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kylania

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Everything posted by kylania

  1. Wow, sorry, I read that as "team reaches certain zone". Sorry! :) probably just tally up the scores of the team members and have the trigger check that?
  2. Place a tigger, BLUFOR PRESENT, ONCE, and make it's Type = End1
  3. A Maya toolset like this would be great. I know modelers with Maya but they are too busy to learn O2, but if I could give them a toolset like this say "make me something!" and have them export it into O2 so I can finish it up that would be great. :)
  4. If you want realistic, put forth the effort to search for the many threads that have already been posted about this topic then. :)
  5. Sorry this took so long, dinner and making this dedicated server workable took a while. :) So.. you'll need the function module, 2 markers (HR_SPAWN and HR_LZ), 2 scripts, a few lines in your init.sqf, and a trigger to set it all off. OPFOR NOT PRESENT trigger onAct: titleText ["Airfield is clear! Reinforcements can now move in.","PLAIN DOWN"]; nul = [] execVM "HR.sqf"; init.sqf: waituntil {!isnil "bis_fnc_init"}; waituntil {!isnil "BIS_MPF_InitDone"}; That's just to make sure the Functions module and Multiplayer Framework is in place. HR.sqf: [color="SeaGreen"]////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: 1ID-CPL. Venori ////////////////////////////////////////////////////////////////// // Preplace 2 markers. // "HP_SPAWN" where you want the helos to start from and "reload" at. // "HP_LZ" where you want the helos to land. // Only spawn once, on the server. [/color]if(!isServer) exitWith{}; [color="SeaGreen"]// Number of waves to bring in.[/color] HR_wavecount = 5; publicvariable "HR_wavecount"; [color="SeaGreen"]// Create the group with 2 MH-60S[/color] HR_flightgroup = creategroup west; HR1 = ([getMarkerPos "HR_SPAWN", 45, "MH60S", HR_flightgroup] call BIS_fnc_spawnVehicle) select 0; HR1 setVehicleVarName "HR1"; publicvariable "HR1"; sleep 5; HR2 = ([getMarkerPos "HR_SPAWN", 45, "MH60S", HR_flightgroup] call BIS_fnc_spawnVehicle) select 0; HR2 setVehicleVarName "HR2"; publicvariable "HR2"; [color="SeaGreen"]// Make them fly pretty.[/color] HR_flightgroup setFormation "COLUMN"; HR_flightgroup setBehaviour "CARELESS"; HR1 flyinHeight 35; HR2 flyinHeight 40; [color="SeaGreen"]// when flying at the same height they seemed to "wave" a lot. // Spawn the first wave.[/color] [hr_flightgroup, "HR_LZ"] execVM "HR_spawnGroup.sqf"; [color="SeaGreen"]// Debug ride-along :) //p1 assignAsCargo HR2; //p1 moveinCargo HR2; // Set the waypoints for the helo group. Their origin point is waypoint 0.[/color] _wp = HR_flightgroup addWaypoint [getMarkerpos "HR_LZ", 1];[color="SeaGreen"] // waypoint at the LZ marker.[/color] _wp1 = HR_flightgroup addWaypoint [getMarkerPos "HR_SPAWN", 1]; [color="SeaGreen"] // waypoint back at the spawn marker.[/color] _wp2 = HR_flightgroup addWaypoint [getMarkerPos "HR_SPAWN", 1]; [color="SeaGreen"]// Cycle waypoint at spawn marker too.[/color] [hr_flightgroup, 1] setWaypointType "TR UNLOAD"; [color="SeaGreen"] // Set the 1 (second actual waypoint, hence 1 instead of 0) to TRANSPORT UNLOAD.[/color] [hr_flightgroup, 2] setWaypointType "MOVE"; [color="SeaGreen"] // set the 2 waypoint to MOVE with the following call to spawn another group:[/color] [hr_flightgroup, 2] setWaypointStatements ["true", "nul = [hr_flightgroup, ""HR_LZ""] execVM ""HR_spawnGroup.sqf"""]; [hr_flightgroup, 3] setWaypointType "CYCLE"; [color="SeaGreen"]// set the 3 waypoint to CYCLE[/color] HR_spawnGroup.sqf: [color="SeaGreen"]////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: 1ID-CPL. Venori ////////////////////////////////////////////////////////////////// // Called via waypoint with: // nul = [hr_flightgroup, "HR_LZ"] execVM "HR_spawnGroup.sqf"; // Grab the input arguments[/color] _helogroup = _this select 0; _lz = _this select 1; // marker name. [color="SeaGreen"]// Distance between waypoints for the infantry's patrol waypoints.