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NeoArmageddon

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Everything posted by NeoArmageddon

  1. Ui... this kind of foreach is new to me.... try this Sleepers = nearestObjects [sleepZone,["Man","Car","Tank","Air"],1000]; { _x disableAI "Move"; _x disableAI "Target"; _x disableAI "Autotarget"; } foreach Sleepers; P.S. nearestobjects "ALL" will get everyhing... cars, tanks, fences, buildings... and thats not what you want^^
  2. NeoArmageddon

    Script Causes Crash

    No! Its not the command, its the infinite loop AROUND this command if there is no KNOWN enemy to the unit near. You must add a "~0.5" after "findnearestenemy" to prevent your script from being killed by arma. Your SQF version looks quite good... you added a sleep in the loop, if there is no known enemy near, great. The error is maybe related to "isNull". Since ArmA2 the "isnil" command has another syntax. Maybe isnull is similar to isnil. Try this: (isNull ("_alpha")) P.S. Or try "isnil" because findnearestenemy can return nothing
  3. Uh! We need bananas and holy grenades!^^ BTW: Script looks nice.
  4. Dont think so.... i dont need to test your script to know whats doing ... maybe you can replace the sheep with the old woman. Or you expand the script to moles, cows with bse and a super sheep (and aqua super sheep^^) P.S. Maybe i will try the script later
  5. NeoArmageddon

    Script Causes Crash

    Okay.... first... try sqf instead of sqs. Its better for such scripts.... its faster AND you can preload sqf as a function. With sqs the script is loaded from file every time you exec it for a ai... if you have 100 ai's you script will be loaded 100 times from the sqs file. With sqf and a preload its just loaded one time. The mistake in the script my be here: #check _alpha = _a findnearestenemy _a ?(isnull _alpha)): goto "check" goto "death" The description of findnearestenemy is: So if you AI dont knows about any enemy, the script will stuck in the findnearestenemy-loop. You have an infinite loop without something like ~0.1. findnearestenemy is a command that needs a lot of performance and you exec it every engine-tick.... so arma will kill the script to prevent you computer/arma2 from beeing shut down/freeze. Try to insert a ~1 and you script might work well.
  6. NeoArmageddon

    FLIR some ideas

    _ppColor ppEffectEnable false; _ppInversion ppEffectEnable false; _ppGrain ppEffectEnable false; Just disable your created effects.... Your Script dont change the normal effects, it just adds a new "layer" off effects... and if you disable them, you will see the game in a normal view again... easy and useful isnt it?
  7. NeoArmageddon

    Bushes & forests?

    The editor is not for making maps, its for making missions. If you want to place bushes and trees on a map (island) you have to wait for the new visitor. Thats for map making... (or sombeody unlocked bushes etc in editor too... but thats maybe too much config work... does bushes already have configs?)
  8. NeoArmageddon

    Noob Question

    Same way as in ArmA1 Create a "description.ext" in you missions folder. Write this in it: respawn=3; respawndelay=10; And Create a marker with the name "respawn_side" for each side on the map. (example: respawn_west, respawn_east) Thats it
  9. NeoArmageddon

    Display Errors?

    C:\Documents and Settings\Administrator\Local Settings\Application Data\ArmA 2 Its the Path to the Temp folder with arma.rpt , cache etc... In MyDocuments\ArmA2 Other Profiles\Name\ you can find your "work" folder with editor missions , tpls, faces, etc
  10. The createunit command supports a entry for the init, you can use this... [this] joinsilent GrpNull; this setcombatmode "Safe"; This selectweapon "AALauncher (or somethink)"; this dofire Plane; Or you can launch a script with more informations for the unit: dumvar = [this] execVM "script.sqf"; script.sqf _unit = _this select 0; [_unit] joinsilent GrpNull; _unit setcombatmode "Safe"; _unit selectweapon "AAthing"; sleep 5; _unit dofire Plane; waituntil {not alive plane}; deletevehicle _unit; ;
  11. NeoArmageddon

    Detecting Walls

    Mybe you can use this: http://community.bistudio.com/wiki/findCover
  12. You must create a Opfor unit somewhere in the editor... the east side must be initalized to be able to create other east units (or use "createcenter east").
  13. NeoArmageddon

    Camera effects

    You can solve all your problems with a camscript: http://community.bistudio.com/wiki/camCreate http://community.bistudio.com/wiki/camPreparePos http://community.bistudio.com/wiki/cameraEffect ...
  14. NeoArmageddon

    Detecting Walls

    Mhh... i think the ai finds hidingpositions very well, but you can get objects with _obj = nearestObjects [unit, ["house"], 200]; Instead of house try "wall" or "fence" (or ["wall","fence"]).
  15. NeoArmageddon

    Chat in SP?

