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[lol]clan killer bee

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Everything posted by [lol]clan killer bee

  1. [lol]clan killer bee

    An open letter on basic ARMA:CWA support

    Like Zapper and Jgaz said, DITO ! I still run a server at the moment http://www.nakedsquid.com/ I have tried to run the 1.99 version and than I had he CWA from steam and it didn't like it to much with the lose CWA, not sure others have the same problems I had or did. Like Rożek said, make a full package with all the fixed and documentation that would be nice and compatible. That would make lots of peeps happy I think. :o
  2. Hi guys still editing here on a mission but I still gonna need some more info ! I wanted to place a object in the water in this case the Land_Pier_small_F I created a invisible helipad and in the init I had placed this code piersmall= "Land_Pier_small_F" createVehicle position this; deleteVehicle this; All good and all fine (not sure if this also works in MP ) The problem that I ran into was that the object didn't aline to the beach and straight into the water. I did set the hight of the object with alt position and such but the pier did stand in a angle diapering into the water. :j: I also tried these: https://community.bistudio.com/wiki/surfaceNormal https://community.bistudio.com/wiki/surfaceIsWater https://community.bistudio.com/wiki/surfaceType None seemed to help ! I might have overlooked something or missed someting. Does someone know how to fix this problem ? With regards, KillerBee ---------- Post added at 21:26 ---------- Previous post was at 21:15 ---------- Okay by accident I had hit a space and the code wasn't implemented right. I got it straght on from the shore into the water by this ! piersmall= "Land_Pier_small_F" createVehicle position this; deleteVehicle this; piersmall setVectorUp [0,0,40]; I had to set it to 40. Other problem did rise up. I needed to turn the pier a little like 45 degrees arround the axis. I triedt to implement it the first 0 and the second 0 but result was 1: the pier tilled to the left or right 2: the pier tiled up and down in the specific amount of angle being given in. Question how to turn the pier ? In the mean time I had a pm form someone and I got the direction solved with the command _soldier1 setDir 45 Problem still is that the object get lower in the water when I replace the object more to the sea it doesn't stay the same hight? Okay this is 10 min later and I solved the darn problem. This is what I had to do to fix it ! SOLVED TO solve my problem I got this in the init: piersmall= "Land_Pier_small_F" createVehicle position this; deleteVehicle this; piersmall setVectorUp [0,0,40]; piersmall setDir 78; piersmall setPos [getPos this select 0, getPos this select 1, 1.1] Not sure this does work for MP yet ! Hope this can help someone else !
  3. [lol]clan killer bee

    Submarine depth !

    Hello communityl, I have a idea for a mission with a submarine witch has to stay static. I found that there is the Submarine_01_F this is a Civilian Sub. I got it to spawn with this code: _veh = createVehicle ["Submarine_01_F", [getMarkerPos "Sub" select 0,getMarkerPos "Sub" select 1, -40], [], 0, "NONE"]; This is a invisible Helipad and added a marker called Sub. The Sub spawns and also on the depth, problem is though that he start to go up and float at the surface. Is there anyone who has a idea or know how to fix this ? :j: Thank you. Ps if this has already been asked sorry I did a search for it, but didn't find anything bout this yet.
  4. [lol]clan killer bee

    Submarine depth !

    Thank you for the support guys, I gonna take a look at it the coming days, Christmas shopping and such. Will take a look at is as fast as possible ! Forgot to place this LOL I'm not script person, will try though, always want to learn something if I got the change, so no guarantees. ---------- Post added at 23:21 ---------- Previous post was at 21:41 ---------- Holy something this is all new to me ! Use to make a lot of mission in OFP at the time :p So far I have tested the Sub and is seems to work with the initServer.sqf Now after reading the Event script page I see this also these optoins. initServer.sqf is executed (server only) initPlayerLocal.sqf is executed initPlayerServer.sqf is executed (server only) Now as I just had it on MP by myself I wonder what if a JIPPer got in does it generate it the sub again or is the one at the start been seen and not done again, or does it get seen when it was . When do I use the player local and when the Jip compatible ?
  5. [lol]clan killer bee

    Submarine depth !

    Well seems I have cheered a little too hard ! Just got it running on a dedicated server and it went bonkers ! First off all no bubbles. :( Second It created with 2 peeps a very fast version of the sub ! http://oi60.tinypic.com/2mmhi4l.jpg (217 kB) I might need this on the init.sqf, but not sure ? //---JIP Check (This code should be placed first line of init.sqf file) if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; // Wait until player is initialized if (!isDedicated) then {waitUntil {!isNull player && isPlayer player};}; This might atleast prevent the multiple copy of the one sub. The bubbles I have no idea why it is not working in MP ?:j:
  6. [lol]clan killer bee

    Submarine depth !

