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Namikaze

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Everything posted by Namikaze

  1. Namikaze

    AAN - ArmA Navy

    Which is why you should search.
  2. Yes, object1 is the person "firing" the satchel. Which is to say, placing it. I don't know if placing the satchel triggers a "fired" event handler, but if it does, then it should do the trick. Use a "fired" event handler to create the "killed" event handler. This theory is untested though, and relies on the event handlers triggering on the right conditions.
  3. Like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> object1 addEventHandler ["killed", {object2 addEventHandler ["killed", {hint "this is the second event handler";}];}]; It's probably easier to read like this: pastebin link
  4. Depending on how you're referencing the units, you might have a problem if you don't delete them asap after deleting the vehicle. For example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> deleteVehicle driver car1; or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> deleteVehicle unit1; car1 and unit1 are unique names for the vehicle and the unit you want to delete, respectively. If you're trying to delete the unit by referencing the vehicle, you'll have a short window of opportunity to delete the unit as the vehicle will no longer exist. You might try deleting the units before deleting the vehicle.
  5. I know it's a lot of work to read through 75 pages of threads, which is why I'm bothering to repost this. In the future, if you want to find something in a long thread, the best solution is to hit the "Print thread" button and then do a word search.
  6. You might also be able to put a "killed" event handler on the satchel. If it's placed by the player, you'll have to create the event handler through a "fired" event handler. Which sounds more complicated than it is.
  7. Namikaze

    Custom respawn(?)

    Here's your link: link. Sorry for being a smartass about it, but really....
  8. Namikaze

    Avgani and Afghan Village

    I'll hazard a guess and say that your unit is in the right X Y coordinates but not in the correct Z position, right? If so, this will fix it: setPosASL.
  9. Namikaze

    ArmA Addon request thread

    That is very strange indeed... the cord is going into something on his back... I wonder what happens if they get a red ring? :P
  10. Namikaze

    ArmA Addon request thread

    The guy on the left of that picture is using what exactly? It looks like an XBox 360 controller....
  11. Namikaze

    Conflict Zone Mindanao

    I'll be honest, when I first saw the models for this, I was unsure of how they would turn out in the game. But seeing the lighting and the additional work put into them has made me a believer. I agree with Manzilla, these units will be a welcome addition to the community.
  12. Rip, you do a good job with the object placement and map layout in a very short time. It's not 100%, but I don't think anyone could get near 100% in the scale of the maps you're making without spending months working on a single map. Great work!
  13. Namikaze

    Scripting help needed

    Ahh, okay. I personally use the BBCode "code" tags when giving code examples, because it's easier to read. :P
  14. Namikaze

    TrueGameplayMods

    Yup! Â It's in public beta right now: link
  15. Namikaze

    Scripting help needed

    How do you have _targets defined?
  16. You would need to contact sales@vbs2.com to get that information.
  17. Namikaze

    In-Game Video???

    Also, someone around here (you'll have to search for it) created an addon for making signs that can swap textures. Â He used it to make a pretty nifty "blinking" neon sign, among other things. EDIT: Found the YouTube video . Based on the name of the person who posted the video, I would assume that the author was Myke. But I can't find the addon (search is wonky at best). Good luck.
  18. You're right about that. I didn't bother reading the first two code blocks because you said you were trying to merge the new code with the "first config". The problem here is obvious then. There isn't a config. Just make a file called init.sqf for your mission, and it will load and run at the beginning of the mission. Make sure you include <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sleep 0.001; at the beginning of your script, so that the game doesn't freak out on you. If you're trying to put this into a config, then you've got a long way to go. I don't think that configs are the solution here. For scripting help, I would check in the Mission Editing & Scripting section.
  19. TBH: you're using SQS script... I can't speak for everyone, but I believe the majority of the community uses SQF, which is WAY more readable and easier to debug. That may be why you haven't gotten a response yet.
  20. Quick answer: the second quote is from a SQF script, not a config. I would put that script into init.sqf and viola!
  21. Namikaze

    No fuel = No pilots

    Right right, I should have thought of that. One method would be to start the crew on the ground somewhere (near the heli or wherever you want, really) and then give them a waypoint near their start point (just like you did with the heli). Then their next WP would be near the heli, type would be "LOAD" or "GETIN" (I can't remember which will make them board properly). In this case, you would want to remove the extra WP from the helicopter, since the crew isn't on board and ultimately it's the crew that you want to travel to the location. I know there are other ways to solve this problem, using scripted commands like flyInHeight and setFuel, but the answer above should work without needing anything but the mission editor.
  22. No one was critisizing the functionality of the vehicles. But even the bus driver can like or hate the LOOKS of the ferrari. Peole are missing a point, yes VBS is amaizing it can do amaizing things that ArmA cant even dream about, yes its used for training and doesnt have to look great. Please lets stop discussing it and get back to praising it Not to re-open this can of worms, but didn't you start the criticizing of VBS2 for not having the visual quality of community-made ArmA addons? >.< Maybe this thread should never have existed in the first place.
  23. Namikaze

    No fuel = No pilots

    Give the helicopter a waypoint right on top of their spawn position, and put a condition on it. Something like "booleanName" which is a boolean expression. When booleanName is true, the helicopter will complete the waypoint and move to the next one. Just make sure to define booleanName at some point, and you should be golden.
  24. Namikaze

    In-Game Video???

    Looks like he's swapping the textures on the TV screen really fast. Channel 2 is just a static texture, and Channel 1 is a loop less than a second long. The "snow" is also three or four images.
  25. Namikaze

    Bypass Player?

    Sounds like these addons have their actions hardcoded to work for the player unit in various capacities. If you look at their configs, I'd bet that they've got actions defined with "this == player" or something similar defined as a condition of activation. You might try contacting the addon makers and see if they can provide more specific information for tweaking their addons.
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