Nicolas Eymerich
Member-
Content Count
167 -
Joined
-
Last visited
-
Medals
Everything posted by Nicolas Eymerich
-
that was the missing thing... Okay! Thank you. Regards Nicolas
-
Hi Karillion, I'bve downloaded yesterday the mission but i was unable to play it. In particular, after The deploy what is supposed for me to do? I mean, I've bring the Ural near a mine but I've received this message: This flag is under civilian control. (don't remember the sentence exactly) And I've received this message bringing the ural in 3 diffwerent place... - Some suggestions: I've noticed that when you load the mission there's a second before luanching the black screen. Have you tried to launch the black screen (titlecut) in the init field of the soldier instead that launching it in a script? Regards, Nicolas
-
RHS Hind v1.0 for ArmA
Nicolas Eymerich replied to Shadow NX's topic in ARMA - ADDONS & MODS: COMPLETE
I've tried this add-on... It looks really good! GREAT WORK -
29 ( ) ....
-
Hi,  Just 2 question I can't found any answer. 1) What is the... "price" you've to pay when you pre-process  a function? I mean: How many functions you can preprocess and however is there a drawback?  2 Is "BiTsream" the only dialog font avaible in arma? Edit --> BiTsream = BitStream
-
I've this annoying problem: In my mission, you can call some support teams. Teams are bringed on the battlefield by a chopper The landing position it is setted by user (onmapsingleclick). Now: How can I add a control to the chopper, when itself is near to disembark the team in a forest?
-
Great work!! Downloading now. Tonight I'm going to test it!
-
Small ethical question
Nicolas Eymerich replied to ColonelSandersLite's topic in ARMA - ADDONS & MODS: DISCUSSION
I agree. You should also consider that the Author could not be interested in answering you. At least in my modest point of view, you should ask and wait for the permission. -
Wow... First time I've looked your images I've exchanged them for real.. Downloading now! Great work!
-
This is the description of a dialog but #define FontM "tahomaB" #define ST_LEFT 0 #define ST_RIGHT 1 #define ST_CENTER 2 #define CT_STATIC 0 #define CT_ACTIVETEXT 11 class RscText { type = CT_STATIC; idc = -1; style = ST_LEFT; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.04; }; class RscActiveText { type = CT_ACTIVETEXT; idc = -1; style = ST_LEFT; color[] = {1, 1, 1, 1}; colorActive[] = {1, 0, 0, 1}; font = FontM; sizeEx = 0.04; soundEnter[] = {"ui\ui_over", 0.2, 1}; soundPush[] = {, 0.2, 1}; soundClick[] = {"ui\ui_ok", 0.2, 1}; soundEscape[] = {"ui\ui_cc", 0.2, 1}; default = false; }; class DlgTutorial { idd = -1; movingEnable = true; controlsBackground[] = { }; objects[] = { }; controls[] = { HELLO, CLICK }; class HELLO : RscText { idc = 100; style = ST_CENTER; x = 0.4; y = 0.45; w = 0.2; h = 0.1; text = "Hello World!"; }; Class CLICK : RscActiveText { idc = 101; style = ST_CENTER; x = 0.4; y = 0.65; w = 0.2; h = 0.05; text = "Click Me!"; action = "ctrlSetText [100, ""Thanks""]"; default = true; }; }; I've experimented too much painful crash to desktop. The error message says: Error in line 42 "Expected C Instead ="
-
{_Vehicle addMagazine _x} forEach weapons _Vehicle
Nicolas Eymerich posted a topic in ARMA - MISSION EDITING & SCRIPTING
It worked in OPF 1.96 Any help? p.s _vehicle is an object passed by another script. -
{_Vehicle addMagazine _x} forEach weapons _Vehicle
Nicolas Eymerich replied to Nicolas Eymerich's topic in ARMA - MISSION EDITING & SCRIPTING
In other words... ..there isn't other way to fill the ammunition of the vehicle? Btw Thanks for the reply... -
stupid nooby question
Nicolas Eymerich replied to RjC_77's topic in ARMA - MISSION EDITING & SCRIPTING
fastest way: in the leader's init field: {_x moveincargo (name your vehicle)} foreach units group this (No animation, however) Using a waypoint maybe shoul work something like this: 1) Give a waypoint (move) to your team leader near the vehicle you want them to board 2) in the activation just type those two lines: {_x ordergetin (name your vehicle)} foreach units group this Should work. Not tested. -
Mapfact releases: AH-64A and CH-47D
Nicolas Eymerich replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
GREAT!! Now I'm at work. I can't see to try it this evening. Thank you!! -
congratulation!! Great work as usaul...
