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NeoArmageddon

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Everything posted by NeoArmageddon

  1. NeoArmageddon

    Scripting question

    Create a .txt file and name it "description.ext". Make sure you remove the .txt in the name (in windows standart the .txt is hidden).
  2. NeoArmageddon

    Edit a SQM mission ?

    Why? In google you cant find all pbotools AND in the forum search! Why creating a new thread if every released depbo tool has it own thread in this forum?
  3. NeoArmageddon

    Edit a SQM mission ?

    There are many depbo tools.... just google a little bit.
  4. NeoArmageddon

    Hint Delay

    Ok, thats a better way @ deadfast.... my way is a relic from OFP times^^
  5. NeoArmageddon

    Hint Delay

    Write in the first trigger: delayhint=true; and place a second trigger with your hint massage write to the condition instead of "this" -> "delayhint". Change the timeout in the second trigger to your desired delay.
  6. NeoArmageddon

    Edit a SQM mission ?

    Ups... i forgot the /dokuments/ This directory is for auto downloaded mp missions (missions)
  7. This way of creating works great for me since ArmA1 ... just local vars seems to make problems since A2. And Init line works perfect in scripts ("heliname=this;")
  8. NeoArmageddon

    Edit a SQM mission ?

    a SQM file must be located in a mission folder unter user data\arma2 other profiles\missions\missionname.utes The sqm file must have the name mission.sqm. Thats all
  9. BTW: The code above is not correct, it works but is not correct: This is better WestHeliGROUP = CreateGroup WEST; WestHeli = createVehicle ["UH1Y", [(getMarkerPos "helius") select 0,(getMarkerPos "helius") select 1,0], [], 3, "None"]; pilot1 = "USMC_Soldier_Pilot" createUnit [0,0,0], WestHeliGROUP, "this moveindriver WestHeli; this assignAsDriver WestHeli;"]; For empty vehicles you dont need to create a group, but you need one to create a pilot. The group and the vehicle you createef is stored in the var in front of the command. If you use the same var for both creatcommands the first one will be lost (you dont get this created goup in the script anymore but you need it to create the pilot). And the name if you heli is the var infront of the command.... in this example your heli is named WestHeli (its not the real name of the heli, its a var that stored the name, but thats not a big difference).
  10. We are using the ingame editor and a notepad (or similar) for the scripts... nothing else
  11. With this addon you can spawn vehicles via console in your OWN missions in Editor and SP: http://at.far-space.de/wbb2/jgs_db.php?action=show&eintrags_id=3&sid= It doesnt work in MP! Its restricted to prevent abuse of this console.
  12. Yes, this works. Actions on objects can just be used if the object is known to you. "Reaval" works great, another way is to right click while aiming to the object. This is like the reaval scriptcommand (spotting objects). This can help in cti where vehicles get spawned and you have to get in quick.
  13. I think lightpoints are not the best solutions (becomes laggy) but is a good way to simulate heatview in cutscenes or small mission. In my opinion its nit good for an addon. Mondkalb and me have had another idea, how to realize heatview: It looks that in ArmA2 you can replace textures "on the fly". In a lot of configs are 2 or more "looks" for a unit.... now here is the idea: We make a replacementconfig for all normal vehicles and units with an extra textureselection. This texture is a map of the heat of the unit (a car is blue exept windows and engine). If you switch to the heatview, all textures get replaced (together with some postpossesing effects). This is just an idea and the system is not tested yet... by the way this is a lot of work for the additional textures, but it could be possible i think.
  14. Just start the loop in the Init.sqf.... thats it.
  15. If S1, S2, S3 or S4 is not existing your trigger never fires. Maybe there are 3 of 4 players in the game, so the last slot doesnt exist. The trigger failed cause the trigger is: Not false and Not false and Not false and Nil/Any. Thats maybe one problem in your mission.
  16. Just place a flying f35 over your head and let it say a beep tone. Thats propably the "issue" blackdog had
  17. NP.... If you want the sound to play only on west side, you must edit the triggers condition: this AND (side player==West) This means that the trigger only fired, if the conditions above (activation west, infinite blahblah) is true AND if the side of the player is west (this DONT change the condition, which vehicles can activate the trigger) If you have stereo files the sound is not changed in pitch. The problem with stereosounds is, that you can hear them EVERYWHERE like music. There is no difference between mono and stereo regarding the pitch and lenght of the track.
  18. NeoArmageddon

    Saving Weapons

    clearweaponcargo _corpse; clearmagazinecargo _corpse;
  19. NeoArmageddon

    AddOns in Missions

    Addons are loaded at gamestart, missions load, if you want to play them. But you can make it the other way round: Place missions in addons.
  20. NeoArmageddon

    eventhandler problems...

    Have you looked into the arma.rpt? Maybe there is a syntax error in a srcript or even the init... Thats not correct... as i already said, there is a bug in ArmA2 were after some hours of gameplay and a lot of players on a dedicated server the init wont get started for JIP-players. I saw this bug 4 or 5 times... three times in warfare/crcti and two times on publicbetatest of my serialkiller mission I know yopu know it.... i said that for Turok
  21. Haha.... great^^ You use the sound as "Voice" in the trigger, that means that the unit that activate the trigger is "saying" the sound. The doppler-effect (that is simulated in arma) cause your "strange" sound behaviour but its physicaly correct. http://en.wikipedia.org/wiki/Doppler_effect If you want a sound, that is local int he triggerarea and dont comes from the aircraft, change sound to ambit or something.
  22. NeoArmageddon

    eventhandler problems...

    1. firecount is a global var that is LOCAL!!! on the client... jip dont affect the var on other clients than the jip-player. 2. The init.sqf is just executed on clients at mission start. So it just affect players. If you want to add a handler to the ai, the server must place one. Best way is to add it to the init line of a unit (this affects playable units and players too)
  23. NeoArmageddon

    Assigning Civilians to Faction

    "JIP" always start as Bluefor?`What a ****... forget this.... the side of every unit is set at the mission start. If a playable Civilian starts in a westgroup as AI and is taken over by a player while the mission runs, he will stay west.... even after respawn.... its not possible to change side of a unit during game. To switch side the player must switch the unit (via resign or selectplayer)
  24. NeoArmageddon

    Saving Weapons

    Add this to the player (init line or init.sqf): _EHkilledIdx = player addEventHandler ["killed", {_this execVM "playerKilled.sqf"}]; Create a file named playerkilled.sqf in your mission folder and write somethink like this in it: _unit = _this select 0; //the killed unit _weapons=weapons _unit; //get weapons _magazines=magazines _unit; //get mags waituntil {alive _unit}; //waits for the unit to respawn (is alive again) {_unit addweapon _x;}foreach _weapons; //add weapons {_unit addmagazine _x;}foreach _magazines; //add magazines Please note that in MP the old weapons from the body dont get deleted.... so its possible to "cheat" you an infinite amount of weapons/mags with this script.
  25. NeoArmageddon

    eventhandler problems...

    Sometimes the Init.sqf wont be executed on JIP (looks like 2-4 hours of running missions). Can you check if just the handler dont get added or the whole init.sqf code is missing after jip?
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