zwobot
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Everything posted by zwobot
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Hi all, I've made a my first static object in O2 and basically it is working however the object's name is not displayed when I hover over it in the command view (see attached screenshots). I am sure that the fault is somewhere in my model because I replaced the model of my object with a standard BIS one and then the name is displayed. Can anyone provide advice what I have to add/remove in my model for the object's displayName to get displayed in Ofp? My model has 0.2 LOD View Geometry LOD (with component(s)) Geometry LOD (with component(s)) Fire Geometry LOD (with component(s)) Land Contact LOD p3d download for my model
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Thanks. Inheriting from class Thing works for me as well but the AI does not move as close to the object as I would like them to. I know that all of this was working fine until I made some changes in the model (I am pretty sure not in the config) and then things stopped working as described in the first post :mellow: Update: I've sorted it out and the displayName is shown again. I am not entirely sure yet what was causing the problem and am not investigating further at the moment. My suspicion is that the Geometry LOD was not setup properly (non-convex shapes).
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Mh that's strange. As I said in my inital post, replacing the model in the config with the BIS fence one ("pytle_BSL") displays the name for me. What would be a terrain issue? This is the config I use: // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0 #define WeaponSlotPrimary 1 #define WeaponSlotSecondary 16 #define WeaponSlotItem 256 #define WeaponSlotBinocular 4096 #define WeaponHardMounted 65536 #define CanSeeRadar 1 #define CanSeeRye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 class CfgPatches { class Foxholes { units[]= { "HastyScrape" }; }; }; class cfgModels { class Default {}; class Vehicle : Default {}; class HastyScrape : Vehicle {}; }; class CfgVehicles { class All {}; class Static : All {}; class Building : Static {}; class NonStrategic : Building {}; class Fence: NonStrategic {}; class FenceWood: Fence {}; class HastyScrape : FenceWood { scope = public; vehicleClass="Foxholes"; displayName="Hasty scrape"; icon = "\Foxhole\HastyScrape.paa"; accuracy=0.2; mapSize=1; model="\Foxhole\HastyScrape.p3d"; //model="pytle_BSL"; side = TCivilian; nameSound = "bunker"; }; };
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Is it possible to get Bulldozer working with Cold War Assault 1.99 by adding something to the windows registry or so? I do own an original copy of Operation Flashpoint but cannot install it due to the lack of a CD-ROM drive on this machine.
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Wanted: custom formation script pack (resolved)
zwobot replied to zwobot's topic in OFP : MISSION EDITING & SCRIPTING
Great, thank you. I found parts of it in the rescripted combat patrol mission after posting yesterday but not the whole set of scripts with the example formations. -
Generate random enemies around towns - looking for a script
zwobot replied to colosseum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
DAC 2 might also be an option when you want to have more control about what kind of enemies will be created in which part of the map. -
Assign two different teams with different formations?
zwobot replied to JeProject's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Making a self-injecting addon out of it can't be too hard. I prefer scripted solutions as I mostly edit and play my own mission creations and don't want to install too many addons... I can't remember testing it with pre-set HC formations but it should work both ways with pre-set HC groups. You can test this yourself... -
Assign two different teams with different formations?
zwobot replied to JeProject's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I made a quick demo mission with a script to split your group into HC groups and merge them back with your own group again. Download link. -
Changing Variables
zwobot replied to williampett's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You have to do this with at least two separate commands (untested code follows): _temp = player getVariable "money"; player setVariable ["money", _temp - 500]; Edit: kylania was faster and has psted correct code -
Assign two different teams with different formations?
zwobot replied to JeProject's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
That depends on the situation and the size of the squad or (color) team... I think there are scripts which enable the player to 'outsource' units from his own group into HC groups and vice versa. I can't recall the author or the exact name but I'm very sure it exists. You'll find it if you search around in the forums a bit (the best place to start would be the 'Mission Editing and Scripting' subforum). -
Assign two different teams with different formations?
zwobot replied to JeProject's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Unfortunately it is not possible to assign different formations for color teams in the same group. There is only one formation allowed per group. -
Help with some triggers
zwobot replied to malkekoen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This should work (not tested) this addEventHandler ["Fired",{if (_this select 0=="M40A3") then {M40A3fired=true;};}] Regarding your third question Your code is almost correct but it should be more like that in the trigger's condition line: this && unit1 in thislist && unit2 in thisList -
Help with some triggers
zwobot replied to malkekoen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For this you need to use the hasWeapon command. You can use it in the condition field of a trigger or inside of an external script with a loop checking for the condition to be true every couple of seconds. You can find the name of the weapon in the CfgWeapons list for official weapons. If it is an addon weapon you need to consult the addon readme or use hint format["%1", weapons this]; in the init line of the unit with the weapon you want to check for. Add a 'fired' eventhandler to the unit which already has the weapon in its inventory like this: this addEventHandler ["fired", "hint format[""%1"",_this]"] It will display the required parameters (muzzle, magazine etc.) which you can then check for in a script called by the real eventhandler. -
Project 82 The Falklands/Malvinas war mod Work In Progress - Pics
zwobot replied to cimalex's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It's nice to see another effort to bring this theatre into Arma2. In which way is your team connected to previous Falklands/Malvinas mod teams from Arma and Ofp? -
Thanks for your answers Pac and Canukausiuka. I'm really enjoying your mod and thank you very much for your latest release. I've spent the last week in the mission editor working on missions for my coop group featuring your nice modification. Does this mean the I44 artillery/mortar units cannot be used with scripted commands from the Arma2 artillery module at all? I frequently use the artillery module in SP and coop missions, so it is very important for me and hard to understand why it does not work anymore. Is there any workaround for mission designers? Regarding the Arma2OA based vs new I44 custom setup method for crew served weapons: with my limited config knowledge I assumed making a weapon compatible with the OA setup method was only a matter of one or two parameters in the config file of the weapon. Apparently this is not the case, is it? Another question regarding the camo patterns of the German Fallschirmjäger: why do they have another camo pattern now? It looks very winterish and does not fit well on non-winter islands. Are the previous camo patterns still available anywhere by any chance? Is it allowed to re-use the various fortification compositions you have in your I44 missions in other missions by the way?
