swatdog
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core_pfieldgroups_3
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Playing OFP all the way!! ;)
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swatdog started following [Release] Liberation RX
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Any instructions on how to add a custom faction?
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This is a very nice script. Any progress on it?
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I'm such a noob...
swatdog replied to swatdog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, I will try this out. As to your scolding: It got you to look at it didn't it? :) Thanks for the suggestion. -
Ok, so I'm a little embarassed to ask this question, especially since I'm quite an advanced PHP scripter, but CANNOT figure out why this *VERY* simple script isn't working. Maybe I'm going about it the wrong way, but this is what I have: _num = round(random 1) _veh = format["at_%1",_num] {_x moveInCargo _veh} forEach units group wl As you can see, I just want the group of the unit named "wl" to board a randomized vehicle upon script execution. I have a naming convention with the vehicles as "at_*RANDOM*", random being the number that was generated by the random command at the beginning. The problem is that the moveincargo command isn't successfully executing. My guess is because of the _veh variable, as I can hard code the vehicle's name, and it works. Maybe I have that wrong. Any ideas? I suppose I could also create an array of vehicles willing to take the group, but I also need whatever vehicle that doesn't have the specific group in it, occupied another group.
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Zeus AI Combat Skills
swatdog replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Forgive me if this was mentioned already, but is this mod compatible with ACE? -
Hey guys, I need help converting a description.ext that was used in one of my old missions in OFP that I would now like in ArmA. It has to do with dialogs There's quite a bit of data, but I'll post it.... I'm getting an error on activation that says: And then another when I try and press a button on the dialog: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class cfgSounds { sounds[] = { button, codefound, wrongcode,Close_end,gatemoan,open_end}; class button { name = "button";sound[] = {"button.ogg", db-0, 1.4}; titles[] = {0, $STRM_button};}; class codefound { name = "codefound";sound[] = {"codefound.ogg", db-0, 1.0}; titles[] = {0, $STRM_codefound};}; class wrongcode { name = "wrongcode";sound[] = {"wrongcode.ogg", db-0, 1.0}; titles[] = {0, $STRM_wrongcode};}; class Close_end { name = "Close_end";sound[] = {"Close_end.ogg", db-0, 1.0}; titles[] = {0, $STRM_Close_end};}; class Gatemoan { name = "Gatemoan";sound[] = {"Gatemoan.ogg", db-0, 1.0}; titles[] = {0, $STRM_Gatemoan};}; class Open_end { name = "Open_end";sound[] = {"Open_end.ogg", db-0, 1.0}; titles[] = {0, $STRM_Open_end};}; }; class cfgRadio { sounds[] = { }; }; class cfgMusic { tracks[] = { }; }; #define ST_LEFT 0 #define ST_RIGHT 1 #define ST_CENTER 2 #define CT_STATIC 0 #define ST_PICTURE 48 #define FontM "tahomaB36" #define FontHTML "CourierNewB64" #define FontNOTES "AudreysHandI48" #define CT_ACTIVETEXT 11 #define CT_BUTTON 1 #define ST_FRAME 64 #define CT_EDIT 2 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_SLIDER 3 #define ST_HPOS 0x0F class RscText { type = CT_STATIC; idc = -1; style = ST_LEFT; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.04; }; class RscTextcode { type = CT_STATIC; idc = -1; style = ST_LEFT; colorBackground[] = {0, 0, 0, 0}; colorText[] = {0, 0, 0, 1}; font = FontNOTES; sizeEx = 0.04; }; class RscPicture { type = CT_STATIC; idc = -1; style = ST_PICTURE; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.04; }; class RscActiveText { type = CT_ACTIVETEXT; idc = -1; style = ST_LEFT; color[] = {1, 1, 1, 1}; colorActive[] = {1, 0, 0, 1}; font = FontM; sizeEx = 