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ssm4862

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Posts posted by ssm4862


  1. Hi Everyone. it is Simple questions..

    I Want create Ai Helicopter Landing Scrpit. However, there is no knowledge.

    1. Player beat the terrorists and rescue hostage. (the hostage belongs to the player.)

    2. Wait for rescue helicopters.

    3. The rescue helicopter arrived, Two friendly forces get out from a rescue helicopter to the cover.

    4. the rescue helicopter, the player with the hostage are on board.

    5. Hostage and Player and friendly forces on board the helicopter and the move to another location.


  2. stop smoke:

    {deleteVehicle _x} foreach [_PS1,_PS2,_PS3];
    

    give damage:

    while {alive anyobject_fire} do {
      {
         if ( (_x distance anyobject_fire) < 2 ) then {_x setDammage ((getDammage _x)+0.05)};
      } foreach allUnits;
      sleep 1;
    };
    // anyobject_fire = whatever object to be near to get damage from.
    // 2 = how near you need to be to take damage in meters.
    // 0.05 = the damage taken every second when near object.
    

    ;

    very very very thank you demonized!

    ---------- Post added at 11:11 AM ---------- Previous post was at 11:06 AM ----------

    stop smoke:

    {deleteVehicle _x} foreach [_PS1,_PS2,_PS3];
    

    give damage:

    while {alive anyobject_fire} do {
      {
         if ( (_x distance anyobject_fire) < 2 ) then {_x setDammage ((getDammage _x)+0.05)};
      } foreach allUnits;
      sleep 1;
    };
    // anyobject_fire = whatever object to be near to get damage from.
    // 2 = how near you need to be to take damage in meters.
    // 0.05 = the damage taken every second when near object.
    

    ;

    Demonized Thank you. but give damage script does not work. I have written a check is correct to ask.

    //create a red smokeshell at a helipad called hpad1

    _smoke_red = "SmokeShellRed" createVehicle position hpad1;

    //create a green smokeshell at helipad called hpad2

    _smoke_green = "SmokeShellGreen" createVehicle position hpad2;

    _obj = _this select 0;

    _PS1 = "#particlesource" createVehicleLocal getpos _obj;

    _PS2 = "#particlesource" createVehicleLocal getpos _obj;

    _PS3 = "#particlesource" createVehicleLocal getpos _obj;

    _PS1 setParticleCircle [0, [0, 0, 0]];

    _PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0];

    _PS1 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 8, 2, 8], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, "", "", _obj];

    _PS1 setDropInterval 0.03;

    _PS2 setParticleCircle [0, [0, 0, 0]];

    _PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];

    _PS2 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 8, 0, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _obj];

    _PS2 setDropInterval 0.5;

    _PS3 setParticleCircle [0, [0, 0, 0]];

    _PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];

    _PS3 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 8, 3, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", _obj];

    _PS3 setDropInterval 0.25;

    while {alive anyobject_fire} do {

    {

    if ( (_x distance anyobject_fire) < 2 ) then {_x setDammage ((getDammage _x)+0.05)};

    } foreach allUnits;

    sleep 1;

    };

    // anyobject_fire = whatever object to be near to get damage from.

    // 2 = how near you need to be to take damage in meters.

    // 0.05 = the damage taken every second when near object.


  3. I want to stop the smoke effect at any time. But I do not remember the command. Please help.

    (* It's largely irrelevant question. I want Near the fire closer to the players want to give a continuous damage.)

    Game Logic (hpad1) : nul = [hpad1] execVM "smoke.sqf";

    Smoke.sqf : _obj = _this select 0;

    _PS1 = "#particlesource" createVehicleLocal getpos _obj;

    _PS2 = "#particlesource" createVehicleLocal getpos _obj;

    _PS3 = "#particlesource" createVehicleLocal getpos _obj;

    _PS1 setParticleCircle [0, [0, 0, 0]];

    _PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0];

    _PS1 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 8, 2, 6], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, "", "", _obj];

    _PS1 setDropInterval 0.03;

    _PS2 setParticleCircle [0, [0, 0, 0]];

    _PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];

    _PS2 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 8, 0, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _obj];

    _PS2 setDropInterval 0.5;

    _PS3 setParticleCircle [0, [0, 0, 0]];

    _PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];

    _PS3 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 8, 3, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", _obj];

    _PS3 setDropInterval 0.25;


  4. http://forums.bistudio.com/showthread.php?123621-Simple-Bomb-defusal-with-keypad&highlight=Cheget

    I had to use the script in the link above. I want Get into some areas to work to Boom script. Object name suitcase. but Several problems occurred.

    Suitcase Object name = Cheget : this setPos [getPos this select 0, getPos this select 1, (getPos this select 2) +5.15];this enableSimulation false; defuseaction = this addaction ["Defuse", "DefuseAction.sqf"];

    trigger = opfor / exist

    Activation : BombTimerScript = [Cheget, 30] execVM "BombTimer.sqf";

    arma2oa2012020420014412.jpg

    Q1 : Defuse the bomb, but there is no response. Time(See the screenshot upper right) flows continuously. "Boom Defused" the word does not seem to.

    arma2oa2012020420020035.jpg

    Q2 : Number does not seem to have pressed the number on the display.