[/color] _max_dist_between_waypoints = 100; [color="SeaGreen"]// Random types of groups to spawn.[/color] _grouptypes = ["USMC_FireTeam","USMC_FireTeam_MG","USMC_FireTeam_AT","USMC_FireTeam_Support","USMC_HeavyATTeam"]; [color="SeaGreen"]// Only do this if we're the server...[/color] if(!isServer) exitWith{}; [color="SeaGreen"]// As long as we haven't done all the waves, lets make new ones![/color] if (HR_wavecount > 0) then { [color="SeaGreen"]// If the first bird is alive...[/color] if (alive HR1) then { [color="SeaGreen"]// Get a random group type and spawn it. Do this twice.[/color] _grouptype = floor (random count _grouptypes); _grp1 = [[0,0,0], west, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> _grouptypes select _grouptype)] call BIS_fnc_spawnGroup; _grouptype = floor (random count _grouptypes); _grp2 = [[0,0,0], west, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> _grouptypes select _grouptype)] call BIS_fnc_spawnGroup; [color="SeaGreen"]// Assign them and move them to cargo so the helos know they have cargo.[/color] {_x assignAsCargo HR1;_x moveInCargo HR1} forEach units _grp1; {_x assignAsCargo HR1;_x moveInCargo HR1} forEach units _grp2; [color="SeaGreen"]// Not entirely sure we need this, but seemed to cut down on deaths upon disembarkment.[/color] _wp = _grp1 addWaypoint [getMarkerpos _lz, 1]; [_grp1, 1] setWaypointType "GETOUT"; _wp = _grp2 addWaypoint [getMarkerpos _lz, 1]; [_grp1, 2] setWaypointType "GETOUT"; [color="SeaGreen"]// Set group 1 and 2 up to patrol at the LZ.[/color] [_grp1, (getMarkerpos _lz), _max_dist_between_waypoints] call BIS_fnc_taskPatrol; [_grp2, (getMarkerpos _lz), _max_dist_between_waypoints] call BIS_fnc_taskPatrol; }; [color="SeaGreen"]// if the second bird is alive...[/color] if (alive HR2) then { [color="SeaGreen"]// Get a random group type and spawn it. Do this twice.[/color] _grouptype = floor (random count _grouptypes); _grp3 = [[0,0,0], west, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> _grouptypes select _grouptype)] call BIS_fnc_spawnGroup; _grouptype = floor (random count _grouptypes); _grp4 = [[0,0,0], west, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> _grouptypes select _grouptype)] call BIS_fnc_spawnGroup; [color="SeaGreen"]// Assign the groups as cargo and move them into the bird.[/color] {_x assignAsCargo HR2;_x moveInCargo HR2} forEach units _grp3; {_x assignAsCargo HR2;_x moveInCargo HR2} forEach units _grp4; [color="SeaGreen"]// Safety waypoint...[/color] _wp = _grp3 addWaypoint [getMarkerpos _lz, 1]; [_grp3, 1] setWaypointType "GETOUT"; _wp = _grp4 addWaypoint [getMarkerpos _lz, 1]; [_grp4, 1] setWaypointType "GETOUT"; [color="SeaGreen"]// Have groups 3 and 4 patrol as well.[/color] [_grp3, (getMarkerpos _lz), _max_dist_between_waypoints] call BIS_fnc_taskPatrol; [_grp4, (getMarkerpos _lz), _max_dist_between_waypoints] call BIS_fnc_taskPatrol; }; [color="SeaGreen"]// Alert the player that reinforcements are coming.[/color] _msg = format["Wave %1 spawned",HR_wavecount]; _nic = [nil,nil,rHINT,_msg] call RE; [color="SeaGreen"]// Reduce the wave count[/color] HR_wavecount = HR_wavecount - 1; publicvariable "HR_wavecount"; } else { [color="SeaGreen"]// Once we've done all the waves, delete the flight group.[/color] _nic = [nil,nil,rHINT,"Reinforcements no longer available!"] call RE; {{deleteVehicle _x} forEach crew _x;} foreach units HR_flightgroup; {deleteVehicle _x} foreach units HR_flightgroup; }; You can see this in action in my demo mission as well. In the demo mission you can use Radio Alpha or Bravo to board either helo to watch it's progress. Let me know if you have any problems with this or comments. :)
  6. Here's another video of this script in action. All units and vehicles are part of a new mod called "Reality": <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=Wsq8ol9XJPY&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=Wsq8ol9XJPY&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> :butbut: :p
  7. kylania

