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Everything posted by roguetrooper
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Counting all units in a trigger area - including those in vehicles
roguetrooper replied to fatty86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why don't you just put a vehicle with two crewmen and two single infantry men (including player) on the map and see if hintsilent format["There are %1 units on this map.", count allUnits]; returns 4? -
How it work for both sides (bases protect)
roguetrooper replied to Persian MO's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Put a logic named logic1 onto the map and this in your init.sqs/f: _shield1 = "ProtectionZone_Ep1" createVehicleLocal (position logic1); _shield1 setvectorup [0,0,1] _shield1 setObjectTexture [0,""]; I think, even with createvehicle they are created locally only. You might have to test. The third line makes it invisible. Otherwise it's a red tube (visible only from outside) with a diameter of 50m. Within this zone everybody is invulnurable and nobody can kill anybody inside and outside (might be fairer than being immortal but being able to kill others outside). Additionaly you can mark the safezone on the map: _m1 = createMarkerLocal ["shieldmarker1", position logic1]; "shieldmarker1" setMarkerColorLocal "ColorRed"; "shieldmarker1" setMarkerBrushLocal "BORDER"; "shieldmarker1" setMarkerShapeLocal "ELLIPSE"; "shieldmarker1" setMarkerSizeLocal [25,25]; Further, you can place triggers exactly on the position(s) of the shields/it's logics that kill everybody of an unwanted side: To protect the west safe zone: axis 25 and 25 east present repeatedly {if ((side _x) == east) then {_x setDamage 1.0}} forEach thislist; Otherwise people from an hostile side might enter this area and stay there forever (though not being able to kill anybody). For the init.sqs/f: spawntriggereast setpos (position logic1); -
Infantry Combat-Boring and Unrealistic?
roguetrooper replied to THEBLITZ6794's topic in ARMA 2 & OA - GENERAL
Arma is an hundreds square kilometres open world. You can place AI anywhere on the map and it's able to handle enemies without scripting or whatever. Sure, some behaviour -even group coordinated ones- is strange and maybe sometimes under certain circumstances stupid (or at least different from what you would expect from a RL trained combat group). In the current state at least there is nothing to complain about the internal AI behaviour (though player/modder scripted behaviour to force AI to do something can be quite tricky and aaarrrgh). Since it's a military simulation, it does it's job hundred times better than any of those arcadish kiddy tube maps like Call of Battlefield (mkay which are not meant to be simulations). -
#lightpoint-objects suddenly pop up or away without a smooth transistion, depending on how far away from them you are. One step suddenly makes the 100% difference. That's very annoying and unrealistic. Can't they be given a smooth behaviour?
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Ways to prevent PLAYERS from going prone and standing up.
roguetrooper replied to odyseus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How can you be sure that everybody that plays the map, uses certain keys for certain actions/movements? When it is a cutscene, why should you want anybody to do anything meanwhile? I'd prefer disableuserinput with a trigger/timer that certainly enables the input again independendly from the cutscene code (in case anything goes wrong executing it). One strange thing about disableuserinput however is, that the camera movement goes on (at least some time ago, don't know if it has been fixed meanwhile). Might be fixable with camera stuff a hundredth second before the scene starts. -
Ways to prevent PLAYERS from going prone and standing up.
roguetrooper replied to odyseus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You need a functions module on the map and you need to look up the proper animation name. disableuserinput true; [objNull, player, rSWITCHMOVE, "InsertYourAnimationHere"] call RE; ~60 (endurance of your cutscene) disableuserinput false; Not tested. Be sure to get the userinput enabled again. Otherwise you need to close the game completely. Maybe with a timed trigger that is independend from the script. -
"backpackSpaceFor" for inventory?
roguetrooper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What is the easiest way to check if there is enough space in the normal inventory for a given magazine/satchel/grenade/rocket ? There does not seem to be a command like "backpackSpaceFor" for the normal inventory (?) -
No shooting zone
roguetrooper replied to melbo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could also create objects named "ProtectionZone_Ep1" and give them an invisible texture by executing objectname setObjectTexture [0,""]; I think, they have to be created on every computer, even with createvehicle (not createvehiclelocal) they are local to the server only. These objects can also be found in the editor (forgot where, maybe warfare stuff). Within this zone nobody can be killed (by weapons and vehicles) and nobody inside can kill anybody inside and outside. Since it has a radius of 25m you might want to create more than one. -
Help! Arigatou`s jump script doesn't work in multiplayer!
roguetrooper replied to sprocker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Questions about DayZ should be asked in the DayZ forums. Further, personally I haven't got the faintest clue about DayZ scripting stuff. -
SmokeShell not in house (properly) creatable?
roguetrooper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When you are in a house and have this script being executed, the smokeshell always falls through stairs etc onto the first floor (so to speak: where getposATL player select 0 = 0) _pos = getposATL player; _s = createVehicle ["SmokeShell", _pos, [], 0, "NONE"]; _s setpos _pos; Is there a way to create a smokeshell on the very position of the player in a building (esp. concerning the height) ? -
Help! Arigatou`s jump script doesn't work in multiplayer!
roguetrooper replied to sprocker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The command switchmove has only local effect. You need to replace the line player switchmove "ActsPercMrunSlowWrflDf_FlipFlopPara"; by [objNull, player, rSWITCHMOVE, "ActsPercMrunSlowWrflDf_FlipFlopPara"] call RE; And you need to place a functions module on the map. The script is activated by 0 = execvm "jump.sqf"; in the init.sqs/f or in the activation line of a trigger with the condition true -
Might be the weirdest question ever. :o³ I just don't manage to fold the maps delivered with the Arma X package in the genuine way. Has anyone a video how to do it? I don't want to ruin the folds/edges.
