

rick rawlings
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Everything posted by rick rawlings
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Well, in a custom mission you coud add an action to a downed pilot to call a chopper to your pilot through a getPos setPos kind of thing and have him flyInHeight to a few feet off the water and then moveInCargo the downed airman, or something like that. Is that what you want to do? RR
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Changing speed of unit on the fly
rick rawlings posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a scene where one character is supposed to shoot another and then cooly walk away. What happens instead is he runs off at a trot. Here is the relevant code: bob1 doFire bad1; bob1 setBehaviour "CARELESS"; bob1 setSpeedMode "LIMITED"; bob1 doMove (getMarkerPos "mark2") He always runs away at full speed though to the marker. Does anyone have any ideas? Thanks! RR -
Changing speed of unit on the fly
rick rawlings replied to rick rawlings's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks koni, I just got time to try this. I didn't even need the script. Either the Knows about or the force speed was enough. Here's the relevant intro if you want to check how it worked for your future scripts. Thanks again! RR My Intro Kylania may or may not find it "epic" :p -
Changing speed of unit on the fly
rick rawlings replied to rick rawlings's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow! Thanks for the input, I'll give it a try and see how it works. I even had bad1 set as captive, but bob1 still had issues with his dead enemy, I'll see what I can make of this. Thanks! RR -
Opening Missions up after removing all addon content = fail
rick rawlings replied to raserisk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just to expand a bit, addons are listed right at the top of the mission.sqm file in your mission folder. If you have removed all the content, the mission still keeps a record that you, at one time, used that addon. Copy the original mission.sqm somewhere safe first then just open the original mission.sqm in notepad, carefully deleting only the entries at the top that refer to the addons you got rid of, making sure to preserve the format of the file. Save it as mission.sqm, make sure "All Files" type is selected and the encoding is "UTF-8" and you should be able to play/edit it no problem! RR -
How to use brackets ([], (), {}, "",'') properly in a script?
rick rawlings replied to kyfohatl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would also like to say thanks for this thread. I can't (or won't) tell you how embarrasingly long it took me to come up with this: {[_x] join player} forEach units rgrp; I finally found a previous example in all my saved forum threads, but it still looks goofy. Works though! RR -
Voice Editing
rick rawlings replied to coltace45's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Basically, you save the .ogg files you recorded using audacity into a subfolder in you main mission folder that you call "sounds". Then you edit your description.ext to look something like this: /////////////////////////////////////////Sounds////////////////////////////////// class CfgSounds { sounds[]= {}; class greeting { name = "greeting"; sound[] = {\sounds\greeting.ogg, db+1, 1.0}; titles[] = {}; }; class introvoice { name = "introvoice"; sound[] = {\sounds\introvoice.ogg, db+10, 1.0}; titles[] = {}; }; class outrovoice { name = "outrovoice"; sound[] = {\sounds\outrovoice.ogg, db+10, 1.0}; titles[] = {}; }; class greet_resp { name = "greet_resp"; sound[] = {\sounds\greet_resp.ogg, db+1, 1.0}; titles[] = {}; }; class start { name = "start"; sound[] = {\sounds\start.ogg, db+1, 1.0}; titles[] = {}; }; class start_resp { name = "start_resp"; sound[] = {\sounds\start_resp.ogg, db+3, 1.0}; titles[] = {}; }; class town_s { name = "town_s"; sound[] = {\sounds\town_s.ogg, db+1, 1.0}; titles[] = {}; }; class town_s_resp { name = "town_s_resp"; sound[] = {\sounds\town_s_resp.ogg, db+1, 1.0}; titles[] = {}; }; }; You can just copy and paste that and insert your own sounds into it. Once you do that and re-load your mission, the sounds will show up under Trigger- effects when you make a new trigger. You can also do something like: player say2D "town_s_resp" in a trigger. You can also call it in a script the same way. If your conversation is not too complicated, you can just sleep some between dialogue and it will work pretty well. eldar lookAt player; sleep 2; player say2D "town_s"; sleep 8; eldar say2D "town_s_resp"; sleep 5; If you want branching conversations, you will need to use the branching conversation feature that someone else will have to tackle- you will most likely need to use an .fsm (which is way outta my league.) Of course, I would love it if someone would set up a nice branching conversation that documents the various files (especially the .fsm) Hope all that helps! RR -
Voice Editing
rick rawlings replied to coltace45's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I use Audacity which: a) is free b) exports directly to .ogg file structure and c) has some decent editing features. It works pretty well. Since you didn't ask, I will presume that you know that you need to define custom sounds in the description.ext file and make sure that all subdirectories match: i.e., if you tell the game to look for "sounds\momcry.ogg" make sure that the momcry file is in a subfolder called sounds in your main mission folder. Hope that helps! RR *edit* I'm not sure if you want a tool for organizing the sounds or recording them. If it's the former, you don't really need a special tool, just define them in the description.ext. If it's the latter, then my posted info above applies. -
Make a vehicle act like a support truck or ambulance.
