Rommel
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Posts posted by Rommel
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//Briefingnul=[] execVM "briefing.SQF";
Are you parsing any variables to the script? No.
Are you saving the success value of the execution? I guess not.
Therefore.
//Briefing execVM "briefing.SQF";
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I think j_frost is correct. There is no way to get the game to tell you what posture you are in (as far as I know)... only what posture you are ordered to be in. And if you don't have any squadmates you can't be issuing any orders along these lines.You could change the behaviour of the companions -- "careless" will make them stand up, "combat" will cause them to stay in cover and often go prone, etc. You could tie these to radio command triggers, or action menu, or other things.
It's not quite what you were after but it may be the best bodge available.
Mando getPos, returns the unit position you are in. Checking the bounding box heights can also return whether you are laying down or standing quite easily.
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Trig: BLUFOR, present, repeatedlyCond: {!(_x iskindof "Air")} count thislist > 0
This works fine. Bhaz, this is not needed in the condition. thislist contains only BLUFOR as it has been specified too.
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{if (Name _x == "Big Daddy") exitwith {_name = VehicleVarName _x;);} foreach AllUnits;Becomes
private "_name"; { if (Name _x == "Big Daddy") exitwith { _name = VehicleVarName _x; } } foreach AllUnits;Fixed syntax, fixed scope issue.
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_ehID = player addEventHandler ["Fired", { _s = "B_545x39_Ball" createvehiclelocal [0,0,0]; }];Expected Results:
Player would see a bullet created at position at [0,0,0]
No other players would see it.
Actual Results:
Player see's a bullet created at position at [0,0,0]
All other players see the bullet creation at [0,0,0].
Tested with "UAZ_RU"
Expected Results:
Player would see a UAZ created at position at [0,0,0]
No other players would see it.
Actual Results:
Player see's a UAZ created at position at [0,0,0]
No other players see it.
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Conclusion: Somehow bullets are special.
Despite advertisement of the contrary, the Fired EH is not GLOBAL.
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I sure did mean that.
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Okz well this is the very last message im posting, im gonna leave this forum now, ofpdr is days away! cant wait! :D just like you guys cant! :DI'd make a bet, with a vocabulary like that, an obviously limited intelligence, and the inability to back up any claims with any evidence himself.
This is a troll, first and foremost.
You must love my powers of deduction...
ps. He'll be back to reply to something.
god would you guys just stop feeding wildlife and discuss the game itselfShows you how interesting the game is then?
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The constant relation of these two games is frustrating. They are in no way competing, ArmA 2 wins the mil sim down pat. I just want to know if the damn multiplayer is decent or not. Its the only thing that will possibly sway me to downloading the demo, let alone buying the game.
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http://community.codemasters.com/forum/showthread.php?t=383000&page=15
Thread updating with live information, a player has the game and is answering any questions he can (from the 360 version anyway).
So far, bad news for multiplayer.
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This is easily done. The OP mentions not at the same time, but overall.
In my wave defence mission, we reach up to 300 enemy at one point in time if we have a lot of players on. (Killing over thousands for the entire duration).
You just need to make sure you clean up all UNUSED groups. These caused crashes for me until I realised it.
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This does not appear to be the case. The fault lies in my modification of the angles.

As you can see atan2 returns a direction in positive or negative 180 degrees. :confused:
I can turn the 360degree direction to a positive or negative 180 degrees by using this:
if (_dir2 > 180) then {_dir2 = abs(_dir2 - 360)};or reverse it by doing this
if (_dir1 < 0) then {_dir1 = 360 + _dir1};However its the difference of the two angles that I want; and as 360 == 0, my problem becomes very frustrating, because the difference between 355 and 5 is not 350, but 10!!!
I almost need to do calculations and differentiate those.
edit: The suggestion I made to myself worked.
_trackList = ["Track01_Dead_Forest","Track02_Insertion","Track03_First_To_Fight","Track04_Reinforcements","Track05_Warpath","Track06_Abandoned_Battlespace","Track07_Last_Men_Standing","Track08_Harvest_Red", "Track09_Movement_To_Contact","Track10_Logistics","Track11_Large_Scale_Assault","Track12_The_Movement","Track13_Sharping_Knives","Track14_Close_Quarter_Combat","Track15_Morning_Sortie", "Track16_Valentine","Track17_Marauder_Song","Track18_Ghost_Waltz","Track19_Debriefing","Track20_Badlands","Track21_Rise_Of_The_Fallen","Track22_Chernarussian_Anthem","Track26_Organ_Works", "Track27_Killing_Machines","Ambient01_Cold_Wind","Ambient02_Vague_Shapes","Ambient03_Indian_Summer","Ambient04_Electronic_Warfare","Ambient05_Cobalt","Ambient06_Khe_Sanh_Riff", "Ambient07_Manhattan","Ambient08_Reforger","Short01_Defcon_Three","C2_ND_Ambient"]; while {true} do { _song = _trackList select floor(random(count _tracklist)); _dur = 45; _tT = time + _dur; playmusic _song; while {_tT > time} do { _dist = player distance _this; while {_dist <= 50 and (_tT > time)} do { sleep 0.1; _pos1 = getpos _this; _pos2 = getpos player; _dir1 = ((_pos1 select 0) - (_pos2 select 0)) atan2 ((_pos1 select 1) - (_pos2 select 1)); _dir2 = getdir player; if (_dir1 < 0) then {_dir1 = 360 + _dir1}; _diff = (_dir2 max _dir1) - (_dir2 min _dir1); if (_diff > 180) then {_diff = abs(_diff - 360)}; _volume = 1 min ((1 / _dist) * ((0.25 max (43 / _diff)) min 1)); 0 fademusic _volume; _dist = player distance _this; }; 0 fademusic 0; sleep 1; }; };Well, theres a finished product.