    Well got it to work ! I had to change the script to: if (!isDedicated) then { _plankton = "#particlesource" createVehicleLocal (position mySub); _plankton setParticleClass "PointBubbles1"; _plankton attachto [mySub,[0,2,1.3]];}; Took me a while to find the name for the bubble (s) Need to find out how to make a little less bubs and on more spots ! Need too look of I need to change this in the code: [mySub,[0,2,1.3]] or see if there is another PointBubbles1 like PointBubbles2 or maybe PointBubbles3 Here is a pic of the bubbles http://oi59.tinypic.com/eafakm.jpg (639 kB) ;)
  7. [lol]clan killer bee

    Submarine depth !

    Thank you guy a lot, got it to work SP (editor) need to see if it works in MP. Like I said thank you for the help ! Two thumb up, one subdown. ---------- Post added at 13:04 ---------- Previous post was at 13:03 ---------- This might be weird too ask but does anyone know how you can add some bubble to the sub like you do with the diver. Some times just a few bubbles ?
  8. [lol]clan killer bee

    Submarine depth !

    Tried it but this gives me the following message. :butbut:
  9. [lol]clan killer bee

    Submarine depth !

    Thanks for the reply, I have added to mine line like this _veh = createVehicle ["Submarine_01_F", [getMarkerPos "Sub" select 0,getMarkerPos "Sub" select 1, -40], [], 0, "NONE"]; this setMass 10; Sub still raises up too the surface :mad: Is this not a code that you put in the init of the object you place on the map and given a name ? This sub needs too spawn first or do I misunderstood you ?
  10. [lol]clan killer bee

    Submarine depth !

    Thank you Greenfist for the reply. Hmm I'm don't not know that much of scripting but if I wanted to check shouldn't I give the created object a name ( Like Sub1 ) when it is created and how and were do I place that in my script ? If not and I would have to add the mass code were do I have to place it in mine code for it to work ?
  11. Hi guys, I have searched for this problem but there was no hit on it so here is my question ! I want to setfufel form a car and the ammo ! I used the init field of the car and in the editor it works fine. This is the code enemy3 setfuel 0.005;enemy3 setVehicleAmmo 0.1 When used on a dedicated server it fails accept the ammo part that does work I found out that if you make a car.sqf and add the line in and activated it by this nul = execVM "car1.sqf"; It works fine also on dedicated. I need to get this script working for 3 vehicles what command do I need use instead only the name (enemy3) of the car so it works for all 3 cars that run the nul = execVM "car1.sqf"; propperly for all cars who get the code in the init field ? Tried already _vehicle and _vehicle = vehicle and _x ? Or do I need to make 3 separate scripts ? Thank you !
  12. [lol]clan killer bee

    Setfuel dedicated problem

    Thanks for the help guys. Sorry that is took a little long but have been sick :( In my case I had to use Kempco because there was a trigger activation side involved, but without the trigger yours is a good option Horner. Thanks for your help again. Sencerly, Killerbee
  13. [lol]clan killer bee

    How to extent the RscTitles class in description.ext

    Thanks for the help it works !
  14. Ello I was just wondering about 2 things ! 1: How do I add a second to this object here?, I got everytime errors with } and such. ( no I'm not a scriptkiddy ) I think or I misplace it or miss one but witch one ? class RscTitles { titles[] = {"LDDK"}; class LDDK { idd = -1; movingEnable = 0; duration = 10; fadein = 2; fadeout = 2; name="LDDK"; controls[]={"Picture"}; class Picture { x=0.0; y=0.0; w=1.0; h=1.0; text="lddk.paa"; sizeEx = -1; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Bitstream"; }; }; }; 2: What does this mean ! Thank you for the time and the help Greetz KillerBee ! :bounce3:
  15. [lol]clan killer bee

    How to extent the RscTitles class in description.ext

    Thank you for your post. I gonna try it. I'm glad that someone is willing to help. I have all those Idea's for missions but I'm so damn limited as it comes to scripting and reading it with this damn dislectie. If It works it solve ¾ of my mission and be the happiest muppet in town !
  16. [lol]clan killer bee

    How to extent the RscTitles class in description.ext

    Nobody who can lend me a hand !?:j:
  17. [lol]clan killer bee

    How to extent the RscTitles class in description.ext

    Okay ! So I understand this is notmally a writting script but is ussed for a .paa on the moment. Still I need to know how to add more .paa's I want atleast 3 mission,MadKiller,lol If I do it I get errors all the time ? Don't know what I'm doing wrong ? Problem is also I'm dislectic as hell so that doesn't help. This is what I got ! class RscTitles { titles[] = {"mission","madkiller", "lol"}; class mission { idd = -1; movingEnable = 0; duration = 10; fadein = 2; fadeout = 2; name="mission"; controls[]={"Picture"}; class Picture { x=0.0; y=0.0; w=1.0; h=1.0; text="mission.paa"; sizeEx = -1; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Bitstream"; }; { class madkiller { idd = -1; movingEnable = 0; duration = 10; fadein = 2; fadeout = 2; name="madkiller"; controls[]={"Picture"}; class Picture { x=0.0; y=0.0; w=1.0; h=1.0; text="madkiller.paa"; sizeEx = -1; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Bitstream"; }; { class lol { idd = -1; movingEnable = 0; duration = 10; fadein = 2; fadeout = 2; name="lol"; controls[]={"Picture"}; class Picture { x=0.0; y=0.0; w=1.0; h=1.0; text="lol.paa"; sizeEx = -1; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Bitstream"; }; }; };
  18. [lol]clan killer bee

