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Posts posted by Rawhide
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Change condition from "this" to "Player in ThisList".I'm afraid this didn't work. I thought I had tested it before as well.
Any other tips?
-Rawhide
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Great! Will try this out tonight. I'll report back.
Any idea how I can send a message to a named unit?
In example: a tank is taken out, and a message regarding this goes to the leader(let's name him: leader1).
Thank you so far guys,
-Rawhide
PS! Matt, you don't know how many different things I've tried, triggers and scripts - and try searching for "hint" on this forum Â
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Hi,
I've searched high and low for this simple solution on my problem. But I must have overlooked it...
The Q:
I would like to give a hint or titleText message to individual units, not the whole group.
Two ways:
A) By the unit that enters a trigger (IE the position of the unit)
B) To named units (IE when a tank is killed, the commander will get a message about this)
Could anyone help meg out please?
Thanks in advance,
-Rawhide
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Forgot to give you the finished script.
It should have been .sqf, but that was to difficult for me. If anyone would like to transform it - go ahead.
Name the script addWeapons.sqs and launch via init on player:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "addWeapons.sqs"
Script:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
;;This script replaces your units standard weapon loadout with whatever defined below.
;;PS! Script only made for west soldiers. Queens Gambits west types are included.
;;Load script from the unit: [this] exec "addWeapons.sqs".
;;Weapons: http://community.bistudio.com/wiki/ArmA:_Weapons#Personal_Weapons_3
;;Thanks to Igor and NoBrainer at NoPryl and Messiah at UKF
;;Script by [ACAT]Rawhide
~0.5
~(random 1)
_unit = _this select 0
Removeallweapons _unit
;;Exceptions: exchange the *'s with a unit name (don't add ") and remove the;;'s in the beginning.
;;Add ammo specs at the bottom of the script.
;;?(_unit == *******) : goto "Exception1"
;;?(_unit == *******) : goto "Exception2"
;;?(_unit == *******) : goto "Exception3"
;;?(_unit == *******) : goto "Exception4"
;;?(_unit == *******) : goto "Exception5"
;;?(_unit == *******) : goto "Exception6"
;;Define what soldiertype:
?(typeof _unit == "SoldierWB") : goto "Rifleman"
?(typeof _unit == "SoldierWG") : goto "Grenadier"
?(typeof _unit == "SoldierWMedic") : goto "Medic"
?(typeof _unit == "SoldierWNOG") : goto "Rifleman2"
?(typeof _unit == "SoldierW") : goto "Grenadier2"
?(typeof _unit == "SoldierWAR") : goto "AutomaticRifleman"
?(typeof _unit == "SoldierWMG") : goto "Machinegunner"
?(typeof _unit == "SoldierWAT") : goto "ATSpecialist"
?(typeof _unit == "SoldierWAA") : goto "AASpecialist" Â Â Â
?(typeof _unit == "SoldierWSniper") : goto "Sniper"
?(typeof _unit == "SoldierWSaboteur") : goto "SFSabouteur0"
?(typeof _unit == "SoldierWSaboteurPipe") : goto "SFSaboteur"
?(typeof _unit == "SoldierWSaboteurPipe2") : goto "SFSaboteur2"
?(typeof _unit == "SoldierWSaboteurRecon") : goto "SFRecon"
?(typeof _unit == "SoldierWSaboteurAssault") : goto "SFAssault"
?(typeof _unit == "SoldierWSaboteurMarksman") : goto "SFMarksman"
?(typeof _unit == "SoldierWMiner") : goto "Engineer"
?(typeof _unit == "SquadLeaderW") : goto "SquadLeader"
?(typeof _unit == "TeamLeaderW") : goto "TeamLeader"
?(typeof _unit == "OfficerW") : goto "Officer"
?(typeof _unit == "SoldierWPilot") : goto "Pilot"
?(typeof _unit == "SoldierWCrew") : goto "Crewman"
?(typeof _unit == "BISCamelPilot") : goto "CamelPilot"
?(typeof _unit == "SoldierMMG") : goto "MercenaryMG"
?(typeof _unit == "SoldierMR") : goto "MercenaryRepair"
?(typeof _unit == "SoldierMS") : goto "MercenarySniper"
?(typeof _unit == "SoldierMD") : goto "MercenaryDemolition"
?(typeof _unit == "SoldierMG") : goto "MercenaryGrenadier"
?(typeof _unit == "SoldierMTeamLeader") : goto "MercenaryTeamLeader"
;;Debugger:
hint "addWeapons.sqs does not work"
exit
;;Types of soldiers and adding different ammo:
#Rifleman
;;hint "Riflemen"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "M16A4_ACG"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectweapon "M16A4_ACG"
