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SenseleSS Violence

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About SenseleSS Violence

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  1. SenseleSS Violence

    Unit Description

    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.
  2. SenseleSS Violence

    Unit Description

    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
  3. SenseleSS Violence

    Editing Armor for body locations?

    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}}]
  4. SenseleSS Violence

    setVectorUp/vectorUp anomalies

    just in case you missed this thread........ search
  5. SenseleSS Violence

    Spawn Unit via a trigger?

    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.
  6. SenseleSS Violence

    Spawn Unit via a trigger?

    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
  7. SenseleSS Violence

    Mission Script problem.

    <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
  8. SenseleSS Violence

    noob questions

    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.
  9. SenseleSS Violence

    Detecting unit in the area?

    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
  10. SenseleSS Violence

    Get ID of object

    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
  11. 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.
  12. SenseleSS Violence

    Mission Script problem.

    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.
  13. SenseleSS Violence

    How to make a bridge invincible

    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
  14. SenseleSS Violence

    How to make a bridge invincible

    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.
  15. SenseleSS Violence

    How to make a bridge invincible

    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
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