Rommel
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Posts posted by Rommel
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Interesting, where did you execute the code? I did mine in triggers, and it would not return anything. I'll give it a shot executing in init.sqf.
edit: Yup, works in init.sqf
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Yes you can.
At any one point you can have a max of 576 groups. As long as you don't exceed that at any one point, your fine.
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VARX = format ["%1", {alive _x; _x} foreach allunits];Returns the last unit in allUnits;
VARX = format ["%1", {alive _x} foreach allunits];Returns true;
Semi strange behavior, considering:
VARX= {alive _x} foreach allunitsReturns nothing.
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Not putting enough detail in the title of the tread?lol Wastelander.
while {alive _this} do { _return = _this execVM "scripts\misc_loadammo.sqf"; //refill the ammobox. _weaponholders = nearestObjects[_this, ["WeaponHolder"], 5]; { deleteVehicle _x; } foreach ( _weaponholders select 0); sleep 60; }That should work fine.
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Or my way
this setpos (this call {_r = getpos _this;_r set [2, 50]; _r});Or
this call {_r = getpos _this; _r set [2, 50]; _this setpos _r};Default:
this setpos [(getpos this) select 0, (getpos this) select 1, 10];
Less characters ftw lol. Less CPU usage too I imagine.
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Yes; and if you preview that mission, it will be very very laggy! The AI load is per group. So if you place 144 groups, with 144 units will experience the same (CPU) lag as if you had 1444 units.
cheers,
Rommel
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/* (C)Rommel Von Richtofen // http://creativecommons.org/licenses/by-nc-sa/2.5/au/ */ private ["_object", "_building", "_i"]; _object = _this select 0; if (count _this > 1) then { _building = _this select 1; } else { _building = nearestBuilding _object; }; _i = 0; while {str(_building buildingPos _i) != str([0,0,0])} do { _i = _i + 1; }; [_building, _i]Returns the building and number of positions. Ruebes script does just as well though.
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http://aaf.mioforo.com/download/file.php?id=28&mode=view
Just some random shots I took, using AAW Steyrs and PA Rovers. Loving them. Good work.
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_weapons = _weapons + weapons _veh; _i = 0; { _msg = _msg + format["W:%1 - Index:%2\n",_x, _i]; // _muzzles = getArray(configFile>>"cfgWeapons" >> _x >> "muzzles"); _modes = getArray(configFile>>"cfgWeapons" >> _x >> "modes"); _i = _i + (((count _muzzles) + (count _modes)) max 1); } forEach _weapons;How can that work, _weapons is never defined!? :p
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No. But you can force him to go back to lobby easy enough. Depending on whether its your server as-well, you could incorporate it into the server config to kick those in a particular array?
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First guess:
addSwitchableUnit person
Not needed? This is simply trying to add someone called 'person'. Won't work. Teamswitch works anyway.
Second guess
[d1,d2,d3,d4,d5,d6] join hophead
Your forcing the second group's units to join the other groups units.
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I have a script that needs to detect what magazine is currently loaded in the gun, is there any way to do this?
regards
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"_unit" will never become alive again. Change that to player, and you will be set.
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Cheers, simple and efficient. Well done.
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Not exactly sure what you want, hope this helps.
(count list TRIGGERONE) == {isplayer _x} count crew VEHICLE -
A little strange that you delete the pilot? What is the exact effect of this? Any repercussions? How if the AI is deleted, does it then 'fly off'.
:confused:
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Group all the OPFOR groups to seperate (false for condition of presence) officers as their group leader, this will make them WEST. Whilst still able to place EN OPFOR and EN INSURGENTS.
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It is quite clear.
It could be quite complex.
You could just make a solution by using addAction on the particular location, that action executes a script which creates a trigger on Radio X, for your detonation on call.
The det script
// Pseudocode ..switchMove to your animation ..createTrigger ..trigger statements contain the createVehicle bomb (see CfgAmmo) ..ensure trigger is set to radio activation
You should have all the luck you need if you read through these following BIKI threads.
http://community.bistudio.com/wiki/createTrigger
http://community.bistudio.com/wiki/addAction
http://community.bistudio.com/wiki/switchMove
http://community.bistudio.com/wiki/createVehicle
If your using multiple locations, have a look into getPos aswell. This is important to ensure the trigger is placed where the player is.
trigger statements help
_trigger setTriggerStatements ["this", format["_bomb = '<Bomb type here>' createvehicle %1", getpos _trigger], ""]
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0min!? You must be setting a date behind the actual date difference. If you choose a date after your mission editor set one (ie in the mission settings) you will have positive time.
I use setDate to set about 5 months ahead, and it is usually 'time passed' is around 5000minutes, so you could make a differential script that would work out the actual time passed, but I'm not sure how you could do that.
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Was doing some AT backblast testing, and thought these looked really nice ingame. I have high definition versions available to those who want them.



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Introduced to OFP by a mate in 2001, have bought all the games the moment they came out thereafter (digital download) in another language, then bought another copy in English soon after.
I run an ArmA2 server and a squad for A2. My original version of OFP was a pirated copy, however I now have 4 copies of the game (OFP, OFP RH, OFP Gold and the pirated copy). 2 Copies of ArmA2, and 2 copies of ArmA1. (All legit of course fyi).
I believe in paying for quality.
^_^
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You could either on a radio trigger fix, or just in a loop somewherel, use this.
player addrating -(rating player)
It will stop that problem.
You could make it more specific if you wish, but that is the quickest solution.
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We are at patch 1.04, perhaps a new thread?
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Having never seen this bouncy bodies problem. However as suggested, a simple deletevehicle after a few seconds should be suffice.

Interesting: FOREACH in FORMAT
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Which is what intrigued me, the first two make sense.