goto "PistolM9SD"
#Grenadier
;;hint "Grenadier"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addWeapon "M16A4_ACG_GL"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectweapon "M16Muzzle"
exit
#Medic
;;hint "Medic"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M4A1SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addWeapon "M9SD"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectweapon "M4A1SD"
exit
#Rifleman2
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "M16A4_ACG"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectweapon "M16A4_ACG"
goto "PistolM9SD"
#Grenadier2
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addWeapon "M16A4_ACG_GL"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectweapon "M16Muzzle"
exit
#AutomaticRifleman
_unit addMagazine "200Rnd_556x45_M249"
_unit addMagazine "200Rnd_556x45_M249"
_unit addMagazine "200Rnd_556x45_M249"
_unit addMagazine "200Rnd_556x45_M249"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M249"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectweapon "M249"
goto "PistolM9SD"
#Machinegunner
_unit addMagazine "100Rnd_762x51_M240"
_unit addMagazine "100Rnd_762x51_M240"
_unit addMagazine "100Rnd_762x51_M240"
_unit addMagazine "100Rnd_762x51_M240"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M240"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectweapon "M240"
goto "PistolM9SD"
#ATSpecialist
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addWeapon "MP5A5"
_unit addMagazine "JAVELIN"
_unit addWeapon "JAVELIN"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "MP5A5"
goto "PistolM9SD"
#AASpecialist
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addWeapon "MP5A5"
_unit addMagazine "STINGER"
_unit addWeapon "STINGER"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "MP5A5"
goto "PistolM9SD"
#Sniper
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M107"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectweapon "M107"
goto "PistolM9SD"
#SFSabouteur0
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "PipeBomb"
_unit addMagazine "PipeBomb"
_unit addMagazine "PipeBomb"
_unit addMagazine "PipeBomb"
_unit addWeapon "M4A1SD"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M4A1SD"
goto "PistolM9SD"
#SFSaboteur
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "PipeBomb"
_unit addMagazine "PipeBomb"
_unit addMagazine "PipeBomb"
_unit addMagazine "PipeBomb"
_unit addWeapon "M4A1SD"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M4A1SD"
goto "PistolM9SD"
#SFSaboteur2
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "PipeBomb"
_unit addMagazine "PipeBomb"
_unit addMagazine "PipeBomb"
_unit addMagazine "PipeBomb"
_unit addWeapon "M4A1SD"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M4A1SD"
goto "PistolM9SD"
#SFRecon
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M24"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M24"
goto "PistolM9SD"
#SFAssault
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "M16A4"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M16A4"
goto "PistolM9"
#SFMarksman
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M24"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M24"
goto "PistolM9SD"
#Engineer
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "Mine"
_unit addMagazine "Mine"
_unit addMagazine "Mine"
_unit addMagazine "Mine"
_unit addWeapon "M4A1SD"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M4A1SD"
goto "PistolM9SD"
#SquadLeader
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "M16A4_ACG"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M16A4_ACG"
goto "PistolM9SD"
#TeamLeader
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "M16A4_ACG"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M16A4_ACG"
goto "PistolM9SD"
#Officer
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "M16A4_ACG"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M16A4_ACG"
goto "PistolM9SD"
#Pilot
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "MP5A5"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "MP5A5"
goto "PistolM9SD"
#Crewman
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "MP5A5"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "MP5A5"
goto "PistolM9SD"
#CamelPilot
