Toasted Duckie
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IED script help..
Toasted Duckie replied to USSRSpetsnaza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This has to be one of the weirdest posts... use: getMarkerPos instead of getPos... -
Looking for alpha testers for script-editor/error-detection tool
Toasted Duckie replied to sbsmac's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Will download today, will use, will provide you with feedback overtime :D -
Random player picked
Toasted Duckie replied to Toasted Duckie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for that lesson shk. I'll try your example in a bit! What if I only wanted this to apply on 1 faction (only EAST for example?) I know I should be able to figure this out myself on the fly, but my brain seems flooded :\ EDIT: if isserver then { while (side moleUnit != east) do { moleUnit = playableunits select floor(random(count playableunits)); publicvariable "moleUnit"; waituntil {!isnil "moleUnit"}; waituntil {!isnull player}; }; }; if (player == moleUnit) then { player addweapon "M16A2"; hintsilent "Hi mole!"; }; }; if (true) exitWith {}; ? :) edit: no :( -
strings, numbers, variables and a good headache.
Toasted Duckie replied to Toasted Duckie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1) More instances off the script will be running 2) the script is pretty dynamic, amount of elements aren't a fixed value -
strings, numbers, variables and a good headache.
Toasted Duckie replied to Toasted Duckie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't want the hint to show the variables, I want to create variables with the variable name as showed in the hint. -
strings, numbers, variables and a good headache.
Toasted Duckie replied to Toasted Duckie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Unless I'm misinterpreting you, you are misinterpreting me:) I want to do: _varx = (variable) where _varx is the text coming up in the hint. It's been too much of a struggle to properly explain it... I just can't think of a better way to explain, my apologies:D -
strings, numbers, variables and a good headache.
Toasted Duckie posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello once again. Imagine someone wanting to "automate" the following process (assigning variables to something); _var1 = variable1; _var2 = variable2; _var3 = variable3; I've been struggling for a while now, but the code below shows up a hint every 2 seconds saying: _var1 . 2nd time it says _var2 and 3rd time it says _var3. _max = 19007; _min = 19004; _var = "_var"; _Add = 0; while {(_min <= _max)} do { _Add = _Add + 1; _var = format ["_var %1",_Add ]; hintSilent format ["%1",_var ]; _min = _min + 1; sleep 2; }; In other words, I can let the variables (_var1, _var2, _var3) show up. But I can't get a "hold" of them to assign anything to them. If that makes sense :confused::confused: Help much apreciated:D <3 -
Simple comboBox sample
Toasted Duckie replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I could use this as well actually :( ---------- Post added at 01:58 PM ---------- Previous post was at 12:25 PM ---------- http://forums.bistudio.com/showthread.php?t=98221&highlight=combobox Something here :) -
Small question about DIALOG inheritance..
Toasted Duckie replied to Toasted Duckie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Aaaaaaaaah very clever, thanks :) -
Small question about DIALOG inheritance..
Toasted Duckie posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, struggling with dialogs and enjoying it :) Question though: What if I, let's say place 5 buttons from top left to bottom left and I use inheritance to 'forward' properties from the first button to the next one.. What I want to achieve is set the y-value of the next button +0.05 relatively to the previous button. class class1 { (Lot of stuff here); y = 0.2; }; class class2 : class1 { y = (y + 0.05); }; class class3 : class2 { y = (y + 0.05); }; Doesn't work. In the above example I want y=0.25 in class2 and y=0.30 in class3. Reason for this is that I don't want to change all these separate values if I decide to heighten or lower the buttons a bit. Thanks in advance :) Duckie -
Hello, it's been a long while since I've done anything ArmA2 related, but can someone tell me why the following doesn't work? Probably something with localities.. A trigger over an area of players with in the Cond field: true and on the OnAct field: null = [thislist] execVM "randomselection.sqf" randomselection.sqf if (!isServer) exit; _array = _this select 0; _randomperson = _list select (floor(random(count _list))); hintSilent format ["Randomperson select, his nameis %1",_randomperson]; _randomperson addWeapon "M16A2"; sleep 2; if (player == _randomperson ) then { hintSilent "You are the mole, hopefully ONLY YOU can read this message, but multiplayer testing will have to prove that"; } exit Players experience different people selected as a randomperson in the first hint. The second hint isn't displayed at all I think. Halp:confused: Thanks :) <3
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Suicide bombing script
Toasted Duckie replied to rexehuk's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hey M1n1d0u. I'm writing the scripts for this suicide bomb thing. Nice link there. We're still working on this, I am busy with other stuff too, however. So please don't get mad if this might take a while until it's first release :D But don't worry, it's still in development -
SQL, DataStorage, and External Plugin's (Updated Thread)
Toasted Duckie replied to Nutty_101's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is incredible... Keep working on it please! The potential is unlimited! -
Suicide bombing script
Toasted Duckie replied to rexehuk's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Scriping is hell. Learning a lot here though:rolleyes: -
BluFor spy
Toasted Duckie replied to armydude's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you create a british soldier, set its probability of presence to 0 and then create a german player and group him with the British one then: The game will handle that german soldier as a british one. Germans will engage him