

Woodpeckersam
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Everything posted by Woodpeckersam
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Conversation System... confusing and cant get it to work
Woodpeckersam replied to Woodpeckersam's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thats going to take me a long time to get the hang of, i tried it out today, constant failure. There just dont seem to be any clear documentation that i can find on the net... :( When you mean speech, do you mean the AI is using a sound file i provide for the speech? I just want to make it with no speech, just text for now and thats just it. I saw in the tutorial i mentioned (its very hard to understand that tutorial) that you dont need an fsm file. It said it was optional. So i wonder if i have just typed a line of a code wrong... -
Getting car to run over pedestrian
Woodpeckersam replied to Funkman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That was absolutely brilliant funk! The whole mood and atmosphere changed when saw the car, and I could feel all emotion when he got hit. I showed this to my girlfriend and she said that it's quite sad. Great job mate :D -
how to check that a group is not in a vehicle
Woodpeckersam replied to Woodpeckersam's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Brilliant guys!!! it works woohoo! (check the top of the code) ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: TODO: Author Name //***************************************************************/ // A very big thanks to: Muzzleflash and Cobra4v320! //***************************************************************/ ////////////////////////////////////////////////////////////////// private ["_megrp"]; _this select 0; _empty = false; _megrp = group player; boss setBehaviour "safe"; {_x moveincargo HeliStart} foreach units _megrp; while {HeliStart distance helipad1 >= 100} do { HeliStart Move getpos helipad1; HeliStart flyinHeight 50; }; HeliStart land "LAND"; {doGetOut _x} foreach units _megrp; waituntil {{ !( _x in HeliStart)} foreach (units _megrp) }; HeliStart land "NONE"; sleep 10; if (player distance boss <=20) then { player enablesimulation false; player setBehaviour "safe"; player dowatch boss; boss move position player; boss lookAt player; boss setSpeedMode "LIMITED"; HeliStart move getpos DeleteVehTrig; }; Can someone please guide me with a couple of small problems? I have notice a lot of new thnigs in Arma. One - Allowing to make sure that you character cannot move but can still move his head (dunno how to do that), enablesimulation = false doesnt work as i cannot move the players head. Two - using the boss move to player doesnt always make the boss stand in front of me and using the enablesimulation doesnt allow my player to turn his head to look at the boss if he is slightly off screen... three - How can i force the player to setbehaviour safe and look at the boss as he is walking towards me? Thanks so much for your help mates! Gonna pop to bed Night night -
how to check that a group is not in a vehicle
Woodpeckersam posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi there peeps, I have a question that has been bugging me. I used to use more .sqs scripts in the previous games, now i am trying my hand at .sqf. I think its fairly straightforward however one thing that has been bugging me... how can i check if a group has left a vehicle? basically the group is _megrp which is my player's group. ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: TODO: Author Name ////////////////////////////////////////////////////////////////// /////// /////// HeliStart ---- Name of the Helicopter the player's group starts in /////// _megrp ---- Is obviously the player's group /////// helipad1 ---- Is the helipad the Helicopter drops off _megrp at /////// boss ---- Is the CO that will walk to the player and give him a mission /////// DeleteVehTrig ----When the helicopter flies over this trigger, HeliStart is deleted. (triggered ingame) /////// private ["_megrp"]; _this select 0; _megrp = group player; {_x moveincargo HeliStart} foreach units _megrp; while {HeliStart distance helipad1 >= 100} do { HeliStart Move getpos helipad1; HeliStart flyinHeight 50; }; HeliStart land "LAND"; while (_megrp in HeliStart) do { doGetOut _megrp; } if (cargo HeliStart == 0) then { boss move getpos player; HeliStart move getpos DeleteVehTrig; } else { doGetOut _megrp } as you can see i the "if (cargo helistart == 0) then" looks incomplete, i have actually tried a number of things, but i havent tried this as i know it wont work. remember this is a very very basic sqf script. Im not learning via tutorial, im learning by trying things out and playing around with code and getting code samples from other scripts... however where i have looked i cannot seem to find an easy to understand code for checking whether the group is not in the vehicle. ps i am not worried about the descriptions at the top of the script, i justed added them there while creating this post. -
how to check that a group is not in a vehicle
Woodpeckersam replied to Woodpeckersam's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you guys, i'll play around with both of these :D now they are much easier to understanding using both methods. Thanks! I have yet another question... im not quite used to .sqf... How can i check if a variable (i think) is true then activate next part of script... here _empty = false; if (_empty == true) then { boss move getpos player; HeliStart move getpos DeleteVehTrig; } else { _empty = false; doGetOut _megrp; waituntil { { !( _x in HeliStart} foreach (units _megrp) }; _empty = true; }; this is testing the idea of using cobra's code. I'll try the other code from muzzleflash once i can determine how to get this question out of the way, then i can determine who's code is easier to use. -
how to check that a group is not in a vehicle
Woodpeckersam replied to Woodpeckersam's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for such a quick reply Muzzleflash :) A quick question, is this checking for everyone inside the vehicle or just the group that I want to check that are not in the vehicle? edit:: Sorry i got confused with that script. Forgive me, could you explain it more simply if possible? -
How to load all scripts/modules before mission has started?