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "30Rnd_9x19_MP5"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "MP5A5"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "MP5A5"
goto "PistolM9SD"
#MercenaryMG Â
_unit addMagazine "200Rnd_556x45_M249"
_unit addMagazine "200Rnd_556x45_M249"
_unit addMagazine "200Rnd_556x45_M249"
_unit addMagazine "200Rnd_556x45_M249"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M249"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M249"
goto "PistolM9SD"
#MercenaryRepair Â
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "M16A4_ACG"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M16A4_ACG"
goto "PistolM9SD"
#MercenarySniper
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "5Rnd_762x51_M24"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M24"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M24"
goto "PistolM9SD"
#MercenaryDemolition
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "PipeBomb"
_unit addMagazine "PipeBomb"
_unit addMagazine "PipeBomb"
_unit addMagazine "PipeBomb"
_unit addWeapon "M4A1SD"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M4A1SD"
goto "PistolM9SD"
#MercenaryGrenadier
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addMagazine "1Rnd_HE_M203"
_unit addWeapon "M16A4_ACG_GL"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M16Muzzle"
exit
#MercenaryTeamLeader
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "30Rnd_556x45_Stanag"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "M16A4_ACG"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M16A4_ACG"
goto "PistolM9SD"
;;Adding handguns:
#PistolM9
_unit addMagazine "15Rnd_9x19_M9"
_unit addMagazine "15Rnd_9x19_M9"
_unit addMagazine "15Rnd_9x19_M9"
_unit addMagazine "15Rnd_9x19_M9"
_unit addMagazine "15Rnd_9x19_M9"
_unit addMagazine "15Rnd_9x19_M9"
_unit addMagazine "15Rnd_9x19_M9"
_unit addMagazine "15Rnd_9x19_M9"
_unit addWeapon "M9"
exit
#PistolM9SD
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addWeapon "M9SD"
exit
;;Adding exceptions:
#Exception1
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M4A1SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addWeapon "M9SD"
_unit addWeapon "NVGoggles"
_unit addMagazine "Laserbatteries"
_unit addWeapon "Laserdesignator"
_unit selectWeapon "M4A1SD"
exit
#Exception2
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "30Rnd_556x45_StanagSD"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M4A1SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addMagazine "15Rnd_9x19_M9SD"
_unit addWeapon "M9SD"
_unit addWeapon "NVGoggles"
_unit addMagazine "Laserbatteries"
_unit addWeapon "Laserdesignator"
_unit selectWeapon "M4A1SD"
exit
#Exception3
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M107"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M107"
goto "PistolM9SD"
#Exception4
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M107"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
_unit selectWeapon "M107"
goto "PistolM9SD"
#Exception5
;; fill inn here... ...
;; End with: exit OR goto "PistolM9" OR goto "PistolM9SD"
#Exception6
;; fill inn here... ...
;; End with: exit OR goto "PistolM9" OR goto "PistolM9SD"
;;SCRIPT ENDS HERE
;;------------------------------
;;EXAMPLES OF DIFFERENT LOADOUTS:
#Example1
;;Example: sniper has M107 instead of the M24 rifle:
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "10Rnd_127x99_M107"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addWeapon "M107"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
goto "PistolM9SD"
#Example2
;;Example heavy AT with two Javelins and no other weapon:
_unit addMagazine "JAVELIN"
_unit addMagazine "JAVELIN"
_unit addWeapon "JAVELIN"
_unit addWeapon "NVGoggles"
_unit addWeapon "Binocular"
goto "PistolM9SD"
#Example3
;;Example: AK74 and laserdesignator with a laserbattery:
_unit addMagazine "30Rnd_545x39_AK"
_unit addMagazine "30Rnd_545x39_AK"
_unit addMagazine "30Rnd_545x39_AK"
_unit addMagazine "30Rnd_545x39_AK"
_unit addMagazine "30Rnd_545x39_AK"
_unit addMagazine "30Rnd_545x39_AK"
_unit addMagazine "SmokeShellRed"
_unit addMagazine "SmokeShellGreen"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "Laserdesignator"
_unit addMagazine "Laserbatteries"
_unit addWeapon "AK74"
_unit addWeapon "NVGoggles"
_unit selectWeapon "AK74"
goto "PistolM9SD"
Best regards,
-Rawhide
-
Great! I will try it out later and report back.