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That's right the AI does not do it on it's own but the player could conveniently order them to 1. drop the tripod 2. assemble the weapon 3. get in as gunner all with Arma2's own interface. There are considerably more steps involved to achieve this now because you have to teamswitch into every unit and use the custom interface. Can't the crew served weapons be configured to work both ways? This would be really nice! Oh, and the artillery units do not respond to scripted fire calls anymore, e. g. place a group of two Grw 34 units on the map, synch them with artillery module (named 'e_arty') and let them execute a fire mission [e_arty, 300] call BIS_ARTY_F_SetDispersion; [e_arty, getPosASL trp, ["TIMED", "HE", 0, 60]] call BIS_ARTY_F_ExecuteTemplateMission; They do not react. If you replace the Grw34 units with Podnos mortars, they execute the mission.
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I hope it is not because it used to work for both AI and human players in 2.5 It would be a pity if it could only be used by human players now.
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I don't think it has been asked before: How can I order the AI to assemble/disassemble crew served weapons like the MG42? Is this only available via the custom interface, i. e. not usable by AI?
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Wargame: European Escalation Gameplay
zwobot replied to Cripsis's topic in OFFTOPIC - Games & Gaming
Reading through this whole topic I already wanted to purchase the pre order beta. Then I found out you need Steam :( Is there any information if there is going to be a version of this game which will not require Steam? -
ARMA II Stringtable Editor
zwobot replied to Alex.XP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Both download links in this thread are broken... -
Assigning teams in editor
zwobot replied to drift501's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You have to use assignTeam - not assignedTeam this assignTeam "RED"; this assignTeam "GREEN"; this assignTeam "BLUE"; this assignTeam "YELLOW"; It's not hard. -
Trigger activation if...
zwobot replied to webspliterr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use setRadioMsg to enable the radio alpha trigger only after a certain condition has been met before. -
I think there will be an example script in Mr-Murray's editing guide for Arma. Furthermore a search in this forum should create plenty of useful results, e. g. http://forums.bistudio.com/showthread.php?t=124726&highlight=eject+script http://forums.bistudio.com/showthread.php?t=128749&highlight=eject+script http://forums.bistudio.com/showthread.php?t=125906&highlight=eject+script
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Hi all I'm trying to add a diary record to my briefing in the middle of the mission. Because I'd like it to be multiplayer compatible and some calculations have to be done before updating the briefing I call a script which is only run on the server, the diary record should then be added to all clients' briefings via remote script execution This is the script which I call from a trigger in the editor: if(isServer) then { westCasualties = (countWestUnits - ({side _x == WEST} count allUnits)); eastCasualties = countEastUnits - ({side _x == RESISTANCE} count allUnits); [nil,nil,"per",rHINT, format[localize "STR_hint_aar", countEastUnits, eastCasualties, round (100*(eastCasualties / countEastUnits)), eastCasualties, objectivePointsEast, (objectivePointsEast + westCasualties) - eastCasualties, countWestUnits, westCasualties, round (100*(westCasualties / countWestUnits)), 2 * westCasualties, objectivePointsWest, (objectivePointsWest + eastCasualties) - 2 * westCasualties, floor (time / 60), timeLimit / 60]] call RE; [nil,nil,"per",rCreateDiaryRecord, "Diary", [localize "STR_diary_aar", format[localize "STR_briefing_aar", countEastUnits, eastCasualties, round (100*(eastCasualties / countEastUnits)), eastCasualties, objectivePointsEast, (objectivePointsEast + westCasualties) - eastCasualties, countWestUnits, westCasualties, round (100*(westCasualties / countWestUnits)), 2 * westCasualties, objectivePointsWest, (objectivePointsWest + eastCasualties) - 2 * westCasualties, floor (time / 60), timeLimit / 60]]] call RE; }; Unfortunately the diary record is not added to the briefing. The only reference I can find for this in the .RPT file is the line: DiaryParser: <br/> without corresponding <br> I have no clue what this line is trying to tell me; just to be safe I erased all <br/> tags from my stringtable.csv file but the message is still printed into the .RPT file. Using a stringtable.xml file instead of .csv does not show the message in the .RPT file but the briefing is still not updated... Does anyone have a clue how to get the diary record created properly? Is my RE call correct in the first place (I'm not too sure, since I haven't used it yet with createDiaryRecord)?
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HETMAN - Artificial Commander
zwobot replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there a version of this which does not require an extra addon (apart from CBA), i. e. put a folder with your scripts into a custom mission and call it from init.sqf or something like that?