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Everything posted by Taurus
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Deleting actions ???
Taurus replied to stephen271276's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello. Actually the first variable you have there is a "place holder" The actual action ID(which you need to remove the action) is sent to the script as described here: addAction If you can't get around this I'll explain more thoroughly later. -
Basic SQF-Scripting, the guide
Taurus posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorted. Basic SQF Scripting - Guide v.3 -
http://img361.imageshack.us/my.php?image=armamoronpilotsuq3.jpg Speed Modes: Orange = Full/Normal Yellow = "in between"-phase Green = Limited. The arrow represents the ground. Two scenarios Above: The one I want to accomplish without scripting the whole flight with setvector setvelocity etc etc. i.e. Flying the helicopter via scripts instead of the AI flying it. Below: ArmA helicopter pilots. The ArmA pilots gets shot down by AA fire 98% of the times, I want this helicopter to land(transport unload) behind a hill. I've tried FlyInHeight But as soon as the helicopters speedMode changes the pilot promptly gains height to "lower speed". Same goes with waypoints, as we all know from the very beginning of OFP helicopter pilots are very precise in their "Move to" commands and can't just fly past an waypoint banking their helicopter and turn smoothly. Perhaps someone already did a script which accomplish this, please let me know because I couldn't find anything whilst searching. Thanks in advance!
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Getting units into buildings
Taurus replied to Mandingo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In the upper right section of the forums is a very interesting text. "Search this forum" Then some threads show up covering topics which already has been mentioned. For example: http://forums.bistudio.com/showthread.php?t=94373&highlight=buildings and http://forums.bistudio.com/showthread.php?t=94315&highlight=buildings If that fails you could try searching the ARMA - MISSION EDITING & SCRIPTING-forum. Good luck. -
This Pretty neat.
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Make vehicle deploy smoke
Taurus replied to cja100's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's the weapon you should use. _myVehicle fire "SmokeLauncher"; -
AH-64D LongBow Problem
Taurus replied to m4rk3tin6's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
here: http://community.bistudio.com/wiki/ArmA_2:_Weapons -
Hm, not all, but many, especially the ,,, gamer. Some did complain, I didn't have any problems with it either. BIS is very special in this department as they even patch Arma after all these years. Well, lets not write this game off shall we? We will see what happens, perhaps I'm naive I don't know, but time and rants from the communities has changed things in the past.
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BangTail Well if it was any other game I wouldn't, but Silent hunter is one of my favourites. And if you don't like it, then the choice is simple. I'm not particularly fond of what UBI has done to Rainbow Six, they moved to the console and the game was doomed. But if some of their developer teams makes game I like I'll still buy games from UBI. The gaming industry needs to get the "piracy"-problem under control, and perhaps this is how to do it? Is this decision written in stone? Blizzard is wavering about their decision to only have Diablo 3 and Starcraft 2 playable via battle.net Paying a monthly fee for any game that isn't a MMO is out of question. I still do not see having to connect to some server somewhere to verify my game that much of a problem. For better or worse UBI is not new in this area. One example you cannot play your Dragon Age game with DLC without first logging on to their server. IMHO that's why the console games are developed.It is interesting you mention Bohemia Interactive here as they sure hasn't made precautions against piracy? I like Bohemia Interactive that's why I'm still here even tho' the quality of their games has been vague to say the least, if it would have been any other developer I'd uninstall the game and moved away a long time ago. I'll give up PC gaming when all games are Console ports, which sadly seem not too far away... Now I derailed yet another topic, my apologizes.
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Command line for script faulty
Taurus replied to VanhA-ICON's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hm, strange. If you want you can PM me the mission and I can have a look at it. It's hard to get a clear view of what you want to achieve or how the script will run and in which context. -
Command line for script faulty
Taurus replied to VanhA-ICON's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi. Did you get a chance of testing this further? -
I think I can live with that. The game is genuinely good and developed for the PC and my laptop would literally choke to death if I installed that game on it. Perhaps someone will make an "offline"-mod or UBI come to their senses later on.
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Command line for script faulty
Taurus replied to VanhA-ICON's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hm, I tried that and it worked. I can't test this in Arma now, but the below code should run successfully. if(isServer && ((typeOf crate) == "USSpecialWeaponsBox")) then{ crate setVehicleInit "handle = [] execVM ""scripts\weaponcargo.sqf"""; }; -
Command line for script faulty
Taurus replied to VanhA-ICON's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello. You need to check what type the crate is. Like so: ((typeOf crate) == "USSpecialWeaponsBox") i.e. you cannot compare an object with a string. Hope this helps. -
How to use Ambient Civilian Module!?