If that did the whole trick, you will have the complete script presented later this week.
Thanks Messiah!
-Rawhide
-
Hi,
I'm making a weapon rearm script that is ment to be using at the start of the mission. The idea is to have one script that gives different types of weapons and ammunition depending on whay type of soldier it is. Therefore should the script be used on every man.
I know I must make one #Soldiertype for each soldier. I have not included every type in this example to simplify the overlook.
The problem is that I haven't found a way to define the soldier classes within the script.
This is the line I need help with:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?typeOf _unit = "SoldierWB" : goto "SoldierWB";
I have had these more or less ambitious attemps:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?_class = typeOf "SoldierWB" : goto "SoldierWB";
?_unit typeof vehicle "SoldierWB" : goto "SoldierWB";
?_unit = typeOf "SoldierWB" : goto "SoldierWB"
?typeOf _unit = "SoldierWB" : goto "SoldierWB";
?_unit is Vehicle = "SoldierWB" : goto "SoldierWB";None seem to work.
This is the whole script (to give you an overview):
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _this
RemoveAllWeapons _this;
_this addMagazine "15Rnd_9x19_M9SD";
_this addMagazine "15Rnd_9x19_M9SD";
_this addMagazine "15Rnd_9x19_M9SD";
_this addMagazine "15Rnd_9x19_M9SD";
_this addMagazine "15Rnd_9x19_M9SD";
_this addMagazine "15Rnd_9x19_M9SD";
_this addWeapon "M9SD";
_this addWeapon "NVGoggles";
_this addWeapon "Binocular";
_this addMagazine "SmokeShellRed";
_this addMagazine "SmokeShellGreen";
_this addMagazine "SmokeShell";
~0.1
?typeOf _unit = "SoldierWB" : goto "SoldierWB";
~0.1
?typeOf _unit = "SoldierWG" : goto "SoldierWG";
~0.1
?typeOf _unit = "SoldierWMedic" : goto "SoldierWMedic";
~0.1
#SoldierWB
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "HandGrenade";
_this addWeapon "M16A4_ACG";
Goto "The_end"
#SoldierWG
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "1Rnd_HE_M203";
_this addMagazine "1Rnd_HE_M203";
_this addMagazine "1Rnd_HE_M203";
_this addMagazine "1Rnd_HE_M203";
_this addMagazine "1Rnd_HE_M203";
_this addMagazine "1Rnd_HE_M203";
_this addWeapon "M16A4_ACG_GL";
Goto "The_end"
#SoldierWMedic
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "30Rnd_556x45_Stanag";
_this addMagazine "HandGrenade";
_this addMagazine "HandGrenade";
_this addMagazine "HandGrenade";
_this addMagazine "HandGrenade";
_this addWeapon "M16A4_ACG";
Goto "The_end"
#The_end
exit;
The script is named addWeapons.sqs, and is being launched via the units init: this exec "addWeapons.sqs".
Resources:
Soldier types: http://community.bistudio.com/wiki/ArmA:_Infantry
Armes & ammo: http://community.bistudio.com/wiki/ArmA:_Weapons#Personal_Weapons_3
Any help would be much appreciated!
Best regards,
-Rawhide
-
If the AI (in this case a SU-34, named su1) gets a lock on a target in the zone (given that he is in a engage at will mode), he will ignore the given waypoint that sends him away from the zone and engage the targets.
To prevent this from happening, I added the following codes to the trigger. This makes the AI Su-34 careless of the targets, and he will then go to the waypoint that is given. That is why I have the behaviour-change before the string that gives the plane a new waypoint.
Note: if more than one SU-34, I would recommend one trigger for each aircraft. You could add several planes to the same trigger, but in that case when one of the SU-34's leaves the zone it will put the combatbehaviour to an aggressive one to the one plane that is still in the zone.
The two triggers covers the area that the AI SU-34 should not enter.
