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Everything posted by kylania
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There are countless threads about air support, one of the better done ones a mere 2 posts below this very thread. Search please. http://forums.bistudio.com/showthread.php?t=83029
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Does creating multiple waypoints and triggers at a certain spot brings down the FPS?
kylania replied to Muahaha's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have you tried moving the whole lot of waypoints and triggers to a different area of the map? -
Vehicle spawn position
kylania replied to wld427's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Place your salvage truck with this as it's init field: nul = this execVM "scripts\addDeployMenu.sqf"; addDeployMenu.sqf: _unit = _this; _descs = ["A-10","AH1Z","AV8B Bomber","AV8B LGB","F-35 Lightning","MV-22","UH-1Y","C-130J"]; _types = ["A10","AH1Z","AV8B2","AV8B","F35B","MV22","UH1Y","C130J"]; _script = "scripts\deploy.sqf"; _count = count _types -1; for "_x" from 0 to _count do { _desc = format["Deploy %1",_descs select _x]; _type = _types select _x; _act = _unit addaction [_desc,_script,_type]; }; deploy.sqf: _veh = _this select 3; _loc = getPos deploy_1; _hmg = _veh createvehicle _loc; _hmg addEventHandler ["killed",{_this exec "scripts\killed.sqf"}]; On a dedicated server though you'd want to run this as the server, not as a player. -
Simple counter script not working properly
kylania replied to daza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Inside a script the _this is the array of arguments passed to the script: Example 1, in the init of a vehicle named 'car': this execVM "myScript.sqf"; This one is a little tricky since it uses both "this" and "_this". Since it's used in an init this is a keyword to mean the object itself, the vehicle called 'car' so therefore in the script _this would be the object 'car'. Since it doesn't have the [ ] around it denoting that it would be an array it is considered a single argument. Example 1, called from a trigger: [car, "R_57mm_HE", 4] execVM "ied.sqf"; This time _this is an array with three elements. _this select 0 is the first element, which is car. In this case the existing object 'car'. _this select 1 is the second element, "R_57mm_HE". In this case a string value, probably used in the script to create the explosion. _this select 2 is the third element, which is 4. It's a numeric value 4, possibly used as a delay in seconds. -
How do i make an object fly in circles around another object?
kylania replied to StarvinMarvin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ack! Math! Run for the hills! -
How do i make an object fly in circles around another object?
kylania replied to StarvinMarvin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Custom sound declared in the description.ext and a lot of math. :) -
Locking Sniper Rifles
kylania replied to tobmic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'd do this in a more subtle and dangerous way. Let them pick them up! Then they load them. Then have a FIRED eventhandler on everyone. If they fire the wrong type of weapon.. BOOM! :) -
Flying Objects
kylania replied to EddiePrice's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hmm.. If it's just one location, maybe start the player there, with a blacked out screen, then setPos them to the proper location once the mission starts? haven't tried this, but might work if it's a player distance issue at work. -
Flying Objects
kylania replied to EddiePrice's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Had that happen to me too. In the editor everything is beautiful and aligned while on the dedicated server everything is sideways and askew. Sucks to be honest. -
Simple counter script not working properly
kylania replied to daza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yup, read my edit above, I caught a second problem which is why it was saying 1 and also rewrote it. -
Simple counter script not working properly
kylania replied to daza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Actually you had no sleep within the while you also were using 1% instead of %1. So the "1" you were seeing was coz you typed 1. :) Try this instead: for "_x" from 1 to 180 do { hintSilent format["Counting %1", _x]; sleep 1; }; player sideChat "Script finished"; -
How to make Russians target and kill Insurgent ai?
kylania replied to mrjingo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nope, not in the init, that's why it didn't work I bet. So it's one insurgent and multiple OPFOR right? What makes them shoot? A trigger or something? Are all the OPFOR in the same group? Is the player BLUFOR or OPFOR? This code in a trigger would get the whole squad to shoot the guy. First name him spy or whatever. In your OPFOR group leader's init put fs = group this; then this code in the trigger onAct: {_x doFire spy;} foreach units fs; -
How to make Russians target and kill Insurgent ai?
kylania replied to mrjingo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, it's the entire side. I just skimmed the title of this posted before searched thread. Sorry. :) In that case ditch the hidden blufor guy and search for "setCaptive". Use doTarget and doFire when you wanna take the guy down. -
How to make Russians target and kill Insurgent ai?
kylania replied to mrjingo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Search for "setFriend". -
Searchlight effects go thru hillside. Is there a way to fix that?
kylania replied to shanawa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Put them on top of the hill :) -
Does anyone know how to hide markers from opposition in a PVP game.
kylania replied to Redfist's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Then how are you creating the markers in the first place? My answer is the command to use to create a marker that only a player (or players on a side, depends on your logic) can see rather than using createMarker which creates them globally. shk's answer is the command you can use to make existing markers invisible to whoever. -
Model a cig and the animations that go along with it and release it as an addon. In other words: "No, smoking cigarettes is not a built in or scriptable part of ArmA2. It's also bad for you and can start forest fires. One third of Chernarus is forests. Safety and health begin with you!"
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Does anyone know how to hide markers from opposition in a PVP game.
kylania replied to Redfist's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
createMarkerLocal :) -
Welcome to ArmA2 Daniel!
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OAC and Dynamic AI Scripts?
kylania replied to bigshot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's a command line option vengeance: "C:\program files\bohemia interactive\arma2\arma2.exe" -nosplash -showScriptErrors -
Looking for a better way to use less triggers for bargate vehicle only detection.
kylania replied to shanawa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
{_x in vehicles && (side _x != west)} count thislist > 0 One ANYBODY PRESENT REPEATEDLY trigger with the above Condition and your existing OnAct/OnDeact -
Island Panthera for ArmA 2
kylania replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Fantastic work, thanks so much! -
So you don't want to use revive at all? Seems an odd option really, if you're gonna turn it off might as well remove the scripts. :) I've never actually played like that, so not sure exactly. :(
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King Nothing, make sure that "respawn_west" and "Boot_Hill" markers are well far away from the starting location. The "starting dead" usually means you're within 200m of the "repsawn_west" marker. "Base" marker should generally be where you start and where you want to respawn.
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Anyone know how to make an incapacitated man to be carried to extraction.
kylania replied to Redfist's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The only problem with Battlefield Clearance is that you need to knock them unconscious somehow. There's a state command you can use for that, but that screwed up the drag animation. If you use FirstAid you're then given the chance to heal them. Both are unacceptable I think. ;)