SenseleSS Violence
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Unit Description
SenseleSS Violence replied to major woody's topic in ARMA - MISSION EDITING & SCRIPTING
so the unit you create first will be at the top of the list, the next will be 2nd so on, so on, bit like which order you group to a leader 1st like i mentioned before. -
Unit Description
SenseleSS Violence replied to major woody's topic in ARMA - MISSION EDITING & SCRIPTING
If you mean the grouping hierarchy it's done when you group the groups in the editor.....lets say you insert 1 man which will be the player then insert another called soldier3 and group it to the player's unit it will be 2nd in the hierarchy [F2 key] , then add another called soldier2 and group it to the player's unit 3rd [F2 key]. Now lets say you want soldier2 to be in the [F2] position and soldier3 in [F3], easy un-group both in the editor and drag soldier2 to the leader first and soldier3 last.....and save. or I don't understand your question -
Editing Armor for body locations?
SenseleSS Violence replied to xg0ffx's topic in ARMA - MISSION EDITING & SCRIPTING
this might do the job you want, put in units init: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler ["dammaged", {if(_this select 1 == "head_hit")then {_this select 0 setDammage 1} else {_this select 0 setDammage 0}}] -
setVectorUp/vectorUp anomalies
SenseleSS Violence replied to Donnervogel's topic in ARMA - MISSION EDITING & SCRIPTING
just in case you missed this thread........ search -
Spawn Unit via a trigger?
SenseleSS Violence replied to xg0ffx's topic in ARMA - MISSION EDITING & SCRIPTING
easyway eg: 1 Add another unit in the mission editor and call it s1 then in the trigger ON ACT: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"SoldierWB" createUnit [position s1, s1] look here to change the class. eg:2 if you want to create a group from thin air without the inital s1 leader then you will need to create a group first: put this in a init: of a game logic <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">s1_center = createcenter west;s1_group = createGroup s1_center make another gamelogic where you want the group to be created and name it here now make the trigger that adds soldiers to the group: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"SoldierWB" createUnit [position here, s1_group] If you're a East player and they don't shot at you it's because there were no west units on the map at game start so put a dummy unit in a far off place that does nothing. -
Spawn Unit via a trigger?
SenseleSS Violence replied to xg0ffx's topic in ARMA - MISSION EDITING & SCRIPTING
activation: ANYBODY repeatedly: if you want more than 1 on Acc: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"SoldierWB" createUnit [position player, group player] if you only want a unit to spawn if the player goes into the trigger add Condition: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player in thislist -
Mission Script problem.
SenseleSS Violence replied to Mike31's topic in ARMA - MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">onMapSingleClick """marker1"" setMarkerPos _pos" also change the {} with "" a few line lower. also find those OFP_MARKER_Destroy in the mission.sqm and change that line to just: Destroy. cheeers -
you already have the array, it's the players group, accessed with the F1,F2,F3,... etc keys. what you need is a GOTO loop. if you just started scripting you should use the *.sqf syntax....it better.
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Detecting unit in the area?
SenseleSS Violence replied to icebreakr's topic in ARMA - MISSION EDITING & SCRIPTING
leave the trigger that works for all of Mikeone buddies as it is and put this line in the condition: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mikeone in thislist now the trigger only works when mikeone enters -
Get ID of object
SenseleSS Violence replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
might need to set your own once you have your obj: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_id = _House setVehicleId 1 setVehicleId -
strings/format in forEach constructs not working?
SenseleSS Violence replied to charonos's topic in ARMA - MISSION EDITING & SCRIPTING
I copyed and pasted this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_array=[1,2,3,4,5]; { player sidechat format ["element: %1",_x] } foreach _array; set it off with a radio trigger with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">test=[]execVM"readarray.sqf" and it works fine....ArmA ver 1.04 if that makes a difference. -
Mission Script problem.
SenseleSS Violence replied to Mike31's topic in ARMA - MISSION EDITING & SCRIPTING
remove the {} because ArmA thinks code is in there but the command onMapSingleClick wants a string... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">onMapSingleClick "marker1 setMarkerPos _pos" but then again, I'm havin problems myself so I'm probably wrong. -
How to make a bridge invincible
SenseleSS Violence replied to xg0ffx's topic in ARMA - MISSION EDITING & SCRIPTING
Finally got home to my PC.... I made a trigger: size 100 x100 , set to repeat, Anybody and put this line in the activation: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(position trig1 nearestObject 441616) setDammage 0 so you can blow it up but if anybody gets within 100 meters than it will self repair. I tested this on the large bridge at Pesadas (map ref:Fi 25) and the furthest part to the east (part#441602) can not be repaired for some reason....had me stuffed for age's until I tested the west side.....must be a map bug -
How to make a bridge invincible
SenseleSS Violence replied to xg0ffx's topic in ARMA - MISSION EDITING & SCRIPTING
I still haven't tested this but try in the condintion: in the activation: your code I'm sure you can GROUP(F2) triggers to map objects so you could drag a line from the trigger to the bridge ID and use THIS instead of nearestObject 161744.....might make it quicker if you need to do several bridges. -
How to make a bridge invincible
SenseleSS Violence replied to xg0ffx's topic in ARMA - MISSION EDITING & SCRIPTING
don't use a game logic, use a trigger with condition getdammage and also set it to repeat.....I can't test this cos I'm at work but should work