0.04; soundEnter[] = {"ui\ui_over", 0.2, 1}; soundPush[] = {, 0.2, 1}; soundClick[] = {"ui\ui_ok", 0.2, 1}; soundEscape[] = {"ui\ui_cc", 0.2, 1}; default = false; }; class RscButton { type = CT_BUTTON; idc = -1; style = ST_CENTER; colorText[] = {0, 0, 0, 1}; font = FontHTML; sizeEx = 0.025; soundPush[] = {, 0.2, 1}; soundClick[] = {"", 0.2, 1}; soundEscape[] = {"", 0.2, 1}; default = false; }; class RscFrame { type = CT_STATIC; idc = -1; style = ST_FRAME; colorBackground[] = {0, 0, 0, 1}; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.04; }; class RscEdit { type = CT_EDIT; idc = -1; style = ST_LEFT; font = FontHTML; sizeEx = 0.02; colorText[] = {0, 0, 0, 0}; colorSelection[] = {0, 0, 0, 0}; autocomplete = false; text =; }; class RscLB_C { style = ST_LEFT; idc = -1; colorSelect[] = {0.4, 0.4, 0.4, 1}; colorSelectBackground[] = {0.2, 0.2, 0.2, 1}; colorText[] = {0.2, 0.2, 0.2, 1}; colorBackground[] = {0.4, 0.4, 0.4, 1}; font = FontHTML; sizeEx = 0.025; rowHeight = 0.04; }; class RscListBox: RscLB_C { type = CT_LISTBOX; }; class RscCombo: RscLB_C { type = CT_COMBO; wholeHeight = 0.3; }; class RscSliderH { type = CT_SLIDER; style = ST_HPOS; color[] = {0.2, 0.2, 0.2, 1}; idc = -1; sizeEx = 0.025; }; class DIALOG1 { idd = -1; movingEnable = true; controlsBackground[] = {DLG_BACK1, Codepadfrrame}; objects[] = { }; controls[] = {CODEPAD,paper,CODE,led_green,led_red, display, digit7, digit8, digit9, digit4, digit5, digit6, digit1, digit2, digit3, digit0, digit_R, digit_X}; class DLG_BACK1: RscText { colorBackground[] = {0.4, 0.4, 0.4, 1}; text =; x = 0.375; y = 0.25; w = 0.2; h = 0.4; }; class Codepadfrrame : RscText { x = 0.34 y = 0.25 idc = -1 w = 0.2 h = 0.4 style = ST_FRAME colorText[] = {0, 0, 0, 0}; colorBackground[] = {1, 1, 1,0}; SizeEX = 0.025 text = "" }; class display : RscEdit { x = 0.405 y = 0.3083 idc = 999 w = 0.14 h = 0.04 style = ST_LEFT colorText[] = {0.9,0.9,0.9, 0.65}; font = "tahomaB36" SizeEX = 0.02 colorSelect[] = {0, 0, 0, 0}; }; class digit7 : RscButton { x = 0.435 y = 0.43 idc = -1 w = 0.025 h = 0.035 style = ST_CENTER colorText[] = {0, 0, 0, 1}; font = "CourierNewB64" SizeEX = 0.025 text = "7" action = "Keypad_num = Keypad_num +1;num=format [{%1%2},(ctrlText 999),7];ctrlSetText [999,num];playsound ""button""" default = false }; class digit8 : RscButton { x = 0.465 y = 0.43 idc = -1 w = 0.025 h = 0.035 style = ST_CENTER colorText[] = {0, 0, 0, 1}; font = "CourierNewB64" SizeEX = 0.025 text = "8" action = "Keypad_num = Keypad_num +1;num=format [{%1%2},(ctrlText 999),8];ctrlSetText [999,num];playsound ""button""" default = false }; class digit9 : RscButton { x = 0.495 y = 0.43 idc = -1 w = 0.025 h = 0.035 style = ST_CENTER colorText[] = {0, 0, 0, 1}; font = "CourierNewB64" SizeEX = 0.025 text = "9" action = "Keypad_num = Keypad_num +1;num=format [{%1%2},(ctrlText 999),9];ctrlSetText [999,num];playsound ""button""" default = false }; class digit4 : RscButton { x = 0.435 y = 0.47 idc = -1 w = 0.025 h = 0.035 style = ST_CENTER colorText[] = {0, 0, 0, 1}; font = "CourierNewB64" SizeEX = 0.025 text = "4" action = "Keypad_num = Keypad_num +1;num=format [{%1%2},(ctrlText 999),4];ctrlSetText [999,num];playsound ""button""" default = false }; class digit5 : RscButton { x = 0.465 y = 0.47 idc = -1 w = 0.025 h = 0.035 style = ST_CENTER colorText[] = {0, 0, 0, 1}; font = "CourierNewB64" SizeEX = 0.025 text = "5" action = "Keypad_num = Keypad_num +1;num=format [{%1%2},(ctrlText 999),5];ctrlSetText [999,num];playsound ""button""" default = false }; class digit6 : RscButton { x = 0.495 y = 0.47 idc = -1 w = 0.025 h = 0.035 style = ST_CENTER colorText[] = {0, 0, 0, 1}; font = "CourierNewB64" SizeEX = 0.025 text = "6" action = "Keypad_num = Keypad_num +1;num=format [{%1%2},(ctrlText 999),6];ctrlSetText [999,num];playsound ""button""" default = false }; class digit1 : RscButton { x = 0.435 y = 0.51 idc = -1 w = 0.025 h = 0.035 style = ST_CENTER colorText[] = {0, 0, 0, 1}; font = "CourierNewB64" SizeEX = 0.025 text = "1" action = "Keypad_num = Keypad_num +1;num=format [{%1%2},(ctrlText 