SkogUlv
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I've been having fun trying to figure out how to get this thing to work and as others I got no failsafe solution, but I taken note of few things: 8800GTX, Vista64, 4gb, 163.11 drivers, 4x 10k rpm drives in raid0, all other stuff works great. Starting arma fullscreen or window = black screen , briefly watch some polys but no textures, and graphic seem to move sluggish. Testing all imaginable settings on graphic driver and ingame or config files, but no noticable effect. Game loads and show textures ok at approximately 1 of 15-20 times. This reminds me of early BF2142 betas, so I tried the same trick here with setting swapfile to OFF ... THEN the game loads every time and works just great. Obviously something about how arma allocates graphic memory but here on my pc it now works, with more or less same fps rate as in xp.
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Create long lasting heavy smoke ?
SkogUlv replied to SkogUlv's topic in ARMA - MISSION EDITING & SCRIPTING
Probably but question is HOW what object etc to use ;-) -
How do I create some long lasting (eternal preferably) smokes (different versions etc) .. Of interest is any smoke form aswell as fire. Intend to create mogadishu look with burning tires and so on. Thanks in advance,
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How to exec a script based on a name from an array
SkogUlv posted a topic in ARMA - MISSION EDITING & SCRIPTING
If I have an array like : Dummy = [ "Dummy1.sqs", "Dummy2.sqs", "Dummy3.sqs" ] And I wanna execute one of them randomly using say : [ player ] exec "dummy?.sqs" How do I solve this puzzle so I can execute a script, based on the name from an array. -
get individual CIVILIAN units to be part of east/w
SkogUlv posted a topic in ARMA - MISSION EDITING & SCRIPTING
I'm experimenting a bit with civilians in AA and I can get a civ to join west or east squad, and that squad can seen as enemy by the opposite force. But the civilian in the squad aint seen as enemy but is still neutral civilian. What I need todo is use civilians, and change their political support to East, West, Independent so I get 6 teams (2 teams per side) ... Preferably without merging them into squads of doable anyway else. Any suggestions? -
Ordering a unit to a pos & catch arrival of dest.?
SkogUlv replied to SkogUlv's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks that helps quite alot , but of course I got another question on the same issue. Now that I know how to check with unitReady, and I need to spawn say 500 of them .. Using a loop to test each individual would become a problem, any smarter way of doing so ? -
Ordering a unit to a pos & catch arrival of dest.?
SkogUlv posted a topic in ARMA - MISSION EDITING & SCRIPTING
I'm working bit on some theory here and need some input. I can make a unit go from wherever to a new location in different ways, but whats the best method / combination to send a unit from a location to another location AND then react with another script WHEN the unit reaches his destination? What I need todo is remove the unit when he have reached his destination (and preferably also if he CANT reach his destination). I could use waypoints in the editor but thats a no good for this purpose as I need to move them using a script to all sorts of positions. -
IF THEN logic/syntax problem
SkogUlv replied to SkogUlv's topic in ARMA - MISSION EDITING & SCRIPTING
If you're using exec you have to write it all in a line. With execVM you don't have to. Thanks for that info. However I still can't get this to work out, can I ask you to provide me with a -working- solution (before I turn nuts hehe). If I try on a unit (init field) to add: this execVM "max.sqf" Then I receive error message "type script, expected nothing" guess I tried tons of variations there but still no go with execVM, and I been checking the wiki back & forth x times without help. -
IF THEN logic/syntax problem
SkogUlv replied to SkogUlv's topic in ARMA - MISSION EDITING & SCRIPTING
I've spent hours in the wiki without getting any closer to a solution ;-( And yes I am using [ this ] exec "myscript.sqs" .. The info in the wiki about exec / execvm etc doesnt tell me much , any better documentation arround ? -
Its late but I dont really know what I am doing wrong with IF THEN logic in ArmA. Example: _test = 2; _work = 2; If ( _work==1 ) then { hint "work ok" } else { hint "work not ok" }; If ( _test==2 ) then { hint "2"; } else { hint "not 2"; }; First IF with _work proceeds ok, second with _test fails and gives error : '|#|};' Error missing { No matter how I try stack / add { } I run into same error message. Anyone able to help out with a proper working example ? Thanks in advance, --------------
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What do you mean ? Shouldnt I terminate the lines using a ; ?
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This is from a script that I call using [ this ] exex "testscript.sqs" from the initalize field of a spawning unit (player). Doing it that way for an easy "debugging" at the moment, until I get the "IFs" right theres no point in advancing with other stuff :-) Regarding AA own script board, could be I am about to go blind as I didnt see that section but thanks for the tip. ;-) Your first one liner example works, last one liner example works. However the second example spread out over multiple lines does not work and returns the same error message I started this thread with. Guess it takes a tad longer over the atlantic, your way... I gotta love what a visa can solve, delivery in 24h etc ;-)
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Its late but I dont really know what I am doing wrong with IF THEN logic in ArmA. Example: _test = 2; _work = 2; If ( _work==1 ) then { hint "work ok" } else { hint "work not ok" }; If ( _test==2 ) then { hint "2"; } else { hint "not 2"; }; First IF with _work proceeds ok, second with _test fails and gives error : '|#|};' Error missing { No matter how I try stack / add { } I run into same error message. Anyone able to help out with a proper working example ? Thanks in advance,