Steaksauce1337
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Everything posted by Steaksauce1337
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Since the A-10 in arma2 does not carry cluster bombs.. is it possible to trigger something like a cluster bomb in place of a gbu? Maybe be able to set the burst height and coverage area as well.
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This "small" stuff if the program is titled a "flight simulator". The FS community wants more than 3 switches to be thrown and full realism. So far I did not see it in the community beta. How can you implement or try to introduce physics in an engine that does not accompany it? ---------- Post added at 06:58 AM ---------- Previous post was at 06:55 AM ---------- Ever think people want that? Obviously not...
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So I am trying my hand at camera for the first time and I can place cameras and get the angles I want, but when I run scene.sqs the camera never changes from the first point. Help would be appreciated. this is what I have so far: showcinenaborder false; titlecut [" ","BLACK IN",1] _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] showcinemaborder false; ;comment "0:19:57"; _camera camPrepareTarget helo; _camera camPreparePos [627.89,1254.37,31.39]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0 @camCommitted_camera ;comment "0:16:27"; _camera camPrepareTarget helo; _camera camPreparePos [746.12,1187.28,5.58]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5 @camCommitted_camera _camera cameraeffect ["terminate","back"] camdestroy _camera end1=true; exit; So again any help would be nice. I've read all the tutorials I can find and wasted hours on this already.
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A good question ... Toilets
Steaksauce1337 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So how would I go about making someone take a dump in one of the portable field toilets? I tried naming it and doing "assignascargo" but didnt work. I also would like to know how to open or close the doors as shitter animate ["Door", 0]; did not work. Kind of a dumb question but adds some immersion to a field base. -
New to scripting need answers please...
Steaksauce1337 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
#1 is it possible to spawn an entire enemy base so that AI cannot report it too early in a mission? #2 how would I begin writing a script that for example says.. when X units takes Y amount of deaths then Z will spawn for a retaliation .. and if possible spawn the camp so they can start lobbing mortar rounds? -
Scene.sqs help please
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Solved.. after help here and searching through the comref I was able to get this fixed and working sort of.... the rest I might be able to figure out on my own. showcinemaborder false; titlecut [" ","BLACK IN",1]; _camera = "camera" camcreate [0,0,0]; _camera cameraeffect ["internal", "back"]; comment "14:18:57"; _camera camSetTarget man1; _camera camSetPos [636.87,1281.61,3.87]; _camera camSetFOV 0.700; _camera camCommit 0; waituntil {camCommitted _camera}; sleep 5; ;comment "14:36:52"; _camera camSetTarget man1; _camera camSetPos [692.04,1241.83,0.79]; _camera camSetFOV 0.700; _camera camCommit 5 waituntil {camCommitted _camera}; _camera cameraeffect ["terminate","back"]; camdestroy _camera; For some reason when pasting location from camera.sqs it pastes the syntax as campreparepos instead of camsetpos, obviously wait until was needed also.. Sleep was also needed, oh and let me not forget the [ ] around coordnates need to be removed if you intend to set an object as the target. -
Scene.sqs help please
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thank you, these are the answers im looking for. -
Scene.sqs help please
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Did not work, would not even execute. Did exactly as you said and pasted the syntax. Tried mine ... again.. and was able to get it running.. again, but I STILL cannot go from 1 cam to the other, that's all I want to do.. is that so difficult? Ready to give up on this one, seeing that a stupid cutscene doesn't really affect the mission. titlecut [" ","BLACK IN",1] _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] showcinemaborder false; ;comment "20:41:59" _camera camPrepareTarget [man1]; _camera camPreparePos [636.40,1282.40,1.22]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; @cameraCommitted _camera; ;comment "20:43:19" _camera camPrepareTarget [man1]; _camera camPreparePos [644.36,1265.76,1.24]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 8; @cameraCommitted _camera; _camera cameraeffect ["terminate","back"] camdestroy _camera end1=true; exit; that is what I have and it will create and follow man1, but wont go to the next location or end.. -
Scene.sqs help please
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
that isn't what i'm after... The setrel will attach it to a vehicle and I do not want that. I want the camera to pan from 1 location to the next while still keeping the vehicle in the center. I have made the corrections to spelling and the cameracreate syntax but for some reason it will not change to the next camera position. It should change 5 seconds after the first camera is set. -
Weapon on back, slung arms.
Steaksauce1337 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone know the command or syntax to make a unit walk with his weapon on his back as if he were marching. SoldierOne action ["WEAPONONBACK", SoldierTwo] tried this as a trigger and does not work. -
Weapon on back, slung arms.