When entering the zone:
Condition:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">su1 in thisList
On act.:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">su1 setBehaviour "CARELESS"; su1 setCombatMode "BLUE"; {_x doWatch objNull; (group _x) setCurrentWaypoint [group _x, 4]} forEach thislist
And then a second trigger that covers the same area.
When leaving the zone:
Condition:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">not (su1 in thisList)
On act.:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">su1 setBehaviour "COMBAT"; su1 setCombatMode "RED"
I guess the codes explains themselves.
-Rawhide
-
In a case of a patrol, you could force them to run to their first waypoint as soon as they enter the zone.Make a trigger activated by the side of the group you want to forbid to enter, or bind it to the group directly.
In on Action field of your trigger :
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x doWatch objNull; (group _x) setCurrentWaypoint [group _x, 1]} forEach thislist
This worked like a charm! Thanks a lot whisper
-Rawhide
-
Thanks a lot guys!
@JohnnyBoy: hmm, I like the simplicity of your solution:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_man disableai "target"But, when they are in their "own" zone, they should break out of formation and engage enemies. But they should not enter their enemies zone.
In this case, it is SU35 Flankers, and they have of course a visibility far out of their own zone. When they spot enemies on the enemies' base they tend to attack this one. And they shoulden't.
So far, I've set up a trigger that sets the behaviour to "careless" when they enter. But that's not realistic to have east jets that just flies over west base without engaging... I would rather have them to ignore their enemies zone completely.
@Whisper: I think that might be the solution:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x doWatch objNull; (group _x) setCurrentWaypoint [group _x, 1]} forEach thislistIf this can force them to their first waypoint when entering the zone. I will try your solution when I have time later today or tomorrow, and report back the results.
One more Q though: this part of the code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">setCurrentWaypoint [group _x, 1]-is the number 1 the number in the waypoint sequence?
So if I wanted the AI's to be forced to waypoint 6 instead, this would be the whole code:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x doWatch objNull; (group _x) setCurrentWaypoint [group _x, 6]} forEach thislistCorrect?
It is also a solution to make all the AI's in the base that should not be attacked, as captives. But I find that a rather bad and unnecessary way to solve it...
Thanks again,
-Rawhide
-
Hi,
I would like some AI units (air and ground) to not enter a specific zone. The zone could be a marker, trigger, gamelogic or whatever you find appropriate.
Does anybody have the solution? So far I have only managed to put their behavior to "careless" when entering this zone.
Best regards,
-Rawhide
EDIT:
I might add that the AI's are patrolling nearby via waypoints. They leave these waypoints to engage what they see over there(the mentioned zone). I only want the AI's to engage when their opponents are entering their territory.
-
Hi,
could you please edit the entry on status for Clan ACAT? Thanks in advance - and good work on the updates!
All Coop All Team ( ACAT ), Europe
Homepage and contact: rawhide@clan-acat.com
Status: Active
-Rawhide
-
This did the trick for me.
Thanks to [ACAT]Shiva who worked it out.
Notice the:
_name = vehicleVarName _vcl;
and
_vcl setVehicleVarName _name;
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_vcl","_respawndelay","_dir","_pos","_type","_run","_crewWait","_wait","_delay","_name"];
if (!local Server) exitWith {};
_vcl = _this;
_respawndelay = 10;
_dir = Getdir _vcl;
_pos = Getpos _vcl;
_crewWait = 30;
_wait = 0;
_type = typeOf _vcl;
_run = TRUE;
sleep 1;
for [{}, {_run}, {_run}] do
{
while {canMove _vcl && count crew _vcl < 1} do
{
_wait = Time + _crewWait;
sleep 1;
};
while {Count crew _vcl > 0 && Alive _vcl} do
{
_wait = Time + _crewWait;
sleep 1;
};
while {canMove _vcl && count Crew _vcl < 1 && Time < _wait} do
{
sleep 1;
};
_delay = Time + _respawnDelay;
while {!canMove _vcl && count Crew _vcl < 1 && Time < _delay} do
{
sleep 1;
};
if (count Crew _vcl < 1) then
{
_name = vehicleVarName _vcl;
deleteVehicle _vcl;
_vcl = _type createVehicle _pos;
if (_name != "") then
{
_vcl setVehicleVarName _name;
call compile format["%1 = _vcl", _name];
};
//code to remove bombs and fuel following respawn
_vcl setFuel 0.1;
_vcl removeMagazine "6Rnd_GBU12_AV8B";
_vcl removeMagazine "300Rnd_25mm_GAU12";
};
};
-Rawhide
-
Hi,
I'm also stuck with the same problem. For different purposes, I'm using two scripts for respawning two helicopters and a Harrier.