-
Yesterday I've managed to make this simple script: _Heli = _This select 0 _group = _This select 1 ;ferma l'elicottero _heli forcespeed 0 @ ( (speed _heli) < 1) _units = ( units _group ) _i = (count _units) - 1 _Heli Flyinheight 1 @ ((getpos _heli) select 2 ) < 2 #Lp ~.5 If (_i != 0) Then {unassignVehicle (_units select _i); (_units select _i) action ["EJECT",_Heli]; _i = _i - 1; goto "Lp"} else {_heli forcespeed 40; _heli flyinheight 50; _heli domove [((position player) select 0) + 500, ((position player) select 1) + 500]; exit} exit This script make disembark a group from a chopper. It is called by the foollowing sintax: [Name chopper, group] exec "stopheli.sqs" name chopper = name of the chopper Group = group in the chopper Note. Group is a team group (in the int field of the leader --> A = group this; {_x moveincargo namechopper} foreach units A). It is indipendent from the chopper itself (in other words, they're 2 differents group). Now, the strange thing After the chopper disembark the team, it flies away {_heli forcespeed 40; _heli flyinheight 50; _heli domove [((position player) select 0) + 500, ((position player) select 1) + 500]; exit} <-- Last line of the script Strangely, the group will follow the chopper considering it as it's own leader. I've tried to put my player inside the group, and the pilot of the chopper is considered as the leader of the team. Is this an Arma Bug or a Fault in my script?
-
Not tested though. If foreach doesn't work on multiple commands, use "action" and "unassignvehicle" in 2 foreach lines. Â Thank you I've managed to solve the problem in a different way. Your suggestion is good but creates a strange effect: all unit are removed immediatly from the chopper. It is a bit unrealistic, in my opinio. Thanks however.
-
No. It was my fault. This is where I've mistaken: Lp ~.5 If (_i != 0) Then {unassignVehicle (_units select _i); (_units select _i) action ["EJECT",_Heli]; _i = _i - 1; goto "Lp"} else {_heli forcespeed 40; _heli flyinheight 50; _heli domove [((position player) select 0) + 500, ((position player) select 1) + 500]; exit} Try to guess... What happen when _i == 0 ? The script exit but... _i = 0 is, in fact, the leader of the team In other words, the leader weren't disembarked. I've just solved yesterday evening. @ Balschoiw Some time it happens to be mistaken... It's happened even to Bis.
-
Onmapsingleclick and a spawn question
Nicolas Eymerich posted a topic in ARMA - MISSION EDITING & SCRIPTING
Okay... This is a part of a script code which worked well in flashpoint: Hint format ["CHOOSE AN INSERTION POINT FOR %1\nCHOPPER STILL AVAIBLE = %2", ((Array_Type_Man select 2) select _Script), (2 - P_Var_DropInfantry)] ArrMovePosInA = [0,0,0] P_G_onmap = false _end = time + 30 onMapSingleClick { (ArrMovePosInA = _pos); (P_G_onmap=true); (onMapSingleClick{})} #wait ~.1 ? time > _end : HINTC Format ["WARNING! OPF IS AWAITING A DESTINATION FOR %1. PLEASE, OPEN THE MAP AND CHOOSE A DESTINATION", ((Array_Type_Man select 2) select _Script)]; _end = time + 30; Goto "wait" ? ! P_G_onmap : goto "wait" This code does'nt works in Arma Can someone explain me why? -
Onmapsingleclick and a spawn question
Nicolas Eymerich replied to Nicolas Eymerich's topic in ARMA - MISSION EDITING & SCRIPTING
In OFP, you needed to "release" onMapSingleClick so that it stopped peforming the command for each map click. This was often done by adding onMapSingleClick{} to the end of the command string, allowing the onMapSingleClick to happen once, then revert to default behaviour. You used this method in your initial script! I was refering to arma sintax. -
Onmapsingleclick and a spawn question
Nicolas Eymerich replied to Nicolas Eymerich's topic in ARMA - MISSION EDITING & SCRIPTING
Three replies in less than 15 minutes I assume it's quite useless repeat the command inside the " ". I've been using it to choose multiple locations on the map. And i've used the right statement reported 3 post up. -
Onmapsingleclick and a spawn question
Nicolas Eymerich replied to Nicolas Eymerich's topic in ARMA - MISSION EDITING & SCRIPTING
Errr... Sorry!!! Thanks for you answer. -
Onmapsingleclick and a spawn question
Nicolas Eymerich replied to Nicolas Eymerich's topic in ARMA - MISSION EDITING & SCRIPTING
I've a look to Murlay - artillery script yesterday evening and i've solved the problem. This is the wrong code: onMapSingleClick { (ArrMovePosInA = _pos); (P_G_onmap=true); (onMapSingleClick{})} This is the correct now: onMapSingleClick " ArrMovePosInA = _pos; P_G_onmap=true; " Thank you for your feedback guys. Even if, still now, I don't understand the reasons of those sintax changes -
Onmapsingleclick and a spawn question
Nicolas Eymerich replied to Nicolas Eymerich's topic in ARMA - MISSION EDITING & SCRIPTING
Infact. (thank you for answering however) The error I get sounds like this: Errore type sequence; expected code (I've traslated due to the fact I've the Italian version) -
I've a different problem. The first shot is always "played" in mono. And yes. I've your same sound card too. Have you tried to update yuor driver? There shlould be a new versione of octobere (or november) of the past year.