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah that IS pretty weird. I remember in OFP I could set behavior to safe and they would sling arms. Wasnt really that important but figured it would look good at a gate or something having a guard with arms slung giving a salute to people who come and go. Just for eye candy really. I guess "safe" now is when the gun is at the low ready. -
Weapon on back, slung arms.
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nice it works perfectly.. now how do i get the guy to walk a path? like.. do an about face and walk back? i pretty much just want the guy to walk back and forth like a sentry (thanks for the help too!!!) -
What am I doing wrong? Adding music
Steaksauce1337 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've been at this for hours and still cannot get to work. I've read many tutorials and forums but still no dice... How do I add custom music to a mission? I have a description.ext with class CfgMusic { tracks[]={}; class Music1 { name = "Music1"; sound[] = {\music\Music1.ogg, db+40, 1.0}; }; class Music2 { name = "Music2"; sound[] = {\music\Music2.ogg, db+40, 1.0}; }; I also have a folder titled "music" inside the mission folder. With 2 .ogg files titled music1.ogg and music2.ogg Nothing shows up in a trigger under effects. I'm sure this is a repost, but I've tried everything... -
What am I doing wrong? Adding music
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
IT WORKS!!!!! I was putting it in my arma 2\user saved Looked at the editing manual AGAIN and noticed the guy had a mission.sqm which I didn't have in mine.. so I looked @ arma2\missions and put the description and music folder there.. it worked.. My own stupidity. Thanks everyone for your help! I love this community... Only took 3 days:o -
Weapon on back, slung arms.
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, how would I go about looping it? Other than copy / paste 1,000,000,000 times. -
What am I doing wrong? Adding music
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm going to try a diff sound FX... also noticed all my files were set to "read only" that may of been an issue. I will give it a go in a few minutes. -
What am I doing wrong? Adding music
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
still nothing. I checked the case sensitive part a while ago, playmusic does nothing and it is not in the list.. no doubt it is something simple... im thinking its in the folders or whatever.. the code has to be right -
What am I doing wrong? Adding music
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
still nothing :\ The music folder and description.ext would go in my documents\arma2\user saved\mission name folder right? I figure it's something dumb like that I've done... -
What am I doing wrong? Adding music
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, went so far as to restart the game. I will try yours and see if it works. Looks similar to my OP though. ---------- Post added at 06:54 AM ---------- Previous post was at 06:39 AM ---------- Did not work.... I copied and pasted exact. My music is even named Music1.ogg Am I looking for it in the wrong place? I assume it would be in effects/music in a trigger? I've checked everything else... -
What am I doing wrong? Adding music
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still doesn't work. I've read the new manual out and searched several places... but it still doesnt work.. :( I have screenshots here of my folder and files so maybe someone can see if I'm doing something wrong there.... http://www.flickr.com/photos/8064024@N06/5353896618/ http://www.flickr.com/photos/8064024@N06/5353888762/ -
What am I doing wrong? Adding music
Steaksauce1337 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still a no go... Copied exactly from here, and tried the one from the manual as well. When setting a trigger and I go to effects none of the music shows up in the list -
Make A-10 fire with selected weapon
Steaksauce1337 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any way to make the A-10 fire with just the gun or rockets? I have not been able to find a classname for the GAU.. maybe am just not looking hard enough -
Multiplayer gametype tutorial needed!
Steaksauce1337 replied to Eclipse4349's topic in ARMA 2 & OA - MULTIPLAYER
It's probably a little outdated now but still.. sort of a tutorial that was mentioned earlier -
So I was just reading the change log for the new upcoming patch, but I noticed something.. Yep.. you guessed it.. it appears once again BIS has ignored the cries of the community about the glaring bugs. I see nothing there about, fixing the ability for AI to see through grass or getting shot through walls.... (that is a big one amongst several people) Don't see anything there about general performance issues or the "receiving" bug people keep getting. I mean don't get me wrong.. I can see how adding the ability for a grenade to bring down a building is a far higher priority than fixing what the community has been bitching about since release. Only thing I saw that will be worthwhile is the throttle thing but even that isnt really fixing anything. Maybe try fixing what is broke before adding more stuff?? Just my $0.02. Should we.. I don't know.. maybe toss BIS some lighter fluid and a box of matches.. or maybe a gun? Make a quick death instead of the slow painful one they are heading for... Then again maybe that stuff will be fixed and wasn't mentioned. Of course it's just my opinion.. no doubt ill have some BIS loyalist flame me for exercising my right to an opinion.
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leave it on, that is the part that sucks for those of us with heftier machines. We have grass on, someone with a lesser machine has it off for performance.. who is going to see who first?!