I need to change so that the text in the initialization field and the name of the vehicle exists in the respawned vehicle.
Even though I guess the answer is somewhere above in this thread, I don't know where to place what in the two scripts. I'm in the script learning process here... If anyone would be so kind, it would be much appreciated!
These are the scripts:
The helicopters (mh6a and mh6b) respawn script:
Quote[/b] ]?! (local server): exit~3
_vehicle = _this select 0
_delay = _this select 1
_empty = true
_disabled = false
_moved = false
_startpos = getpos _vehicle
_startdir = getdir _vehicle
_type = typeof _vehicle
#waiting
~2
_newpos = getpos _vehicle
?! (_newpos select 0 in _startpos) or not (_newpos select 1 in _startpos): _moved = true
?! (isnull driver _vehicle) or not (isnull gunner _vehicle) or not (isnull commander _vehicle): _empty = false
? (isnull driver _vehicle) and (isnull gunner _vehicle) and (isnull commander _vehicle): _empty = true
?! (canmove _vehicle) or (canfire _vehicle): _disabled = true
? (canmove _vehicle) and (canfire _vehicle): _disabled = false
? (_disabled) and (_empty): goto "spawn"
? (_moved) and (_empty): goto "spawn"
goto "waiting"
#spawn
~_delay
?! (isnull driver _vehicle) or not (isnull gunner _vehicle) or not(isnull commander _vehicle): _empty = false
?! (_empty): goto "waiting"
deletevehicle _vehicle
~0.5
_newveh = _type createvehicle _startpos
_newveh setpos _startpos
_newveh setdir _startdir
[_newveh, _delay] exec "vehirespawn.sqs"
exit
The Harrier (har1) respawnscript:
Quote[/b] ]//BEGIN vrs.sqf//By KaRRiLLioN
//IMPORTANT: ADD A GAMELOGIC NAMED Server
//to the mission to prevent multispawn
private ["_vcl","_respawndelay","_dir","_pos","_type&
quot;,"_run","_crewWait","_wait","_delay"];
if (!local Server) exitWith {};
_vcl = _this;
_respawndelay = 10;
_dir = Getdir _vcl;
_pos = Getpos _vcl;
_crewWait = 30;
_wait = 0;
_type = typeOf _vcl;
_run = TRUE;
sleep 1;
for [{}, {_run}, {_run}] do
{
while {canMove _vcl && count crew _vcl < 1} do
{
_wait = Time + _crewWait;
sleep 1;
};
while {Count crew _vcl > 0 && Alive _vcl} do
{
_wait = Time + _crewWait;
sleep 1;
};
while {canMove _vcl && count Crew _vcl < 1 && Time < _wait} do
{
sleep 1;
};
_delay = Time + _respawnDelay;
while {!canMove _vcl && count Crew _vcl < 1 && Time < _delay} do
{
sleep 1;
};
if (count Crew _vcl < 1) then
{
deleteVehicle _vcl;
_vcl = _type createVehicle _pos;
_vcl setdir _dir;
sleep 1;
_vcl setvelocity [0,0,0];
_vcl setpos _pos;
sleep 1;
_vcl setvelocity [0,0,0];
//code to remove bombs and fuel following respawn
_vcl setFuel 0.1;
_vcl removeMagazine "6Rnd_GBU12_AV8B";
_vcl removeMagazine "300Rnd_25mm_GAU12";
};
};
-Rawhide
-
You've been a great help kklownboy.
Thanks again, and wish me luck.
-Rawhide
-
I've decided to order a Asus 1950 CROSSFIRE (link: http://asus.com/product....menu=1) anyway. I have lots of faith in Asus, and since the MB and the other graphic card is Asus I'm going all the way.