Woodpeckersam replied to Woodpeckersam's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you very much for your replies guys :) I will test it out now with less mods. I may need to change the mission.sqm to disable the mods that I have unticked in the ArmaII launcher. (i know how to do that :D) -
How to load all scripts/modules before mission has started?
Woodpeckersam posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi there all, I sort of asked the question at the end of the convoy thread below... I was in a way stress testing my Imac (BootCamp) and I've neva had any major lag while doing what I did... I have used loads of mods (the ones recommended to be used with ACE such as Grouplink 4, CBA and loads of other ones) plus a few modules (ambient civs, civs expanded, combat, animals, vehicles, JTD Vehicles) and scripts such as UPSMON and the Convoy script... And i have noticed that everything fully loaded will initialize between 5 - 8mins when starting the game. I dont get to see Grouplink Initialized until about 7mins into running around in the game, once thats fully loaded *sometimes* the other stuff loads. CBA can sometimes a couple of seconds after Grouplink or a few seconds before... same goes with the convoy script. I stand by where the convoy is supposed to spawn... and i wait there... until i see each vehicle popping up individually every 10 - 20 seconds. So is there any way to make sure all the stuff has loaded before i even start running around? I am aware that loading times could be loooonnggg. Cheers -
Getting car to run over pedestrian
Woodpeckersam replied to Funkman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any time mate :) As long as it helps and it works, then its fantastic. Cool! Can i see the video when its uploaded? ? :D Cheerio! -
Getting car to run over pedestrian
Woodpeckersam replied to Funkman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi there Funkman :) Im glad it works for you (sort of) i found it quite hard to explain it properly (i came home late from a night out last night) but it seems that you got the idea! Ah that is quite strange regarding the camera positioning causing differences in AI behaviour... that is strange indeed... I have this for an idea, but it may or may not work. How about this when the AI is driving, when he is closed to the Civilian maybe try... car disableAI "Move" execute this only when the vehicle is moving. This is the only thing i can think of at the current moment. Its not a clean way of doing it, but its worth a try. I would love to have a second opinion from someone else on the forum to help Funkman out, more ideas the better :D edit:::::: That code should disable the AI to control movement on his own, therefore should carry on driving to a stop? You could always setvelocity to force the movement... -
How to load all scripts/modules before mission has started?
Woodpeckersam replied to Woodpeckersam's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thats what i was thinking. I know i have too many mods loaded at once. Im silly ofc lol... these are the mods I have on there at the moment (loaded) the ones with a red line through the middle i dont load. (errors) oh i seem to have a weird thing with CBA... it tells me i got combined operations and tells me to turn off or get rid of one folder and then it tells me i have OA and tells me to get rid of the other folders too... thats weird :S -
Getting car to run over pedestrian
Woodpeckersam replied to Funkman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is probably not the neatest idea, but it could work... Lets say that you have different shots in you movie. First shot Civilian walks along the side of the road - Camera pans, following him while he is walking. Eventually the Civilian stops and faces the camera. Cuts to Second shot. Second shot The camera is facing down the road, in the distance you see a car approaching, with increased depth of field and background blur The civilian walks across the road from the left side to the right. Cuts to Third shot. Third shot cut to side view this time from the other side of the road from First Shot In slow motion, the civilian is still walking across the road in slow motion, then all of a sudden a car hits him. for the editing part put the vehicle to the left of the right of the camera on the road, not moving, when the civilian has walk to the desired position on the road where you want him to be hit by the car, play around with this command car1 setvelocity [x, y, z] for example------------- car1 setvelocity [10,0,0] This will force the car to travel in the direction you choose. In this case it was a speed of 10 along the x axis which i think is east on the compass. Setting the number to -10 for example will make it go the other way _________________________________________________________________ I hope this kind of helps and is easy to understand, if you can cut your shots up as i mentioned and then piece them together, it will look as if the civilian has been hit by the car. Be warned you may have record the sound of a car driving by in the game, just get you play to stand where the camera is in the third shot, record the sound the place it in your movie (when the SetVelocity command activates) Also where i say "cuts to second shot or cut to third shot" it could generally mean record each shot individually and then putting them together in windows movie maker or whatever program you use. What could be useful if you create a storyboard for each shot you want and determine how many shots you need, what camera angle and how long it will take for it shot. Draw a basic rough image of the shot and try to recreate that shot in Arma2. Somehow i think you know how to do all this, however forgive me if this is all too confusing. Better to be safe than not explain in full detail. EDIT:::: And regarding the interface... i cant remember how to hide it... i'll have a quick look on COMREF and google. Just a quick check on google... Deadfast said use camera.sqs and it will hide the HUD... You could try that out and make it so that the Civilian and the Driver of the car are AI? -
Convoy creator & convoy control v1.0
Woodpeckersam replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Heya, I just wanna say what a fantastic script this! It was absolutely brilliantly! I tweaked the script a little if thats ok with you? I simply added _combatmode = _this select 10; and changed the two... [_convoygrp,_i] setwaypointCombatMode _combatmode; so that I could control the combatmode as the convoy is spawned (im not releasing the mission at all, its just for my personal use) I have a question however... I cant seem to remember (and figure out) how change the init line of a spawned unit / group... I would like to use the convoy script alongside UPSMON to allow the convoy to be ambushed by the opposing team. Can someone guide me on this please? (would the script need to be tweaked?) edit::: Oh also i forgot... how do i make this script start before all other scripts? (i have been doing a lot of testing on one mission using lots of modules, mods and scripts all at the same time... and they take about 5min to load up (i mean 5 minutes after i am in the game running around and stuff) grouplink 4 seems to start up about between 5 - 8min in game) -
How to place a building/bunker on flat mound..
