending on whether the payer is kneeling or prone.
I also want to add a surrender addaction, but i'm guessing it will cause the same problem as the death, not being able to move from it.
Thanks in advance
Morts
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Ah okay, I see where i'm wrong there, but also, I didn't mention that the addaction isn't working, but thanks for pointing that out too :P
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Hiya guys, just a quick question.
I'm trying a script that will make a man go prone when the addaction is used.
Script:
_hvt = _this select 0; [_hvt] setunitPos "low"
Init:
act = this addaction ["GetDown!","down.sqf"]
Unfortunately, this doesn't work, anyone have any ideas. Help much appreciated :)
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Will there maybe at some point in the future be deployable boats.
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I'm wondering, I didn't understand the whole copy_spp.bat or wahtever it is, could that be my problem? Like if I didn't do it
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I was following Sgt Aces tutorial I think, but the folder bit really confused me, so I may have missed a few steps out.
Cheers
Morts
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Config.cpp is here:
#define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define ReadAndWrite 0 //! any modifications enabled #define ReadAndCreate 1 //! only adding new class members is allowed #define ReadOnly 2 //! no modifications enabled #define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied class CfgPatches { class SampleMap { units[] = {SampleMap}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; class CAWorld : DefaultWorld { class Grid {}; }; class SampleMap: CAWorld { access = ReadOnlyVerified; worldId=3; cutscenes[] = {SampleMapIntro1}; description = "Sample Rahmadi Map"; icon=""; worldName=\ca\SampleMap\SampleMap.wrp; pictureMap = ""; pictureShot = ""; plateFormat="ML$ - #####"; plateLetters="ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; // positive is east latitude = -40; // positive is south // landRange is stored directly in WRP file class Grid : Grid { offsetX = 0; offsetY = -15360; class Zoom1 { zoomMax = 0.5; format = "XY"; formatX = "Aa"; formatY = "00"; stepX = 200; stepY = 200; }; class Zoom2 { zoomMax = 1e30; format = "XY"; formatX = "A"; formatY = "0"; stepX = 2000; stepY = 2000; }; }; startTime = 8:30; startDate = 01/05/1985; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.842,150.000,14034.962}; //default center position centerPosition[] = {2500,2500,300}; // landing place - airport ilsPosition[] ={2545,3000}; ilsDirection[] ={0,0.08,1}; ilsTaxiIn[]= {2495,2725, 2495,2850, 2508,2860, 2508,3000, 2520,3010, 2545,3000}; ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725}; drawTaxiway=false; class ReplaceObjects {}; // sound sources class Sounds { sounds[]={}; }; class Animation { vehicles[]={}; }; // default - no film class Lighting : DefaultLighting {}; clutterGrid = 1.11;//pred demem to bylo 1.5 /// how far clutters are visible clutterDist = 55; noDetailDist = 40; /// where ground detail texture is fully visible (begin fading out) fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class clutter { class GrassGeneral: DefaultClutter { model=ca\plants\clutter_grass_general.p3d; affectedByWind = 0.3; swLighting = true; //relativeColor[]={0.8,0.8,0.8,0}; //colorByGround=0.9; scaleMin = 0.75; scaleMax = 1.0; }; class GrassFlowers: GrassGeneral { model=ca\plants\clutter_grass_flowers.p3d; }; class GrassLong: GrassGeneral { model=ca\plants\clutter_grass_long.p3d; affectedByWind = 0.6; scaleMin = 0.60; scaleMax = 1.10; }; class GrassSevenbeauty: GrassGeneral { model=ca\plants\clutter_grass_sevenbaeuty.p3d; affectedByWind = 0.2; scaleMin = 0.70; scaleMax = 1.10; }; class GrassYellow: GrassGeneral { model=ca\plants\clutter_grass_yellow.p3d; affectedByWind = 0.2; scaleMin = 0.70; scaleMax = 1.10; }; class GrassDesert: GrassGeneral { model=ca\plants\clutter_grass_desert.p3d; }; class ForestFern: GrassGeneral { model=ca\plants\clutter_forest_fern.p3d; affectedByWind = 0.1; scaleMin = 0.90; scaleMax = 1.10; }; class SmallRocks: GrassGeneral { model=ca\rocks\clutter_stone_small.p3d; affectedByWind = 0; scaleMin = 0.90; scaleMax = 1.10; }; class FlowersColor: GrassGeneral { model=ca\plants\clutter_smetanka.p3d; }; class FlowersWhite: GrassGeneral { model=ca\plants\clutter_white_flower.p3d; }; class MushroomsHorcak: GrassGeneral { model=ca\plants\clutter_horcak.p3d; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class MushroomsPrasivka: MushroomsHorcak { model=ca\plants\clutter_prasivky.p3d; }; class MushroomsBabka: MushroomsHorcak { model=ca\plants\clutter_babka.p3d; }; class MushroomsMuchomurka: MushroomsHorcak { model=ca\plants\clutter_muchomurka.p3d; }; }; class Subdivision { // fractal component of subdivision // changes are smaller for smaller rectangles class Fractal { // texture roughness factor rougness = 5; // max. value for squares containing road maxRoad = 0.02; // max. value for squares containing track maxTrack = 0.50; // max. coeficient depending on slope maxSlopeFactor = 0.05; }; // white noise component of subdivision // change size is independent on rectangle size class WhiteNoise { rougness = 2; // max. value for squares containing road maxRoad = 0.01; // max. value for squares containing track maxTrack = 0.05; // max. coeficient depending on slope maxSlopeFactor = 0.0025; }; // do not divide surfaces that are under given limit minY = -0.0; // do not divide flat surfaces minSlope = 0.02; }; class Ambient { /* Layer cost and species probability use expressions. Variables which can be used inside of expressions: rain: rain intensity. night: 1 during night, 0 during day. hills: 0 at 150 ASL, 1 at 400 ASL. windy: 0 at 0 m/s, 1 at 20 m/s. trees: tree density. sea: distance to sea. houses: house density. meadow: meadow character. forest: 1 in the forest. Any values are continuous/interpolated in the range of 0 to 1. Values they are independent unless notes otherwise (meaning meadow and forest can be 1 at the same time). You can observe these values in real-time using: diag_toggle "ambient" */ class BigBirds { //Container radius: //Species are normally spawned at the edges of the circle defined by this radius. //One exception to this is the initial start of the simulation, where the whole //circle will be filled. radius = 300; //Points allowed for this container: //Xbox: 1 * (1 - night) * (1 - sea) cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; //Classname in Species corresponds to type name: class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; //Xbox: (1 - night) * (2 + 8 * sea) cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Seagull { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; //Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea) cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = 0.6 - (meadow * 0.5) + (forest * 0.4); cost = 1; }; class ButterFly { probability = 0.4 + (meadow * 0.5) - (forest * 0.4); cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; //The wind is blowing various particles around: class WindClutter { radius = 10; //Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5]) cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 //Dark green grass. { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 //Dry grass. { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 //Dust. { probability="0.4 * hills"; cost = 1; }; class FxWindLeaf1 //Green leaf. { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 //Dry leaf. { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 //Green leaf with a dry spot. { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { //Xbox: 10 radius = 15; //Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2])) cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)"; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; //Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy) cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (0.2 * forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; }; class Names { #include "SampleMap.hpp" }; }; }; class CfgWorldList { class SampleMap {}; }; class CfgMissions { class Cutscenes { class SampleMapIntro1 { directory = "ca\SampleMap\data\scenes\intro.SampleMap"; }; }; }; -
I've set it up exactly how it explains, but that still happens, exactly the same error, even though i've changed the folders around
EDIT:
I think i know why, in the layers.cfg file it says this:
class Layers { class pisek { texture = "ca\SampleMap\data\pisek_mco.png"; material="ca\SampleMap\data\pisek.rvmat"; }; class travajih { texture = "ca\SampleMap\data\travajih_mco.png"; material="ca\SampleMap\data\travajih.rvmat"; }; class mesto2 { texture = "ca\SampleMap\data\mesto2_mco.png"; material="ca\SampleMap\data\mesto2.rvmat"; }; class pole1 { texture = "ca\SampleMap\data\pole1_mco.png"; material="ca\SampleMap\data\pole1.rvmat"; }; }; class Legend { picture="ca\SampleMap\Source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names pisek[]={{255,255,0}}; travajih[]={{0,255,0}}; mesto2[]={{0,0,255}}; pole1[]={{99,55,0}}; } };It's all linked to the wrong place, but I don't want to change it to muck it all up :P
EDIT 2: That was easier than expected, that it is sorted :P
EDIT3: Okay, new problem, It doesnt show up in game, I followed the instructions to the T and packed it and binarized how it should be, put it in @TUT\Addons\ and it's not showing up in the editor.
however this is a message that comes up.

Any Ideas
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Okay, so i'm now follow the one you posted, got the map in visitor but when i import the satalite + mask, i select the files it tells me to, but then this comes up:

Cheers
Morts
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Not a problem mate :)


Popup trigger
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Basically, the targets used are the pop-up targets, i need them to start down, then when the player hits the trigger, they pop up, when shot they go back down, and stay down, and to be reset at the beginning, it sounds quite awkward, but theres no way to explain it easily :/