Rastavovich
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Posts posted by Rastavovich
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Errormessages would help to find the error.
2 things I saw:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> magazines[]={"AK74","AK74","AK74","AK74","SmokeShell"
;,"SmokeShell"};
the ; inside the weapon array will cause trouble, that can be seen several times.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">magazines[]={"PPSH41","PPSH41","PPSH41","PPSH41","PPSH41&
quot;,"HandGrenade","HandGrenade","HandGrenade"};
what is """, also visible in several entries.
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forceHideGunner = true;
forceHideDriver = true;
forceHideCommander = true;
are used for that
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Try
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fired="[_this] exec {\rktskyraider\cluster.sqs}; if ((_this select 1) in [{RKTRocketRail},{RKTRockeyeRail}]) then {if ((_this select 1) == {RKTRocketRail} && (((_this select 0) ammo {Zuni})%4 != 0)) then {(_this select 0) flyInHeight 400}}"
the single " in the eh confuse the engine
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ah, my bad, didn't read through the script example.. maybe your black comes from the modelpart behind the hiddenselection?
what happens if you dont apply a texture at all, is then everything black there?
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Problem is in using .pac files which do not support alpha channel IIRC. Use .paa instead.
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So there's no way I can make a mine run like that with only a script activated by an eventhandler? Â

Actually that script would be called over the init-eh of the mine. But it would be configured over the trigger. Else it would be quite a bit harder to get a list of vehicles that can set it of.
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Your modified script cannot work, because you actually took out the distance checking of the mine and ordered instead to just explode.
I would suggest you use a trigger with a fixed name (needs to be set by the missiondesigner) and a script that checks for the units that can activate that trigger. In that case you can fast set up if mines are detonated by one side or by all, and you need only one trigger for all mines/bombs/whatever.
Assuming you have a trigger called "MineActivator" with Activation: All, Multiple times, you can use:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_bomb = _this select 0;
#check
 _activatedBy= list MineActivator;
 _index = (count _activatedBy) - 1;
 #check2
  ? (_bomb distance (_activatedBy select _index)): goto "boom"
  ? (_index > 0): _index = _index - 1; goto "check2"
  ~1
  goto "check"
#boom
 _bomb setDammage 1
 exit
Edited: _index was initialized with value out of range, but noone spotted so far

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It defines which mode the character is in and which animations are binded to the keys in this mode.
Ie: the player has his rifle in his hand and stands. This would be CombatActions. The player moves now forward, the engine looks in CfgMoves.Actions.CombatActions.walkF and finds there the animations it has to play now for walking forward, in this case the animations defined in class CfgMoves.States.CombatWalkF.
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Wild guess
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">};
...
class jeepMG: jeep {};
class wood_usmc_m1025_m2hmg: jeepMG
The code you represent here with "..." misses one closing };
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The problem is that #define are single line based, so everything you put in the other lines will be seen as different entries. To use multilines use \ at the end of each line.
ie:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define Wood_WOUNDS wounds[]= { \
"xicht_a.paa","xicht_a_zranen", \
"xicht_b.paa","xicht_a_zranen", \
"xicht_c.paa","xicht_a_zranen", \
... \
"\HYK_USsol\wl\aarm_L.paa","\HYK_USsol\wl\aarm_Ld.paa", \
"\HYK_USsol\wl\rarm_L.paa","\HYK_USsol\wl\rarm_Ld.paa" \
};
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You forgot the closing } of
class MILES_M249 : SoldierWB
{
...
that causes that all other classes under it are seen as subclasses of this one (and those are not shown in editor).
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Yes that is possible.. but it requires some scripting plus the use of fire-eventhandler of the vehicle that uses the weapon.
The idea behind is, that you fire a dummy weapon and then let a script (triggered by fired-eh) fire the "real" weapon in the right firemode.
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Since you have a static weapon (which is basicly a vehicle) you could use the fired-eventhandler to call a script as soon as the current magazine runs out of ammo.
fired= {if ((count _this select ..) == {playthesound}};
can't remember exactly which index you should use, look in the comref, it should be the one that returnes the magazine.
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oymans example misses one }; directly before class CfgVehicles, so your CfgVehicles is seen as subclass of CfgModels.
Tip of someone who knows: add also an initeventhandler which sets the animation to 0.5 at the beginning;)
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ffMagnitude=XX; ?
ffFrequency=XX; ?
Ignore those, they were for force feedback
aiRateOfFire=5.0; // delay between shots at given distance
aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero
maxLeadSpeed= maximum speed the weaponhodling vehicle can go and fire the weapon.
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try W3Schools Online Web Tutorials
PHP and SQL, don't know how much they go into detail, but for the beginning it should be ok.
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No the // in front of the line shows the engine to ignore this line while parsing through, its only a comment to show how the value 11411 in the weaponSlots entry is reached.
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The config was outsourced in one of the later VITAPC versions, to enable config modifications/repairs without forcing a big download, so your 3 file setup is correct.
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In your script you have use several times _vehicle instead of _plane. Not sure but maybe the
?(!local _vehicle): exit, just closes the script because local _vehicle should be false (since never defined), and the inverse of it is true.
PS: I would not check for damage in that script, I would use a alive check. And it might be a bit more cpu efficent to handle the complete suspension over the engine eventhandler, so the script doesnt run, when not needed.
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which eventhandler you use for calling the script?
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Hiddenselections have to be defined in a config.
Accessing them over scripts is then done over the setobjecttexture command.
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It is perfectly possible, you should look at the Landrover models in the DKMM UKPack, they use "active" suspensions, which can be modified to lowrider equippment (only a scripting question)...
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Hi,I have one question to the VitAPC Pack v1.4:
Is it possible to deactivate the fire-scripts? Checked the readme and even tried to find something in the config, but wasn't succesful at all

Mfg MEDCIUS
If you mean the fire effect on destroyed vehicles.. it is not deactivatable by default commands.. maybe we will include that later.
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I think they stole all our ideas and if i am not wrong: I can see BAS Bikes BAS MH60 and BAS little birds there....And more... But nothing we can do against that cause we agreed on the statement from bis
I don't think they "stole" the idea, since those modules were designed for US Specialforces and Marines and beat me, but I doubt they would use the program if it didnt have the actual units used by them in it.
That the choice of models used there shows many similarities with the selection of BAS addons just shows that both teams were working accurately on the same topic (US Special Forces).



German Patch 1.01 released
in ARMA - GENERAL
Posted
Are you sure the patch updated everything without error message?
Did you use modified .pbos?