But thanks again for your help.
Best regards,
-Rawhide
-
Thank you very much for your reply!
Any difference in the producer of the card?
Over to the second Q(now that I got you hooked): I got the Asus ATI 1950 XTX, but it's getting hard to find now. So, if I go for the Club3D on the second card instead if the Asus, would that be a problem?
-Rawhide
-
Hey all,
I got a Asus ATI 1950XTX, and are considering bying the second one for Crossfire. I only use my computer for ArmA, so it's vital for me to get it to work properly.
So the Q; will it work with ArmA & two 1950XTX's? And what do I gain on graphical effect (FPS/eyecandy)?
The MB is the Asus P5W DH Deluxe, on a E6600 processor.
Any feedback would be much appreciated!
Best regards,
-Rawhide
-
Hey, here' the Clan ACAT info:
Squad name: All Coop All Team
Squad acronym: ACAT
Squad location: Europe
Squad webpage: http://multiplayer-arena.com (http://clan-acat.com - currently offline)
Squad contact: rawhide@clan-acat.com
Squad status: Non-active during summer holiday. Active from autumn 2008.
Thanks,
-Rawhide
-
Friends and participants of the OFP/ArmA community;
NoPryl and Clan ACAT are putting together a gathering for the enthusiastic, interested OFP and ArmA player. The whole idea started out when the members in the old clans wanted to meet in person, and have a few games together. But as the whole plot was made, and all the pieces fell into place, we wanted to invite more people - so we made it public, hoping to meet more friends.
The Norvegian Winter LAN (NWL), in details:
When:
We meet up thursday evening in Oslo centrum and the Oslo Gardermoen Airport. Then we travel up and settle in. We won't start the gaming before friday morning (but of course you mount your computer). The friday we should try and get to know eachother just a little bit in person as well.
Date: from thursdag 8th of february to sunday the 11th.
Total cost
1500,- NOK ~ 180€ ~ 122 GBP (approx.)
Includes:
*A three bed room with shower and toilet (you share a room with another one) from friday to sunday
*Food for all three days (included breakfast, lunch, dinner and something at night)
*Several very good gameservers
*An well organized gathering
*Transport from Oslo Sentralbanestasjon (central station) or Gardermoen Airport
*...and back
You need to bring:
*Computer (and everything it needs to work)
*Chips
*Beer
*Camel Blue for Rawhide
*An appetite for Sjabas cooking
*...and the urge to play & have fun
Travel & transport
We will pick you up at the airport thursday evening. This means you will have to get yourself to Gardermoen Airport during thursday.
It's also possible to get to Oslo Sentralbanestasjon (Oslo Centrum) by bus or train. We will have a pickup here as well. We will try to get as many monitors we can, so you probably won't have to bring it on the plane/bus/train.
The ride from your LZ to the place we're staying is approximately 4 hours, so bring some beer and music to go on the ride. We will have a small bus for this trip so it would be a nice tour. I can promise you some really nice, norvegian scenery on the way up. The graphic up here is beautiful during wintertime...
So, what's the whole thing about, anyway?
Well, we have got ourself a real nice place in the very bush of Norway. We have the place from thursday to sunday. It's an old three floor building with plenty of space for us to play on. In the first floor, there are enough rooms for 44 people. But on the ground floor, we have a big kitchen, space to play & eat, and hang out.
Regarding the cost, it may be a bit cheaper when we get everything booked, Bear in mind; this is not something any of the admins are doing to make money. It's simply a community gathering.
Pics of the place:
http://www.sjoaelverock.com/bilder/?i=119
http://www.sjoaelverock.com/bilder/?i=127
More information & sign up
The FAW & sign up thread is over at Clan ACAT's forums. Quicklink: http://mulitplayer-arena.com
More information will come soon! Please give us any feedback you may have!
-Rawhide
-
Friends and participants of the OFP/ArmA community;
NoPryl and Clan ACAT are putting together a gathering for the enthusiastic, interested OFP and ArmA player. The whole idea started out when the members in the old clans wanted to meet in person, and have a few games together. But as the whole plot was made, and all the pieces fell into place, we wanted to invite more people - so we made it public, hoping to meet more friends.