Mono-positional sound with music. :)
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Bumpity bump
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If you are looking for how to add an action and check the caller, then look at this.
http://community.bistudio.com/wiki/addAction
_target = _this select 0; _caller = _this select 1; _id = _this select 2; _target removeAction _id;
Otherwise.
player == Unit1
Is suffice.
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Some of the basics answers were available through a search.
http://forums.bistudio.com/showthread.php?t=76848&highlight=force+eject
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while {true} do { //remove thiswaitUntil {alive player};
_unit = player;
removeAllWeapons _unit;
{_unit addMagazine "30Rnd_545x39_AK"} foreach [1,2,3,4,5,6,7,8];
_unit addWeapon "AK_107_GL_Kobra";
{_unit addMagazine "8Rnd_9x18_Makarov"} foreach [1,2];
_unit addWeapon "Makarov";
{_unit addMagazine "HandGrenade_East"} foreach [1,2];
{_unit addMagazine "SmokeShellRed"} foreach [1,2];
{_unit addMagazine "FlareRed_GP25"} foreach [1,2,3,4];
{_unit addMagazine "1Rnd_SMOKERED_GP25"} foreach [1,2,3,4];
_unit addWeapon "Binocular";
}; //remove this
Bad idea. It will continually add the gear to the unit. Remove the while loop.
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Oh how I loves these threads :P.
This code below acts as though there is positional sound, as you face the 'radio' its volume increases slightly, and when you face away it decreases. It also increases and decreases proportional to the distance from the radio.
It was a crude attempt at 'say' without objects interfering; and with music.
_trackList = ["Track01_Dead_Forest","Track02_Insertion","Track03_First_To_Fight","Track04_Reinforcements","Track05_Warpath","Track06_Abandoned_Battlespace","Track07_Last_Men_Standing","Track08_Harvest_Red", "Track09_Movement_To_Contact","Track10_Logistics","Track11_Large_Scale_Assault","Track12_The_Movement","Track13_Sharping_Knives","Track14_Close_Quarter_Combat","Track15_Morning_Sortie", "Track16_Valentine","Track17_Marauder_Song","Track18_Ghost_Waltz","Track19_Debriefing","Track20_Badlands","Track21_Rise_Of_The_Fallen","Track22_Chernarussian_Anthem","Track26_Organ_Works", "Track27_Killing_Machines","Ambient01_Cold_Wind","Ambient02_Vague_Shapes","Ambient03_Indian_Summer","Ambient04_Electronic_Warfare","Ambient05_Cobalt","Ambient06_Khe_Sanh_Riff", "Ambient07_Manhattan","Ambient08_Reforger","Short01_Defcon_Three","C2_ND_Ambient"]; while {true} do { _song = _trackList select floor(random(count _tracklist)); _dur = 45; _tT = time + _dur; playmusic _song; while {_tT > time} do { _dist = player distance _this; while {_dist <= 50 and (_tT > time)} do { sleep 0.1; _pos1 = getpos _this; _pos2 = getpos player; _dir1 = abs(((_pos1 select 0) - (_pos2 select 0)) atan2 ((_pos1 select 1) - (_pos2 select 1))); _dir2 = getdir player; if (_dir2 > 180) then {_dir2 = abs(_dir2 - 360)}; _diff = (_dir2 max _dir1) - (_dir2 min _dir1); _volume = 1 min ((1 / _dist) * ((0.25 max (43 / _diff)) min 1)); 0 fademusic _volume; _dist = player distance _this; }; 0 fademusic 0; sleep 1; }; };It works perfect, except when facing E(90) and W(270) away from the object (pos1) it increases the sound. Whereas it should decrease; this does not occur for N(0) or S(180).
Any help appreciated.
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My hints.
Use SQF.
Then use either a conditioned loop, or use an exitwith statement.
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Yup, or you can just change to "Non-Playable"True!!! I didn't know that hahaha.
Completely pointless however...
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_list = _pos nearObjects ["LandVehicle", _dist];
Its more likely this could be causing your problem. NearObjects can cause serious problems with excessive usage.
The exitwith is fine. Its just exiting the scope to nothing. ie. Death.
Unless it the script is call'd.
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Never ever use Dismiss. It has no restriction on how far units travel.
You will find 1, 2 man groups up to 4km away from that position if you leave it long enough (ie more than 10minutes).
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I think seedo is looking to make time consistently skip.
This is a pain in the arse process. But possible none the less.
Skiptime <hours>, so 1.5 hours is 1h 30minutes.
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:rolleyes:
For a DIY, look up the attachTo command.
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Soldat1 switchMove "CivilSitting";Soldat1 disableAI "Anim;Soldat1 disableAI "Move";
Soldat2 switchMove "CivilSitting";
Soldat2 disableAI "Anim;Soldat2 disableAI "Move";
Missing a " on the end of Anim.
And why not use soldat2 stop true;
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I'm sick of playing in German just because I bought the German version. The other languages are there, yet I just can't use them without mods. Why?
There was no problem like this in ArmA1, why 'solidify' the entire system so you can only use the language associated with your CD Key (I've reinstalled with an English hard copy and my key, no dice.)
regards
Creating group with BIS_fnc_spawnGroup
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
I have a sneaky suspicion this might work. If not, then make sure the guard_aa_0 is actually what it is meant to be. Use a hint or a sidechat message to confirm it is indeed crewed and is named what you think.