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Everything posted by kylania
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I got in within 9 minutes! What do I win? :)
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The folder you got from the PBO should go in your mission editor folder. Usually: My Documents\ArmA 2\Other Profiles\YourNick\missions If you don't have the missions folder, create it there. Place the mission in there so it's like: YourNick\missions\co30_whatever.chernarus Then open ArmA go to SINGLEPLAYER then Editor, select Chernarus and Load button. Then you'll see the name of the map there, select that and tada! To use the file simply SAVE it then SAVE and this time select "Export to Multiplayer Missions". That will create a PBO from it in your ArmA2 MPMissions folder: For Steam: Program Files\Steam\Steamapps\Common\ArmA2\MpMissions And it'll now show up under MULTIPLAYER -> NEW/HOST or whatever it's called. :)
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Building pos max index?
kylania replied to galzohar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's for AI to use, it doesn't create an actual door. :) -
That is the code. :) player in jeep In Condition, erase "this" and replace it with the above.
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Amazingly simple. Name the Jeep "jeep". Then place a trigger. Axis A = 0, Axis B = 0, Type = End1, Min = 3, Mid = 3, Max = 3, Condition = player in jeep That's it. :) After the player gets in the jeep, 3 seconds later the game ends.
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Am I using the FIND function correctly?
kylania replied to Spudgunner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If it's only the ones in the bus that you want to be randomly advised to get off, that's even easier. This code will make 1-4 random bus riders disembark. for [{_i=0},{_i < (round(random 3) + 1)},{_i=_i+1}] do { _rider = (assignedCargo bus1) call BIS_fnc_selectRandom; unassignVehicle _rider; }; -
Island Panthera (ArmA 2)
kylania replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Totally need a snow version, there are snowy tropical islands aren't there? :) -
Am I using the FIND function correctly?
kylania replied to Spudgunner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If there is a set group of civilians that may disembark, just name them all. That will solve the extra character things since they'll have easy to identify names, as in my example. C1, C2, C3 and so on. -
Am I using the FIND function correctly?
kylania replied to Spudgunner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm a little confused about what you're doing.. what exactly are you trying to check for, if members of the players group are in the bus? -
Am I using the FIND function correctly?
kylania replied to Spudgunner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In my test c1 - c8 were editor placed civilian units. I had a bus grouped with one unnamed group of civilians. Then another group named c1-c8. The named ones started outside and had a GET IN waypoint. The unnamed started as Cargo of the bus. And oops, i forgot this line at the top when I pasted it: waituntil {!isnil "bis_fnc_init"}; Then i had a trigger that simply ran: nul = [] execVM "bus.sqf"; -
Am I using the FIND function correctly?
kylania replied to Spudgunner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So you're trying to pick a random occupant of a bus and see if it's a member of civArray? Is "civArray" a pre-set array of 13 objects? Using the Functions module you could do something like this: civArray = [c1,c2,c3,c4,c5,c6,c7,c8]; _rider = (assignedCargo bus1) call BIS_fnc_selectRandom; player sideChat format["Your randomly chosen rider is %1", _rider]; if (_rider in civArray) then { // do stuff player sideChat format["%1 is in the bus!", _rider]; } else { player sideChat "None of your group is on the bus."; }; -
Chopper Support Script
kylania replied to IndeedPete's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There are issues with Radio Triggers with anything but 'this' as their conditions. You should move the support == true into the script itself rather than controlling it form the Radio trigger. That's why it's crashing I bet. As far as working on a dedicated server, all the movement logic needs to be run by the server, so check for that before running the script on all clients. -
Building pos max index?
kylania replied to galzohar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yup, not all buildings have positions and some that do the position is simply standing outside. -
Is there a way to get private marker position ?
kylania replied to -RT- Sauron's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To get the position of your teleport just add in a hint format['%1, %2, %3'],_pos select 0, _pos select 1, _pos select 2]; inside the single click code. As far as getting information about the shift-click position thing, I have no idea. I don't know of any commands that can pull that info out specifically. Maybe write code to capture when you shift click and try to figure it out that way? Why do you need the position of that anyway? Can't you just use a normal map click? -
Building pos max index?
kylania replied to galzohar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There was a buildingPos.sqf thingie for ArmA.. I'll try to find the link. Found it: http://www.armaholic.com/page.php?id=879 -
Is there a way to get private marker position ?
kylania replied to -RT- Sauron's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could script it using onSingleMapClick but not by default. -
Secondary Ops Manager Module Discussion
kylania replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any FSM tutorials or walkthroughs out yet? I tried the editor and my face melted. :) -
AddAction Condition Question
kylania replied to Raddik's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Missed one. :) takeoff2= _target addaction ["Go","go.sqf",nil,1,false,true,"","_target isKindof ""plane"""]; -
AddAction Condition Question
kylania replied to Raddik's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use "" or ' around plane since you're using quotes inside of " " -
He means copy the US Flag object inside the test mission into your own mission. A better way of doing this would be to tell the end user to place the EMPTY -> OBJECT -> FLAG (US) object on their map. Set it's name to ussupport and put the following in it's Init field: [] exec "lkscripts\support_init.sqf"; Also lucilk, remember to remove the execVM "briefing.sqf" from the eventhandler part in briefing.sqf since that's not required anymore post 1.03.
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a good take cover script
kylania replied to THEBLITZ6794's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is no easy way of doing what you want. -
Here is a good one.
kylania replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Umm... those init strings look wrong, like you have a setPos with too many arguments (using position this and getPos both) also I don't see the mount_init stuff norrin's needs to work. -
How to? No icons on the in-game map.
kylania replied to Kittytoaster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Expert mode should do that. But keep in mind, finding clues to know where you are is not often fun. -
Mission options missing in 1.03
kylania replied to CrazyAce's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yup, 1.03 gives 2 options, while 1.04 gives an array of them, first two elements are param1 and param2 as normal. Read more here: http://www.ofpec.com/tutorials/index.php?action=view&id=212 -
A few questions (groups, buildings & UP script)
kylania replied to Fenrir's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1. Not sure, probibility of presense might do it. I'll test that later. 2. Just setPos the item to the leader's POS in it's init. As long as it was added after the leader was to the map all should be good. 3. I don't think AI pathing supports that. You might be able to trick it with timed setPos' but that's messy. :) 4. If it's in an urban area it's possible the AI are either getting stuck and having to catch back up (running) or someone's getting caught and damaged on something (falling to ground).