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Rommel

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Posts posted by Rommel


  1. 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.


  2. /* (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.


  3. _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


  4. 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], ""]


  5. 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.


  6. 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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