Rommel
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Everything posted by Rommel
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What is RMM_recordPos A time saver. It records the players positions to an array, which can then (via trigger) be copied to your clipboard for easy output. Why would you use RMM_recordPos You can spend hours trying to get the perfect position for things in the editor, or even the 3D editor, but a hands on approach is still the best way when placing units in the 2D editor. How to use RMM_recordPos Use the action in the players menu 'record position', to add a position to the array, this is done via RMM_record.sqf. To copy the array to the clipboard, use 0-0-1 To copy the current player position to the clipboard, use 0-0-2 To reset the array, use 0-0-3. Hopefully this helps save time, I know it has for me. http://www.4shared.com/file/147105212/8a6023b3/RMM_RecordPosChernarus.html (fyi: attachments don't work; error received was 'cannot access uploads path')
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HALO, how to add it ?
Rommel replied to gonza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe vectorDir? Otherwise I don't think it is possible. -
Coop Essential pack Rearmed
Rommel replied to Grimfist's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wouldn't recommend this if you using lots of groups, whilst it is slightly less laggy than having the groups themselves, the script checks are very heavy on CPU. As for it not working, I'll be releasing my own pack soon, just wait a few days. -
Basic Briefing howto
Rommel replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That is what the FAQ is for, because too many threads need a stick, so their all there. The FAQ is stick-ied. -
Some Tips or Tools for multiplayer missions
Rommel replied to Socrate's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Do you need to run a dedicated server to test out your missions? I run a dedicated on a separate PC, and just change the file name according to time. ie 0953.Chernarus.pbo (current time in morning), you can add new missions, but you can't override them. -
Interesting Syntax
Rommel replied to StrongHarm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why waste memory. -
Interesting Syntax
Rommel replied to StrongHarm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just a theory :P -
Need different way to disable AI (agein)
Rommel replied to WA Lancer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
{ commandStop _x } foreach <UNITS GROUP> Works perfectly. Hope you enjoy. Try in conjunction with (to stop group leader issuing attack commands, which may break the command): <GROUP> enableAttack false; -
Multiplayer Framework
Rommel replied to TemichSablin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
processInitCommands effect is global (as setVehicle init is global). So what be the point? :rolleyes: -
How to increase dedicated server FPS
Rommel replied to Preacher1974's topic in ARMA 2 & OA - MULTIPLAYER
Even on an blank map with no one connected? -
It may not work cause the map is lacking LOCATION logics. You can place these down manually, you can experiment which ones because I have no clue. FAQing.
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Triggers and waypoints
Rommel replied to AFreeman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could get a little more complex, but it has a much nicer result. Name the groups. Set up your groups with a few waypoint's, with the first way point being waypoint 1, the next waypoint 2 etc. Cycle the way points. Test. If its working well, then find your 'search' way point (SAD or MOVE) and find its index. Now in your triggers OnActivation put the following: [<GROUP>, <WPIDX>] setwaypointposition [getpos (thisList select 0), 10]; <GROUP> setCurrentWaypoint [<GROUP>, <WPIDX>]; This will tell the group when BLUFOR is spotted to move the BLUFOR's position and search the area; you could also add a on deactivation line to put the groups search waypoint back to where it was. -
Camo netting height...
Rommel replied to keimosabe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In short: this call {_r = getpos _this; _r set [2, <HEIGHT IN METRES>]; _this setpos _r}; -
How to disable shift+click waypoint
Rommel replied to dupa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Don't believe it can be done. -
(vehicle this) action ["Lights Off", vehicle this]; Maybe... not sure. Worst case, you just do a set hit on the headlights to force them off. EDIT: http://community.bistudio.com/wiki/Armed_Assault:_Actions_List#LightOff
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Maybe some of these will help. Helicopter Insertion/Extraction: http://forums.bistudio.com/showthread.php?t=78066 http://forums.bistudio.com/showthread.php?t=86729 http://forums.bistudio.com/showthread.php?t=79550 http://forums.bistudio.com/showthread.php?t=88968 --- http://forums.bistudio.com/showthread.php?t=89257
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Basic Briefing howto
Rommel replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Picture must be 2^n. ie 2*2 4*4 8*8 16*16 32*32 64*64 128*128 256*256 512*512 1024*1024 I'm sure that should be enough. -
gear assign script issues
Rommel replied to galzohar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showpost.php?p=1334152&postcount=4 That will fix your issue. All grenade launchers won't work 100% without it (selectWeapon is more truly 'selectMuzzle') -
Artillery Question
Rommel replied to Helepolis989's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?t=89257 Have a look at both Artillery (non BIS) and BIS Artillery.Hope this helps. -
Running iteration loops synchronised with game engine frame rate.
Rommel replied to chris330's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have a look at the command diag_tickTime or something similar, it passes the actual time ticked by the computer, that should be helpful. -
How - Keep same loadout after re-spawn?
Rommel replied to Wastelander's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Damnit, will you guys use the SEARCH ENGINE. There is so many threads about this topic. It takes LESS TIME than creating a new post. http://forums.bistudio.com/showthread.php?t=76731&highlight=Weapons+Respawn+Loadout http://forums.bistudio.com/showthread.php?t=82339&highlight=Weapons+Respawn+Loadout http://forums.bistudio.com/showthread.php?t=85601&highlight=Weapons+Respawn http://forums.bistudio.com/showthread.php?t=82669&highlight=Weapons+Respawn That was my first round search. Stop making new threads :mad: -
Excellent news. Thank you so much BIS.
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Still confused about isServer!
Rommel replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
roger, yes, correct no, none, nay -
Arma Scripting Environment Beta
Rommel replied to Ragnar_Darude's topic in ARMA - MISSION EDITING & SCRIPTING
Very cool mate, but if you want to get some more people using this, get it working for ArmA2! It could serve a much broader purpose there. Cheers -
Still confused about isServer!
Rommel replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if (isServer) then { //..local hosted server //..single player //..dedicated server }; if (!isServer) then { //..client on local hosted server (not the host itself!!!) //..client on dedicated server }; if (isDedicated) then { //..dedicated server only }; if (!isDedicated) then { //..local hosted server //..singleplayer //..all clients }; if (!isDedicated and isServer) then { //..local hosted server //..singleplayer }; if (!isDedicated and isServer and not isMultiplayer) then { //..local hosted server }; Bout all I could think of, hope that helps. If you run the code ten times, ten tanks will be made. If you run it on 10 computers, that is equivalent to ten times == ten tanks. Unless of course its a local command, in which it may be 10 times,but only effect on the local machine (ie switchmove). I found this VERY VERY helpful. http://community.bistudio.com/wiki/6thSense.eu:EG Particularly this for you: http://community.bistudio.com/wiki/6thSense.eu:EG#Determining_if_machine_is_Ingame_Server.2C_Ded_Server.2C_Player_or_JIP_Player Execute the ammo on all computers, or in the INIT line, if it is local to server, you won't be able to get ammo, if its just one player, only one player can get the ammo. This can be useful if used properly.