    Very skilled Chinook Pilot

    Here's another fantastic video of this amazing maneuver: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=SWb40UEXGMU&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=SWb40UEXGMU&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
  8. Ahh, ok that makes sense. Any limit to how many runs they make? Also, that kind of troops? If you use BIS_fnc_spawnGroup you can clean up your code a bit and use any of the pre-made squads from the editor lists. Also what starts this process? Mission start or a specific objective being completed?
  9. There's a few problems, first of which is you're trying to feed your script what appears to be a gamelogic position, but you have no gamelogics on the map? Secondly, when you moveInCargo the AI doesn't actually know they are in the vehicle, so when you supposedly TRANSPORT UNLOAD the helo doesn't think it has any cargo and doesn't do anything. You can probably get around that via assignVehicle, but I think this is the wrong approach for whatever you're trying to do, speaking of... This is a really really weird way of doing this, what exactly are you trying to do? :)
  10. If you change your description.ext you just need to save the mission again before previewing it, don't have to exit out and come back in. Saves a lot of time. :)
  11. You post to the Domination User Mission thread and ask? Or just poke around in the files to find it.
  12. kylania

    Airstrikes

    http://forums.bistudio.com/showthread.php?t=83029 lucilk's script is pretty well done. http://forums.bistudio.com/showthread.php?t=73329 Read through to find Tactical Airstrike stuff. This is built into the game. Leaving a vehicle on the map is silly since it'll run out of fuel, and spawning on is a little redundant since you can just use the SOM stuff. http://forums.bistudio.com/showthread.php?t=80451 Rocket's method is pretty cool, you'll still need to tie it in with whatever support options you're using.
  13. There's been tons of threads about how to do supply drops, did you not search? :confused: Since you're not really into the effort of searching, I'm not sure you're into the effort of scripting a fully functional supply drop, so just use this example I gave in an earlier thread: Place your unit, place the functions module, place a Radio Alpha trigger with the following code in it's On Act, preview and drop. dropSupplyPoint = getPosATL player; player setPosATL [dropSupplyPoint select 0, dropSupplyPoint select 1, 150]; [player, "reammobox"] call BIS_fnc_supplydrop; player setPosATL dropSupplyPoint; Click a button, get ammo.
  14. createVehicle only makes an empty vehicle. You'd have to createUnit the crew to then move them into it. Or just use BIS_fnc_spawnVehicle has Murklor said, that'll do all the crew stuff for you.
  15. Some people were thinking of doing something like this using the copyToClipboard and copyFromClipboard stuff over at devheaven, might wanna see if they ever completed it. I know there was a working early version of it or something. :)
  16. Place a few markers in random spots and group those with the enemy group. They'll spawn at one of them randomly.
  17. Make sure he Exported to Multiplayer missions correctly and didn't just PBO something manually. Also, if he worked on the mission, then renamed it the newly renamed folder won't have any of the scripts the first one had, you have to manually move them to the new mission folder. Check that too. :)
  18. kylania

    ArmA2 Weather - no snow?