    Normally the same way as in ArmA1... have a look in your arma.rpt, maybe you make a syntaxmistake... have you a ";" at the end of line?
  16. NeoArmageddon

    Display Errors?

    Yes.... no errors is very annoying! But you can read all errors in the arma.rpt file... you can find it in /user/username/appdata(invisible)/local/arma2 (on vista). This is the ArmA-Log-File
  17. If you want to compare 2 values, you must use "==" instead of "=". Try this: if ((fuel _unit < 1) and (count crew _unit )= 0)) then {_moved = true;}; And dont forget to add ";" at the end of lines IN blocks (like if code block) too. I added one above
  18. NeoArmageddon

    View Distance in Multiplayer

    In MP the mission/server sets the viewdistance to prevent players with a highend system to get a unfair advantage. The AI can also see just as far as the servers/missions viewdistance!
  19. NeoArmageddon

    ARMA2 forces my machine to shutdown

    Thats a bad idea. Having the side off will cut the airflow around important parts. the air from the fans will just go everywhere execpt the parts, where its needed. Close you computer and install a new fan somewhere on the back or the side, this will help you more keeping you system cool. BTW: If you clean you computer with compressed air, take a screwdriver and block the fans in the PSU and the CPU when you blow the dust off... the compressed air can speed up the fans to a dangerous level... they can be damaged!
  20. But making a deathmatch with limited respawns script etc is not as easy as Carl said. First you must learn sqs and sqf and some knowledge with the editor (and thats in mr murrays editing guide). Making a map in ArmA is very similar to programming a 3d app (just without the render stuff ^^). If you need something to start: download a deathmatch mission, depbo it, and put it in your editorfolder. Open it in editor, and change the location and or the units. Place weapon boxes or cars. That would be a good start to scripting and mission making.
  21. NeoArmageddon

    IAWS standard definition

    As i said to you in ICQ: i need empty mags for the refill/loadout module... but i think i can make them on my own. BTW: I just started working on the loadout system for IAWS
  22. This section is for the tool "visitor" as mentioned above. With visitor you can create islands in arma (1 and 2) like utes or chernarus. But the visitor "update" for arma2 has not been released yet.
  23. NeoArmageddon

    Two noob questions

    1. You can place them with a script or the init line of a unit in a box. Write this to the Init Line of a weapon box: this addweaponcargo ["AKS_Gold",10]; this addmagazinecargo ["30Rnd_762x39_AK47",10]; This will add a 10 Golden AKs and 10 AK Mags to a box or a vehicle. If you want to give the player a weapon, you must write something like this to the init line of the players unit: removeallweapons this; this addweapon "AKS_Gold"; this addmagazine "30Rnd_762x39_AK4"; Now the player (or ai soldier) starts with just an golden ak and one mag. 2. You cant see into buildings from the editor. Objects placed "over" an building, will be on the roof, but you can manually adjust their hight with the init line of the object. this setpos [(getpos this select 0),(getpos this select 1),10]; The unit with this text in its init line will be placed 10 meter over the ground (just modifie the last value (10))... this will be the something like the the 3. floor in a building... its not easy to place an object correct at the first try, place... preview... adjust and so on. If you want to place weapons on the floor, you need somethink called weaponholder. Its like an invisible ammobox... everytime in game you drop a weapon on the floor, a weaponholder will be created. But you can place a weaponholder via script or init line of another object... here is the clue: Place a invisible heli H and write this to the init line: myownholder = "weaponholder" createvehicle getpos this; myownholder addweaponcargo ["AKS_Gold",1]; myownholder addmagazinecargo ["30Rnd_762x39_AK47",10]; The first line creates a weaponholder at the helihs prosition. Its name ist stored in "myownholder". You can modifie this name for each weaponholder you want to place (maybe "holderfürgoldenakonhospitalroof" ^^). In the second and third line your holder gets an Golden AK and 10 Mags... you can change the weaponholders position by changing the position of the helih BEFORE the "createvehicle" command. If you want the holder to be 8 meters over ground, the init line if the helih may be look like this: this setpos [(getpos this select 0),(getpos this select 1),10]; myownholder = "weaponholder" createvehicle getpos this; myownholder addweaponcargo ["AKS_Gold",1]; myownholder addmagazinecargo ["30Rnd_762x39_AK47",10]; Thats it^^ Edit: You can find a list of all weapons and magzines here: http://www.g-g-c.de/forum/showthread.php?t=10251
  24. NeoArmageddon

    Editing existing mission

    If you extract a pbo you wont see some kind of window like winrar or zip... the depbo tools creates an folder in the same dir as the pbo with the extracted files. You must copy this folder to Your_Name\Dokuments\ArmA2 Other Profiles\missions. Now you can load the Warfare in the editor.
  25. Try to place the function module... you can find somethink similar unter F7 (Modules). With the Waypoints a cant help you.
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