rick rawlings replied to stegman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, attachTo, if you are not very careful, does tend to create collision problems. I had a mission with an ammo crate in the back of a truck and the truck would launch 100's of feet in the air upon hitting a bump. I had to shift the position around quite a bit to get it managable. RR -
bis_fnc_configviewer & bis_fnc_help
rick rawlings replied to panda123's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make sure you have placed the functions module on the map using the editor. Also, I set it up as a repeatable radio trigger so I could escape out and then get back in if I needed to. [] call BIS_fnc_configviewer -
Billowing smoke, permanent
rick rawlings replied to scajolly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow. It's always nice to be reassured that on one hand you are not as dumb as you thought you were and yet, on the other hand, you were far dumber! :icon_redface: I managed to get the semicolon after the line in question but somehow erased the one on the line before! Thanks for the doublecheck AZ! If anyone wants a crashed helicopter, Kylania's smoke example looks really cool with it. Just remember the semicolon. RR -
Billowing smoke, permanent
rick rawlings replied to scajolly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I "borrowed" this to make a crashed chopper by changing "Misc_TyreHeapEP1" to "UH1H_TK_EP1" but now I want to set its damage to 1 but SD_smokePot setDamage 1 does nothing and halts the script. Can someone clue my uselessness into the proper syntax for destroying a vehicle I have created in the same script? Thanks! RR -
Animation Help
rick rawlings replied to Darkguerilla's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There are some similar celebratory animations which, if you couple with the mimic command, might get you in the ballpark? RR -
UPSMON - Urban Patrol Script Mon
rick rawlings replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a way to get a squad not to retreat? I have a situation where I am assaulting a town and as the groups approach the town,they see the enemy ahead and retreat becuase enough of their back up forces aren't in the vacinity yet for them to be brave enough to advance. Therefore they plot retreat waypoints. I would like to turn off retreating for the attacking side. Thanks for the help! RR -
Idea help please :D
rick rawlings replied to ViV's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Unless you name it Operation Arrowbutt and then we would have the Alpha and the Omega of this expansion... -
Getting units to join a group if alive
rick rawlings replied to rick rawlings's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
F2k Sel addRating 5000 Thanks! That seems to work. Almost everyone dies in the crossfire but 1. The script doesn't terminate early (I get my hint) and 2. When ed3 was alive, the last I saw of him he was headed off towards "flee1" (I put a big red circle over his head to make him easy to see! Anybody know anything about having AI aim a smoke grenade? Thanks again! RR -
Getting units to join a group if alive
rick rawlings posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1. So I have a convoy with three different cars. As we are travelling along, we get ambushed and the lead car gets taken out with an RPG. At this point I force everyone out of the cars to fight with this: unAssignVehicle ed3; ed3 action ["EJECT", car3]; bob4 action ["EJECT", car3]; unAssignVehicle bob5; bob5 action ["EJECT", car3]; bob6 action ["EJECT", car3]; bob7 action ["EJECT", car3]; bob2 doTarget pad; bob2 fire ["SmokeShellMuzzle","SmokeShellMuzzle","Smokeshellred"]; bob3 fire ["SmokeShellMuzzle","SmokeShellMuzzle","Smokeshellpurple"]; h = true; hint "script is done"; This works pretty well. Meanwhile, ed0 and ed1 are in the lead car which is toast. Occasionally however, the opfor is a poor shot and doesn't kill car1 on the first shot. This leads ed0 and ed1 to get out and since you can be standing directly next to a vehicle when it explodes and not die, they aren't killed on the second shot either. So for the next 4 minutes, they are just standing around during a raging firefight looking totally, immersively blowing, computer generatedly stupid. What I would like them to do is join ed3's group and go somewhere. So I tried this: unAssignVehicle ed3; ed3 action ["EJECT", car3]; bob4 action ["EJECT", car3]; unAssignVehicle bob5; bob5 action ["EJECT", car3]; bob6 action ["EJECT", car3]; bob7 action ["EJECT", car3]; ed0 join ed3; ed1 join ed3; bob2 doTarget pad; bob2 fire ["SmokeShellMuzzle","SmokeShellMuzzle","Smokeshellred"]; bob3 fire ["SmokeShellMuzzle","SmokeShellMuzzle","Smokeshellpurple"]; h = true; hint "script is done"; The problem is, since they usually die, the script hangs on their dead bodies not being able to join ed3. So I figured I probably need to do something like this: ... if (alive ed0) then {ed0 join ed3} else {}; ... but that syntax doesn't seem to work. What would be the correct way to get this to work? 2. In the script above, I have bob2 target the invisible helipad "pad" before firing the smoke grenade but he always just throws it any old damn place regardless. Can you have a unit pop smoke at a specific place? 3. Once ed0 and ed1 join ed3, I want edgroup = group ed3 to edgroup doMove getMarkerPos "flee1" but they never really go anywhere. ed3 will if I doMove him by himself, but how do you get the group to go? Can any one solveThese forEach thisMe? Thanks! RR -
How to stop things moving!