Taurus replied to Bakos's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello. I usually doesn't write this. But, I seriously wonder what the sticky threads on this forum is used for. Do you know Bakos? Modules Official Documentation Links Frequently Asked Questions/Requests Read those two, and good luck. -
Unit's init lines are run before init.sqf ?
Taurus replied to Splicer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes you are correct, I didn't check carefully what command was being used, I assumed it was isNil. So I just "copy pasted" it and added the quotation marks. It's not that I didn't write the correct command on the first line. -
Unit's init lines are run before init.sqf ?
Taurus replied to Splicer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Splicer. To check variables with isNil you need to enclose them with "" !isNil "PatrolScript" About "this" It's a programming reference which will take a while to explain. But basically if you put "this" in a units init-line it will always refer to the object(unit) itself. e.g. A soldiers init-line MyDude = this; MyDude will be: B1 1-1-1 MyGroup = (group this) MyGroup will be: B1 And so on. hope that shed some light on the subject. -
IRL for vehicles I'm pretty sure 12 o clock means the front of the vehicle, at least in the Swedish army. That's how it worked in OFP if I recall correctly. Instead we are plagued with "FAR TO (H)OUR FRONT!!" However that's an game play issue. Part from you can't tell your gunner to stop his "scan horizon" "scan direction" command, which has been present from OFP*1 What I'd like to see changed in core ArmA*2 is: 1: Commander turret not affected by main gun rotation for the regular M1A1. It should be as in the "Tusk" 2: AI keep his engine on whilst turret turns. 3: I can't tell the AI to shut the engine off*3 4: Turned out view of commander means stuck in MG view, how hard could it be to have to use the "optics" button to see that view? 5: AI gunner LOS, I can see how the AI gunner obeys orders blindly, but sometimes you command "FIRE" before the gun has been reloaded, and then he can fire his round into a rock, or even worse a friendly tank. 6: AI gunners keep engaging tanks with the MG, sure ctrl+f to switch, but sometimes an enemy tank appear too fast. 7: And this is for commanding all AI troops. Id like to see: [Group commander (you)] [Commander tank2] [Commander tank3] [Commander tank4] In the list of command-able units instead of seeing 12 units. If the above was to be implemented to could press F2 to select tank2 and order it to attack enemy x and so on. If say tank4 is disabled and the three crewmen disembark, i'm still commanding the highest ranked unit in the crew. That's how it should work on infantry level too. [squad leader (you)] [Fire team leader1] [Fire team leader2] [Fire team leader3] i.e filtering the view on a leader-level. I can keep on dreaming I guess as this would perhaps require a re-built engine? I usually don't play tank-missions because they're a b*cough* too hard to command and especially in a group. *1: I found a thread for OFP where I moaned about this *2: I'm not really interested of using mods to have something I expect to be in a "Simulator", but I guess I need to change that attitude... *3: However, if he did, the tank would disappear from the enemy AI radar and they wouldn't be able to attack it, what a shame.
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How many of you old OFP Veterans are still playing BIS games?
Taurus replied to nettrucker's topic in BOHEMIA INTERACTIVE - GENERAL
Yep, I too played OFP and all the expansions, Arma and now I'm, er not actually playing Arma2 but mostly doing scripts or checking functionality. I realized today I registered on the forums eight years ago :eek: -
Yes, the trigger was just as a ruler. The radius is 1000 the diameter 2000. If you put 1000 as A and b-axis as I mentioned in my first post, the blue line will be your ruler for a location which is ~1000 meters from the centre of the trigger. If you chose to use the script I provided you can put it exactly where you want, or well, differs with 1 decimetre. The script can be modified to take the radius(a,b-axis) as inputs where to put the object. But that will require some modifications to the script.
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Close container doors
Taurus replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello. I think you need to play around with animate Then to find the door name for the container, you must look in the config.cpp for that entry. I cannot provide you with this as I'm not currently near my Arma2 installation. Perhaps someone else can assist with this information. -
Bodypart names...?
Taurus replied to Mr Sarkey's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hello. add an event handler to the soldier and shoot him to see which parts gets damaged, http://community.bistudio.com/wiki/addEventHandler http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#Dammaged -
Hello. Sorry for intervening. You mustn't forget the "" around the variable, as Sickboy suggested. if (isNil "_tmr") http://community.bistudio.com/wiki/isNil
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So the 3D editor disables the 2D editor? ;) Anyways, here's the promised script in an example mission. FarInFrontOfUs The mission also features a bukkit which you can use to collect your bullet casings in. To edit the range of which the target should be placed at, look in the init of the shooting position.
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How to find enterable houses?
Taurus replied to Splicer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is a way to dig out the building positions from the config for houses, I think it is returned as an array. With it you can check if the positions is greater than 0 or 1. I have a script laying about from ArmA which could be used, I'm at work ATM so I can't provide you with it. I hope I find it because my dePBO tools doesn't work at the current time.