999),1];ctrlSetText [999,num];playsound ""button""" default = false }; class digit2 : RscButton { x = 0.465 y = 0.51 idc = -1 w = 0.025 h = 0.035 style = ST_CENTER colorText[] = {0, 0, 0, 1}; font = "CourierNewB64" SizeEX = 0.025 text = "2" action = "Keypad_num = Keypad_num +1;num=format [{%1%2},(ctrlText 999),2];ctrlSetText [999,num];playsound ""button""" default = false }; class digit3 : RscButton { x = 0.495 y = 0.51 idc = -1 w = 0.025 h = 0.035 style = ST_CENTER colorText[] = {0, 0, 0, 1}; font = "CourierNewB64" SizeEX = 0.025 text = "3" action = "Keypad_num = Keypad_num +1;num=format [{%1%2},(ctrlText 999),3];ctrlSetText [999,num];playsound ""button""" default = false }; class digit0 : RscButton { x = 0.435 y = 0.55 idc = -1 w = 0.025 h = 0.035 style = ST_CENTER colorText[] = {0, 0, 0, 1}; font = "CourierNewB64" SizeEX = 0.025 text = "0" action = "Keypad_num = Keypad_num +1;num=format [{%1%2},(ctrlText 999),0];ctrlSetText [999,num];playsound ""button""" default = false }; class digit_X : RscButton { x = 0.465 y = 0.55 idc = -1 w = 0.025 h = 0.035 style = ST_CENTER colorText[] = {0, 0, 0, 1}; font = "CourierNewB64" SizeEX = 0.025 text = "*" action = "Keypad_num = Keypad_num +1;num=format [{%1%2},(ctrlText 999),{*}];ctrlSetText [999,num];playsound ""button""" default = false }; class digit_R : RscButton { x = 0.495 y = 0.55 idc = -1 w = 0.025 h = 0.035 style = ST_CENTER colorText[] = {0, 0, 0, 1}; font = "CourierNewB64" SizeEX = 0.025 text = "#" action = "Keypad_num = Keypad_num +1;num=format [{%1%2},(ctrlText 999),{#}];ctrlSetText [999,num];playsound ""button""" default = false }; class CODEPAD : RscPicture { idc = 501; text = "Pics\codepad.paa"; x = 0.343;y = 0.228;w = 0.27;h = 0.454; }; class Paper : RscPicture { idc = 599; text = "Pics\paper.paa"; x = 0.343;y = 0.628;w = 0.27;h = 0.154; }; class led_green : RscPicture { idc = 598; text = "Pics\led_green.paa"; x = 0.468;y = 0.387;w = 0.01;h = 0.012; }; class led_red : RscPicture { idc = 597; text = "Pics\led_red.paa"; x = 0.48;y = 0.387;w = 0.01;h = 0.012; }; class CODE : RscTextcode { idc = 600; text = ""; x = 0.21;y = 0.7;w = 0.5;h = 0.032; style = ST_CENTER; }; }; Thanks a lot...
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Oh dang.... lol I don't think I will then. Thanks for all that info guys!
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So I know that in OFP/OFPR you were able to decompress a PBO and get access to the in game music.... is this possible in ArmA?
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Can they work together? In other words, can you use OFPR scripts in ArmA without changing anything? Are the commands the same, etc..? Also, is there a PRINTABLE COMREF anywhere? I would like a copy of it on hand as I'm editing missions. Thanks.
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I can't believe those are real photos. That's CRAZY. Awesome work freddy boy.
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Mapfact's Dynamic AI Creator: Preview
swatdog replied to raedor's topic in OFP : MISSION EDITING & SCRIPTING
This tool looks amazing! -
Good to see Gavin and his team producing again!
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Now THAT is some hilarious stuff... Where did you come up that idea? I swear you were high on something! ROFL
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Realistic Mission Making Resource Thread
swatdog replied to BOP_101TFS's topic in OFP : MISSION EDITING & SCRIPTING
Do any of you know where I can find a USMC TOE? I'm basically looking for TOE's primarily for MEU (13th) and MFR units. -
I may have some very useful info in regards to your AV-8B Harrier II. Check this link out: AV-8B Harrier II Check out that PDF file. It has LOTS and LOTS of detailed information in it that will most certainly help out. AV-8B Harrier II (Official US Marines site) I will continue to search for more info that I think would be useful to you guys and your good work. *edit* Do you guys have a website? If so what's the URL? If not, would you like one?