    Parameters OA

    Hi guys I was wondering what kind of parameters are out there and some info. I'm looking for a intro parameter for in my mission but than I have been told that this has issues with AO. Anyone who can tell me more. Also I have heard that there are problems with peeps joining in game with this stuff is that true ? What kind of parameters ? And what are the init instrucktions and descriptions ? Do you have more ?:rolleyes: Thanks KillerBee
  19. [lol]clan killer bee

    .paa size !

    Thank you for that reply I hooked it to the part in de description.ext so I'll alway can find it back :D Thanks you all !
  20. [lol]clan killer bee

    .paa size !

    Hi guys. I use to make missions for the clan in ofp ! Lately I have started it with ARMA2. Finding out a lot os the stuff that doesn't work or diferent. This is the problem. I use to make .paa for ofp. When you had a picture size 128 x 128 it was smaller than the 512 x 512 and it all worked. NoyI had a pic that was 256 x 256 form the olf ofp and wanted to use it. Drop it in the mission edit the discription and start it . Behold it is to small I make a bigger version like 1024 x 1024 looks nice drop it restart the game and what do I see ! Still a small size ! How kan I solve this ? Thank you ! This is the code in the description ! class RscTitles { titles[] = {"LDDK"}; class LDDK { idd = -1; movingEnable = 0; duration = 6; fadein = 2; fadeout = 2; name="LDDK"; controls[]={"Picture"}; class Picture { x=0.36; y=0.4; w=0.2944; h=0.32; text="lddk.paa"; sizeEx = -1; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Bitstream"; }; }; };
  21. Hi guys I want a building be destroyed who has a ID. To make it active in for example in a trigger and let music play what do I need to do I have tried some but no results ? I get all kind of things like strings arrays en ; marks. I had this !alive id building This was placed the condition! Now beaware I'm not s script kiddy !:eek: ---------- Post added at 04:30 PM ---------- Previous post was at 03:07 PM ---------- i used this code and it works !alive truck1 Now I don't know what I need to fill in for a ID for a house I want to be destroyed. Like ID19266 that is the id in the editor.:j:
  22. [lol]clan killer bee

    .paa size !

    I have to specifie here but how far is that ? w=0.2944; h=0.32; Max size is 1 ? Like this ? w=01.0; h=1.0; ? :rolleyes: ---------- Post added at 10:46 PM ---------- Previous post was at 10:28 PM ---------- Okay that works even better than I thought. I.m edditing in a different res and the .paa is in the middle. I'm putting the screen to my original size screen and the pic is the right size but is not in the middle it is more to the bottom and partly to the richt out of the screen ! Is there a way for to get it in the middle ? Like a standaard size and with and middle for screen . Ooops I know the original that is the width on 1.0 and the hight to on 1.0 Can't figure out he middle of the screen ---------- Post added at 10:58 PM ---------- Previous post was at 10:46 PM ---------- SOLVED the problem This is what you need to do. class RscTitles { titles[] = {"LDDK"}; class LDDK { idd = -1; movingEnable = 0; duration = 6; fadein = 2; fadeout = 2; name="LDDK"; controls[]={"Picture"}; class Picture { x=0.0; y=0.0; w=1.0; h=1.0; text="lddk.paa"; sizeEx = -1; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Bitstream"; }; }; }; These 2 with these settings are in the middle of the screen. x=0.0; y=0.0 These 2 will change the size of the picture that wil been shown w=1.0; h=1.0; To make it half the size make it. w=0.5; h=0.5; Thank you all for the help sofar !:bounce3:
  23. [lol]clan killer bee

    !alive ID buildings

    Thanks for the help I got it :D
  24. Hi guys I need some help I have been looking and if it is already posted sorry. I want to use a .paa file in a intro or outro.sqs or sqf. You use to have a part of line in the description.ext Also you need to line in the outro/intor.sqs. It use to be this in ofp TitleRSC ["lol","plain",3] No idea if it changed in arma ? Also peeps telling me that you can't make a parameter outro on/off in Arrowhead it seems not to work ?:eek: Anyone who can tutor me about this issue ? Thanks KillerBee.
  25. [lol]clan killer bee

    .paa in outro/intro

    Your right it is the rsc and it worked. Also the stuff that was in the discription.ext was a small error. I ran into a mission that had it running. Copy and pasted it. Problem that I have now is that it works only the logo I want has also transparent partly. I have the keytegs tool for photoshop and textview 2 only it doesn't make sense to me how to save it and convert it and how I do it in photoshop ! Someone has a tutorial for me ?:p
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