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Arma 2 Bundeswehr Kosovo Expansion
roguetrooper replied to ricardo777's topic in ARMA 2 & OA - SUGGESTIONS
I'd vote for putting all resources into Arma III. -
I haven't read 137 pages and most likeley this comment will never be read. There are no town/village/place names on the maps. That's quite annoying. Instead of the two new maps (that are not really that usefull) many little existing things should have been improved, such as backpacks for ALL units and so on.
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Using the ACM
roguetrooper replied to tryteyker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
These sites might help you: http://community.bistudio.com/wiki/Ambient_Combat_Manager http://community.bistudio.com/wiki/Ambient_Combat_Manager_-_Group_types Also note, that it actually takes about three to about twelve (random?) minutes until the ACM spawns the first units. So the island might still be empty (i.e. no ACM units present) when players arrive at the island. Further, the ACM constantly spawns units, so that suddenly units might 'unrealistically' pop up. You also might add a trigger with (assuming the ACM-linked unit is named 'dummy'). Use a trigger instead the init-line so that also all clients perform these commands: * condition true * on activation: dummy allowdamage false; dummy enablesimulation false; dummy hideobject true; if (isServer) then {dummy setpos [(position dummy) select 0,(position dummy) select 1,-2]}; Edit: Alwarren posted while I was still writing :-) -
rules for empty groups?
roguetrooper replied to zapat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Doesn't the game automatically (without any modules) delete empty groups after a few minutes? -
Learning to master the UH-1H
roguetrooper replied to ExtinctSquirrel's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I think, the Arma flight (also take off and landing) controls are extremely easy and very arcadish, even helicopters. Especially in comparison to Take on Helicopters with maxed out realism options... The easiest way is indeed to put an empty (and unlocked) helicopter of your choice on the map in the editor and a player-infantry-unit next to it, and play around with the control setup in editor-preview-mode. -
Really simple question on getPos & setPos
roguetrooper replied to robot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The damsel must be named "Damsel1" (without the ") in order to make the setpos work (according to your screenshot the damsel has no name, her name-field is emtpy). -
Spawned AI wont engage enemy
roguetrooper replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Setcaptive just makes other factions see that 'captive' unit as civilian, so to speak. It remains on its side. Anybody who joins the setcaptive unit, receives the faction "behind" the setcaptive. An armed setcaptive unit still attacks enemies, but is not attacked by anybody. Actually a setcaptive unit is nothing, even not civilian. When there is east setfriend [civilian,0] for example, east units do not attack that setcaptive unit. Setcaptive also overrides a bad rating, such as -10000. The code mentioned in my first post belongs right after your code that spawns your mid-mission units. Following goes into the init lines of the dummies: this setskill 0; removeallweapons this; this hideobject true; this enablesimulation false; this setcaptive true; this setpos [-10000,-10000,-10]; Actually anybody joining them, should instantly be ungrouped from them. Otherwise subordinated AI will move towards their position. -
How to prevent AI following a player?
roguetrooper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Situation: The player is part of a group (consisting of playable and AI) with an AI unit as the leader. That AI leader also has a higher rank than all of his subordinates. There is seemingly no way to prevent a part (or all, depending on the group size) of the AI subordinates to follow the player (concerning formation and non-combat movement). Even when the player has a lower rank than the AI-members of that group and even when he is the last one that joins that group, the player always is assigned the position of a formation leader, resulting in AI units not following the leader, but the player. How is it possible to make a player being the "omega animal" of a group, so that no AI follows him (concerning formation and non-combat movement). As I said, the order of joining and the rank have no influence on that. -
Spawned AI wont engage enemy
roguetrooper replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've also encounterd problems with mid-mission spawned units. You should have dummy units of each faction on the map (hideobject true, enablesimulation false, setcaptive true, setpos [-10000,-10000,-10]). A mid-mission spawned unit then should [unit] joinsilent grpNull; [unit] joinsilent dummy; [unit] joinsilent grpNull; and eventually (if not meant to remain ungrouped) [unit] joinsilent finalleader; This solves the problem of factionless mid-mission spawned units. -
suggestion, please consider - movement changes
roguetrooper replied to BremusJacklancer's topic in ARMA 2 & OA - SUGGESTIONS
I have a Logitech G510 keyboard. One of the G-keys is my auto-forward. Works fine. Saves fingertips in DayZ ^^ -
hideBody / deleteVehicle immediately when player dead
roguetrooper replied to fuerst_von_butz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can also removeallweapons and clearMagazineCargoGlobal (unitBackpack _unit) from dead units by MPEventhandler (as linked by Kylania). So the corpses could persist (realism) and you could avoid duplicating stuff. -
Is it really necessary to release every second or sometimes every new day a new beta patch? Wouldn't once per month be enough? It's getting a bit rediculous. There has just been a major patch along with ACR. Having installed the latest patch that replaces a 24 hours old patch you can't join certain servers and when you don't install it, you can't join the other ones. Especially annoying for DayZ since it demands the latest beta. Sure, it's good to see that BIS is eager to improve the game and to include the community in that process, but having a new vanilla version almost each day just clutters up everything even more.
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It would be great to have a stackable kind of items, such as money or "credits". They might be placed into the inventory slots of the map, radio etc. They only require one slot and their amount is shown by an overlay number in a corner of that inventory slot. To remove a certain amount of that stack you might need to press shift plus mouse which opens a dialog to let you decide how many of them you want to take away. Additionaly there should be these commands: _unit addstack ["credits",245]; _unit removestack ["credits",102];