The Norvegian Winter LAN (NWL), in details:
When:
We meet up thursday evening in Oslo centrum and the Oslo Gardermoen Airport. Then we travel up and settle in. We won't start the gaming before friday morning (but of course you mount your computer). The friday we should try and get to know eachother just a little bit in person as well.
Date: from thursdag 8th of february to sunday the 11th.
Total cost
1500,- NOK ~ 180€ ~ 122 GBP (approx.)
Includes:
*A three bed room with shower and toilet (you share a room with another one) from friday to sunday
*Food for all three days (included breakfast, lunch, dinner and something at night)
*Several very good gameservers
*An well organized gathering
*Transport from Oslo Sentralbanestasjon (central station) or Gardermoen Airport
*...and back
You need to bring:
*Computer (and everything it needs to work)
*Chips
*Beer
*Camel Blue for Rawhide
*An appetite for Sjabas cooking
*...and the urge to play & have fun
Travel & transport
We will pick you up at the airport thursday evening. This means you will have to get yourself to Gardermoen Airport during thursday.
It's also possible to get to Oslo Sentralbanestasjon (Oslo Centrum) by bus or train. We will have a pickup here as well. We will try to get as many monitors we can, so you probably won't have to bring it on the plane/bus/train.
The ride from your LZ to the place we're staying is approximately 4 hours, so bring some beer and music to go on the ride. We will have a small bus for this trip so it would be a nice tour. I can promise you some really nice, norvegian scenery on the way up. The graphic up here is beautiful during wintertime...
So, what's the whole thing about, anyway?
Well, we have got ourself a real nice place in the very bush of Norway. We have the place from thursday to sunday. It's an old three floor building with plenty of space for us to play on. In the first floor, there are enough rooms for 44 people. But on the ground floor, we have a big kitchen, space to play & eat, and hang out.
Regarding the cost, it may be a bit cheaper when we get everything booked, Bear in mind; this is not something any of the admins are doing to make money. It's simply a community gathering.
Pics of the place:
http://www.sjoaelverock.com/bilder/?i=119
http://www.sjoaelverock.com/bilder/?i=127
More information & sign up
The FAW & sign up thread is over at Clan ACAT's forums. Quicklink: http://mulitplayer-arena.com
IE users, register here: http://acat.arti-sieraden.nl/modules....ew_user
More information will come soon! Please give us any feedback you may have!
-Rawhide
-
I can not seem to find any good info regarding when the dedicated server software will be released. We are running a Linux server at the moment, and I would appreciate if we had the dedi software real soon. Windows will do as well.
Thanks for the reply!
-Rawhide
Message to one unit only
in ARMA - MISSION EDITING & SCRIPTING
Posted
Thanks for your help everyone. Thanks to i0n0s' tip about OPFEC's Multiplayer Tutorial, I found this solution to be the easiest for me to use.
Explanation when <span style='color:blue'>one unit is in a area</span>, and <span style='color:red'>when a vehicle is taken out</span>. These messages will in both examples just go to one unit who is named ww5.
<span style='color:blue'>This trigger will send a message to the person, in this case he is named ww5, when he is inside the trigger</span>:
BlueFor, Present.
Condition:
On Act.: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "messageww5.sqs"
<span style='color:blue'>The script: Giving info to one player (ww5) only:</span>
Scriptname: messageww5.sqs
Script:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? local ww5 : titleText ["Target is located at a 150 degrees angle, range approx. 250 meters", "PLAIN DOWN"]
exit
<span style='color:red'>This trigger will go off when a vehicle (car1) is blown up, and will send a message to a unit (still named ww5):</span>
BlueFor, present.
Condition:
On Act.: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "car1ww5.sqs"
<span style='color:red'>The script: Sending message to the unit named ww5 (and now with a hint instead of title text):</span>
Scriptname: car1ww5.sqs
Script:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? local ww5 : hint "The car is blown up"
The two triggers will start one script each, and the scripts will tell the player named ww5 - and only ww5 - a message with info.
Thanks again,
-Rawhide