Woodpeckersam replied to Woodpeckersam's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's a real shame isn't it... The mounds would be extremely useful. Thanks the quick reply regarding that. Hopefully BIS could allow future implementation? Thanks cobra, I did know that already.. However I wonder I there are any mound objects out there that could use setvectorup... Hmm *starts searching* cheers guys. -
How to place a building/bunker on flat mound..
Woodpeckersam posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have been struggling to work this one out let alone search for it (no results). To those who have played warfare mode, you must have noticed that if a building has been place on a hill, it is automatically made flat by sitting on some mound... does anyone know how to accomplish this? Many thanks. ps. (i have A2 and A2:OA if it helps) -
@Charonos Yeh lol i noticed that, i managed to fix it lol, i sed in a post of page 1 but thanks but u taught me something lol... damn lockvehicles! lol i did have that problem until now, thanks man! @Special Ed WIcked man! I'll be sure to give that a try! lool, i knew there must have been a command to do it lol. I'll try it both ways, script and non-script, they both have their advantages and disadvantages! so i'll choose the easiest methods.. thanks guys! You been a great help
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I was ace scripter in OFP.. but i aint played for so long so i dropped in skill now i cant script as brilliant as in ArmA now .. im stuck on this piece of code. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _g = _this select 0 _s = _this select 1 #loop ? ((damage _s)>= 0.001) : goto "fix" goto "loop" #fix unassignvehicle _g _g action ["getout", _s] _s lock true ~5 #move _g domove (position crate) ?((_g distance crate)<=2) : goto "wait" goto "move" #wait ~20 _s lock false _g domove getpos _s _g assignasgunner _s !_g distance _s <= 2: _g moveingunner _s _g setdamage 0 goto "loop" _g is the unit entering the searchlight _s is the searchlight itself. Basically i want it so that if the bulb blows out when someone shoots it, i want the unit manning the search light to go and get a bulb from a crate. But all it manages to do is when i shoot the light, it goes off, the unit gets out wander around for about 2 seconds then gets back in the searchlight.. unfixed. Hope somone can help, thanks. edit: I get no code errors. And can someone answer this question too.. i cant seem to get deletevehicle work too.. i want to delete the watch towers around the base.. and in OFP its easy cos you would do this deletevehicle (object 175970) note: that id number is the real one from a watch tower.. how would i go about doing this? thanks.
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Hmm thnxs special ed lol, but i only wanna destroy 1 object each time, cos they get in the way of the patrol.. and the (object ID) thingy still doesnt work :/ very strange.... maybe its the place on the map itself.. anywasy thxs for ur help peepz
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hmm doesnt seem to be working, it says its missing a ).... weird lol
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oh, just read ur editted page lol, yeh i rememba now lol, oh well.. i'll just have to destroy these objects then. (the reason why because the AI cant seem to pass in between the fences when theres a watch tower in the middle, even though there is a big gap there :/) Sorry lol but.. u know how to destroy stuff that built in on the map? thanks
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lol, gonna test it hehe thanks.. u kno thats usually made for camera's.. but i remba ofp they made missiles wit it.. (well with camcreate)
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Dont worry bout my post now lol, i managed to figure it out.. but can someone help me figure out how to delete objects already on the map? thanks!
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Hi, im wondering what "Bulldoze" is, i found it in the controls menu under air and vehicle controls.. i cant seem to find a bulldozer in the mission editor, does someone mind explaining what that is? Thanks  edit: I found this after updating the game to euro 1.05
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lol i did know that, but im using .sqs... does sleep work with sqs or only with sqf?? Cos there no probs here using ~ well, i'll give it a try thanks. edit: Yeh it dont work with SQS lol, i'll have to try and learn SQF one day lool.. i cant be a*sed to do it at the moment lol.
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Yeh I totally do lol, its whether i have the patience to learn it lol, and thats my prob.. i tried the stuff in OFP and only managed to be able to make basic animations and do scripting. But i might give this a shot, when the stuff comes out