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Rastavovich

BI Developer
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Posts posted by Rastavovich


  1. 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.


  2. 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


  3. So there's no way I can make a mine run like that with only a script activated by an eventhandler?  confused_o.gif

    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.


  4. 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 smile_o.gif


  5. 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.


  6. 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" \

    };


  7. 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.


  8. 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.


  9. 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.


  10. 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 sad_o.gif

    Mfg MEDCIUS

    If you mean the fire effect on destroyed vehicles.. it is not deactivatable by default commands.. maybe we will include that later.


  11. 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).

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