  5. I suspect this is what you really want....

    //create a red smokeshell at a helipad called hpad1
    _smoke_red = "SmokeShellRed" createVehicle position hpad1;
    
    //create a green smokeshell at helipad called hpad2
    _smoke_green = "SmokeShellGreen" createVehicle position hpad2;

    But if it really is the particle effects your after.... this is a fire and smoke example...

    It creates fire and smoke at a helipad called hpad1;

    Call the fire and smoke script (firesmoke.sqf) with this:-

    //create fire and smoke at helipad1....using particleffects
    nul = [hpad1] execVM "firesmoke.sqf";

    firesmoke.sqf:-

    _obj = _this select 0;
    
    _PS1 = "#particlesource" createVehicleLocal getpos _obj;
    _PS2 = "#particlesource" createVehicleLocal getpos _obj;
    _PS3 = "#particlesource" createVehicleLocal getpos _obj;
    
    _PS1 setParticleCircle [0, [0, 0, 0]];
    _PS1 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 1, 0.5, [0, 0, 0, 0], 0, 0];
    _PS1 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 8, 2, 6], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, "", "", _obj];
    _PS1 setDropInterval 0.03;
    
    _PS2 setParticleCircle [0, [0, 0, 0]];
    _PS2 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];
    _PS2 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 8, 0, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _obj];
    _PS2 setDropInterval 0.5;
    
    _PS3 setParticleCircle [0, [0, 0, 0]];
    _PS3 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0];
    _PS3 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 8, 3, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", _obj];
    _PS3 setDropInterval 0.25;

    Note: This is all .sqf and not .sqs script. Try not to use .sqs. It's an older form of scripting. In fact there's no need to... so don't use it.

    It's not much different to .sqf though so all the examples still apply. You just need to know a few rules and be able to apply them to convert the code.

    Very Thank you twirly. but Did not time setting? and Near the fire closer to the players want to give a continuous damage.


  6. Answer the questions given our heartfelt thanks. But "hostage setPos (myhouse buildingPos ([2,3,4,5,6,7] select random 5))" use command has not been resolved.

    92066045.jpg

    Link : http://imageshack.us/photo/my-images/638/92066045.jpg/

    This screenshot is an object I directly insert the House.

    78868514.jpg

    Link : http://imageshack.us/photo/my-images/853/78868514.jpg/

    But, Can I use the above command and occurs frequently a hostage not exist.

    47836361.jpg

    Link : http://imageshack.us/photo/my-images/62/47836361.jpg/

    In other cases, When there is a hostage exist.

    What I want to tell the mean, Hostages must be present. but, House Object is on the water.

    Source

    Gamelogic (House) : myBuilding = "Land_HouseV2_02_Interier" createVehicle position this; deleteVehicle this;myBuilding setdir 90;mybuilding setPos [getPos this select 0, getPos this select 1, (getPos this select 2) +3]; mybuilding setVectorUp [0,0,1]; mybuilding allowdamage false; hostage setPos (mybuilding buildingPos ([2,5] select random 5));


  7. Link : http://community.bistudio.com/wiki/ParticleTemplates

    I want to make you see the link above. Is there an easier way?

    ---------- Post added at 12:03 AM ---------- Previous post was Yesterday at 11:58 PM ----------

    Modified slightly, but does not respond.

    Gamelogic = "[] exec "camera.sqs"

    smoke.sqs

    _obj = _this select 0

    _ps = "#particlesource" createVehicle position _obj;

    _ps setParticleCircle [0, [0, 0, 0]];

    _ps setParticleRandom [0, [0.5, 0.5, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];

    _ps setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 1, 6], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 4.5], 0, 10, 7.9, 0.5, [4, 12, 20], [[0.1, 0.1, 0.1, 0.8], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.125], 1, 0, "", "", _OBJ];

    _ps setDropInterval 0.1;


  8. I want red + green Smoke in the desired position. But there is no response. What is wrong?

    Gamelogic : [] exec "smoke.sqs"

    "smoke.sqs"

    _OBJ = GameLogicOne;

    _PS = "#particlesource" createVehicleLocal getpos _OBJ;

    _ps setParticleCircle [0, [0, 0, 0]];

    _ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];

    _ps setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 3, 1], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.5, 0.5, 0.5, 0.15], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]], [0.125], 1, 0, "", "", _OBJ];

    _ps setDropInterval 0.05;


  9. Building(object) : myBuilding = "Land_Misc_deerstand" createVehicle position this; deleteVehicle this; myBuilding setdir 130;mybuilding setVectorUp [0,0,1]; man setPos ( myBuilding buildingPos 2);

    just name the unit you want as man

    Unit : this setskill 0.5; this setBehaviour "aware";this disableAI "Move";this setUnitPos "Up";

    very thanks you! F2k Sel!!!!


  10. arma2oa2012013001522895.jpg

    Link : http://imageshack.us/photo/my-images/163/arma2oa2012013001522895.jpg/

    I am trying to get a unit into a building(object). but i just cannot unit into a building(object). Keep the unit falls. I personally made​​ building(object)

    Building(object) : myBuilding = "Land_Misc_deerstand" createVehicle position this; deleteVehicle this; myBuilding setdir 130;mybuilding setVectorUp [0,0,1];myBuilding enableSimulation false

    Unit : this setskill 0.5; this setBehaviour "aware";this disableAI "Move";this setUnitPos "Up"; this setPos [getPos this select 0, getPos this select 1, (getPos this select 2) +4];

    is that correct ?

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