rick rawlings replied to Jazz Jasper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When you create the unit, select "Empty" for side and then for class, pull down to "Air" and you will get a bunch of empy air stuff. There has to be one easy answer once in a while! RR -
In this case, you are calling the script from the main mission folder where the description.ext and mission.sqm and other files are. Make sure you didn't stick the upsmon.sqf in a sub folder called "scripts". If you did, either pull it out of there into the main mission folder or change the above line to: nul=[this,"UPS_Town_1"] execVM "scripts\upsmon.sqf"; See if that works! If not, make sure that if you were looking at the script file in notepad, make sure you saved it as file type "All Files" and used UTF-8 encoding so you didn't just save it as a text file. Hope that helps!
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I'm trying to do a voiceover for my intro and have music playing in the background... so: I set up the voiceover as a sound to play during the intro, which worked fine except for when the AI started shooting, the gunfire drowned out the voiceover. enableEnvironment false only cuts out the background sounds, not those of the rest of the activity happening in the intro. So then I turned all the sound off and made my voiceover a music track, but apparently the engine can only play one music track at a time so I get either the voiceover or the background music. Does anyone know a way to get a voiceover, a music track and no AI or game sounds all playing at the same time for an intro? (My acting talents are not strong enough to work without the dramatic music in the background :) ) Thanks! RR
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How to set a Win on Arrival of unit.
rick rawlings replied to Fultron's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Synch the trigger to the unit in question, then put 10 in the min, mid, max boxes, change it to countdown and select one of the ending options. That should work! -
Some Briefing Help
rick rawlings replied to -10th- Rezza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The mission looks pretty cool. You need to set one of your playable units to "player", otherwise you can't try it out single player. Also, you have no intro.sqs, so your intro doesn't do anything right now! The chopper insertion was pretty cool, although mine had a rather rough landing :) Keep up the good work! RR -
How to drag a unit from the mission
rick rawlings replied to Kladho's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you use the animation viewer: http://www.armaholic.com/page.php?id=10941 you can identify the dragger and dragee animations. You will probably need to attachTo the two units and play the animations. That is my best guess! Hope it helps! RR -
Some Briefing Help
rick rawlings replied to -10th- Rezza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
tskExample1 setTaskState "SUCCEEDED"; http://forums.bistudio.com/showthread.php?t=73424 the taskCompleted command seems to be used as a check if the task is completed, not to set it as such. Also, setting the task state to succeeded does not automatically tell the player, in case you want to have secret tasks for whatever reason. You need to tell them in some way such as: hint "TASK COMPLETE : ASSAULT AND SECURE CHAK CHAK"; or taskHint "TASK COMPLETE : ASSAULT AND SECURE CHAK CHAK\n Hooray for you!"; I hope that is what you were asking about... RR -
Some Briefing Help
rick rawlings replied to -10th- Rezza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To do this' date=' you need to create one of these: http://community.bistudio.com/wiki/Overview.html In the trigger that completes the first task, you can put something in the activation field like this: tskExample2 = player createSimpleTask ["Blah 2"]; tskExample2 setSimpleTaskDescription ["Blah 2", "Blah 2", "Blah Blah 2"]; tskExample2 setSimpleTaskDestination (getMarkerPos "Invisible Blah Marker"); player setCurrentTask tskExample2 Or, if you want to keep it neat, you could put that in a script and call it from the trigger. I think that is what you are asking for. RR Whoops, you are also going to want one of these: tskExample1 setTaskState "SUCCEEDED";