charonos
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Everything posted by charonos
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try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Enemy01 fire ["FlareRed_GP25","FlareRed_GP25","FlareRed_GP25"] and just addmagazine him the flares before. I can't verify that 100% but i remember that in OFP it worked like that,stating the muzzle and the mode in addition.
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It is no different than in OFP, so the search function or google will help you. Or: Fire command
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cant get spawned units to follow new waypoints
charonos replied to a topic in ARMA - MISSION EDITING & SCRIPTING
What happens when you use "setrank" and "setskill" afterwards? -
That looks like you have installed an addon that over-defines all soldier display names or messes up the GUI dropwdown listbox classes. Have you installed any 3rd party addons? If not, i would talk to the retailer/BIS about it or wait maybe someone else can tell you what s wrong.
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Hmm before you get flamed here about reading the editor manual and using the search funtion, i give you the simple hint to press the DELETE button with the mouse over the unit to delete and voila you have it deleted. There is no funtion to delete groups, just delete all of its members (At least not in the editor) .
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cant get spawned units to follow new waypoints
charonos replied to a topic in ARMA - MISSION EDITING & SCRIPTING
That might have something to do with the cause of the problem, but to be honest, i have generated groups like this without assigning a leader and they do follow the waypoints. I have however used this syntax to create the units: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> type createUnit [position, group, init*, skill*, rank*] So the syntax you used <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> group createUnit [type, position, markers, placement, special] might demand to have a leader assigned, maybe because no rank is stated in that syntax and when you place a group in the editor the leader is then the highest ranking member. With just createunit, the leader is normally the first unit you spawn, as far as i remember, so selectLeader just changes that. Are you sure you have already east units in the map? If not you would have to create an AI center before,but i'm sure you are aware of that and it might not actually be the core of the problem anyway. -
It looks alright at a quick look, try giving a number (!=-1) like 555 for the IDD in the dialog class. Also search for possible other error causes (other addons installed that might cause the crash) , that's all i can say for now, hope it helps.
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Adding real waypoints in-game is possible. You can check TroopMon out ( in my Signature) to see it how it can be done
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LaserPainting! Helo/Soldier and mult-turrets.
charonos replied to DragoFire's topic in ARMA - ADDONS & MODS: DISCUSSION
Have you actually played ArmA? In particular, checked out the RHIB2Turret ship? -
Placing object randomly inside a building
charonos replied to tophe's topic in ARMA - MISSION EDITING & SCRIPTING
So can you portray the reason more clearly why actually you want to use game logics? Also you will have to use absolute positions anyway because of the roadway setpos-problem in houses, why not just store them into a 5-element position-array like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _posarray= [ [_x1,_y1,_z1] , [_x2,_y2,_z2] , [_x3,_y3,_z3], [_x4,_y4,_z4] , [_x5,_y5,_z5]] -
Ah right i was just seeing that the fire command was not correct for the case. Well then download the MAPFACT misc and use Lester's invisible targets and position them exactly at the shooting range targets. MP Misc
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The command <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> soldier fire "weaponname" will make them fire their weapon immediately without aiming at the target, so that's why they shoot in the air. Use dofire instead: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> soldier dofire targetname described here: DoFire Charon
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How to add M67 Frag Gren to soldier
charonos replied to Cloughy's topic in ARMA - MISSION EDITING & SCRIPTING
Hehe, true enough. I'm old-school, didn't have a Biki back then, and if you wanna use weapons from a cool new addon in your mission and the addon author didn't mention anything in the readme, then unpacking is the only way. I will try hard to look absolutely everything up in the Biki from now on, promised -
How to add M67 Frag Gren to soldier
charonos replied to Cloughy's topic in ARMA - MISSION EDITING & SCRIPTING
That's it. You can find all those names in the weapons config, if you unpack weapons.pbo -
Check this: 6th sense Editor addon
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Artillery script not woring!
charonos replied to major woody's topic in ARMA - MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> launcher1 DoWatch [_kohdex + _sale1 * (sin _saku1), _kohdey + _sale1 * (cos _saku1), 5000] But i just see that you calculate the dowatch height, so the term you have should work fine... -
Well, that can take long to count the brackets. You have to use execVM or spawn if you use that syntax. If i use notepad for writing the script (there is better editors ...) then i usually add bracket count comments until the code is fine: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (!(_pos in _free)) then { // 1 open for [{_vi = 0}, {((_vi < (count _allowed)) and (_do_eject == -1))}, {_vi = (_vi + 2)}] do { // 2 open _veh_kind = _allowed select _vi; if (_veh isKindOf _veh_kind) then { // 3 open hint format ["%1 is a kind of %2", typeOf _veh, _veh_kind]; _unit_kind = _allowed select (_vi + 1); _do_eject = 1; for [{_ui = 0}, {((_ui < (count _unit_kind)) and (_do_eject == 1))}, {_ui = (_ui + 1)}] do { // 4 open _allowed = !(_unit isKindOf (_unit_kind select _ui)); if (_allowed) then { _do_eject = 0; }; }; // 3 open }; // 2 open }; // 1 open }; // all closed So the number of brackets seems to be fine, the error must be somewhere else... What is the parser's error message exactly? EDIT: Try to leave the brackets in this expression: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {_vi = (_vi + 2)} it should work just with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {_vi = _vi + 2}
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Artillery script not woring!
charonos replied to major woody's topic in ARMA - MISSION EDITING & SCRIPTING
Have a look at Mr-Murray's excellent artillery: Artillery Thread It works fine, maybe you don't need to convert your old script then. Seeing your scripts, i have the suggestion that dowatch might not work on artillery targets that are literally out-of-sight. Try having them watch a spot high in the air above the target like : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _launcher DoWatch [_x,_y,5000] They don't fire because your fire command has the wrong arguments, it works with : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _launcher fire "D30" Hope that helped. Charon -
This is from one of my into scripts, do you mean ~ with time delay? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> titletext [">>WE HAVE LOST TOO MANY TANKS. WE MUST TAKE THE TOWNS ONLY WITH INFANTRY<<","PLAIN DOWN"] ~6 titleText [">>THAT WILL COST US A LOT OF MEN ...<<","PLAIN DOWN"] ~6 titleText [">>IF DELTA TEAM MANAGES TO DESTROY THAT AA UNIT, WE CAN SEND IN AIRCRAFT<<","PLAIN DOWN"]
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Setting and detecting stances
charonos replied to celery's topic in ARMA - MISSION EDITING & SCRIPTING
Wait for patch V1.04, it will fix that issue Summary_Version_1.04 -
What is ?: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ? _mark == _check: goto "mstart" Maybe this condition is met before the move command can be executed, because you jump to "mstart" before. Without your full script, we can't help you.
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Nice one, MP support is a good feature. Keep it up!
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It can be the leader but any member of the group is a valid argument. FYI: You can retrieve the leader later with the command: leader GROUPNAME
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Right, there is that editor option , i assumed he wants to retrieve the ID with a script, but that would be the easiest way
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@ Celery Read this thread