

swatdog
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Everything posted by swatdog
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Any instructions on how to add a custom faction?
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- liberation
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This is a very nice script. Any progress on it?
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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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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. -
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? -
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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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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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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Oh dang.... lol I don't think I will then. Thanks for all that info guys!
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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?
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Here's a fix for that link above: Chain Script - OFPEC The original link pointed to a java script code non-existant on this site.
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RHS releases: GRU, SOBR, RFMI, GAZ66, Weapon Pack
swatdog replied to raedor's topic in ADDONS & MODS: COMPLETE
Nice, can't wait. I'm sick of having that error on start up! -
RHS releases: GRU, SOBR, RFMI, GAZ66, Weapon Pack
swatdog replied to raedor's topic in ADDONS & MODS: COMPLETE
ha ah ah aha ha ha thats not funny lmao Well I'm glad to hear it. -
Realistic Mission Making Resource Thread
swatdog replied to BOP_101TFS's topic in OFP : MISSION EDITING & SCRIPTING
I came across an Al Qaeda Training Manual for anyone that's interested in making realistic Al Qaeda missions: Al Qaeda Training Manual (Don't worry, this is LEGAL. It's from the USDoJ!) -
Great man, thanks alot. Fast timing... I love it.
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Realistic Mission Making Resource Thread
swatdog replied to BOP_101TFS's topic in OFP : MISSION EDITING & SCRIPTING
You know what would be very interesting would be to have a version of the CoC Command Engine for Multiplayer. For instance, if you're the commander of a "multiplayer squad" or a "MP Clan" you can be above all of your troops (AI and Human) and command them. You can highlight the squad commander via the map, give him/her a waypoint (or you can send a private message via the group radio channel to instruct their movement to that WP). For example, you highlight a squad commander, and then click on the map where you want that squad to go, and when you click it sends "<squad name>, go to position IA-56 (or wherever you clicked on the map)". It's basically just like the Command Engine but for MP and use with both AI and Humans combined. You can also use "Teamspeak" or any other "Voice over IP" program to issue small commands to individual squads. This would be especially good in mission of the CTI type. -
RHS releases: GRU, SOBR, RFMI, GAZ66, Weapon Pack
swatdog replied to raedor's topic in ADDONS & MODS: COMPLETE
So does this mean an upgrade will be available soon?? -
Well I finally got it to work (after DLing FlashFX v1.9 and taking out the OFPEC_Blood.pbo and the FlashRAM.pbo) but I get this error: All I did was set up a west LAW soldier and an east BMP for a test on Desert Island. I'm also using the Multiplayer config, BTW.
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I don't have the FlashRAM.pbo which is stated in the readme.txt that I need to install it along with the EffectPack 0.81, OFPEC_Blood, ICP_Effects, and KTE_grenades pbos to the RES/Addons folder.
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OFP2 and "armed assault" - what's up?
swatdog replied to Cpt. FrostBite's topic in ARMA 2 & OA - GENERAL
Well said. That's basically my point also.