    What happened to the "o Republic" than? :)
  19. Great, so it's consolers fault that my unit's servers have disappeared and we had to use IPs for days? Thanks! :)
  20. Can you post your mission somewhere we can download it and take a look at it? or email or something.
  21. You're declaring a track2 sound, but don't have a class for track2 defined.
  22. kylania

    A2B Editor

    From playing with this for a few seconds here's some usability comments: 1. setSimpleTaskDescription form issues: Tab doesn't work as expected in the setSimpleTaskDescription form. You start in the Name of the task field, tab takes you to Description rather than the next right most Task Title field. Now, granted in the code Task Title is after Description, but that should be reflected in the dialog as well. If the next tab moved from Description to Task Title (then to Task WP description) it might make more sense, but instead it drops you all the way to Set. Assuming the others are optional you click Set and get told to fill in all the fields? Confusing at the very least. I would also suggest to prefill the Name field with tskObj1 rather than simply leaving it blank and suggesting obj1. obj_1 was the default for ArmA and if we suggest that as objective names people might get confused when looking for more information. Also by enforcing the "tsk-" prefix we help train better coding through standards and get people comfortable with "task" vs "objective" differences between ArmA and ArmA 2. :) 2. createDiaryRecord issues: The Add Marker, line break and picture buttons should be available from the createDiaryRecord form, perhaps as highlight + rclick option? They are used mostly in that form so should be available. Also when you use the buttons after finishing createDiaryRecord it just adds the line to the file, not where you wanted it. If you're totally clueless about briefings (as a user of this program is likely to be, otherwise you'd just hand code it) you wouldn't know where it's supposed to go. The effort of filling in the first form, then all the additional ones and manually moving the links/pics/whatever up to the proper spot is a bit more than just hand writing the whole thing from the start. Also the default starting position of the fill in forms seems to indicate that those Add buttons would be available as they are visible and right next to the fields. "Name of player" should default to "player". I might even suggest not even making that an option. When will it be anything but "player"? 3. Other comments Tasks are displayed in reverse order in game from what they are listed in the briefing.sqf. Players might put in their main objectives first then get confused by the order displayed in game. Might build in an "Order" function or something? I'd perhaps make the Set Task Description form a subpart of the Create Task form since you won't have one without the other. Also you seem to have hidden setSimpleTaskDestination under the "Records" menu item, not a button like everything else. Again, that should probably be an option on a comprehensive Design Task form or something I'd suggest. Does this program also create the required breifing.html as well? That's required for pre-missing briefing.sqf to show up in the editor and in game too? Not sure, but it's part of the briefing.sqf system. When saving it doesn't default to briefing.sqf as a default, but does show the demo file you created which might lead people to overwrite that. Indicating that people can name this file anything they want, which I they can granted, just adds confusion to an already confusing process. :) Ability to handle multiple sides in a single briefing would be helpful as well. Or the ability to create setTaskState or even use Mikey's mf_taskhint function would be a nice addition. Lastly there should be something mentioning that you need to execVM "briefing.sqf"; from the init.sqf file as well to get this to work.
  23. http://forums.bistudio.com/showthread.php?t=82348&highlight=carpet+bomb http://forums.bistudio.com/showpost.php?p=1408192&postcount=16&highlight=carpet+bomb
  24. kylania

    ArmA2 Weather - no snow?

    That link has no files on it?
  25. kylania

    ArmA2 Weather - no snow?

    Snow is easy! :) NIM_Snow.sqs: ; dynamic snowing 1.41 by Sentinel ; resource from Kegetys ; [logic,obj,density] for constant non-changing snow ; [logic,obj,ChangeTime,[Range]] for changing snowing density ; density: 0 - no snow, 5 - max value ; Range is densityvalue [min,max] _logic = _this select 0 _server = false _snow = true ?(local _logic):_server = true; _snow = false ?((missionstart select 0) == 0):_snow = true _obj = player NIM_SnowDens = _this select 1 _ChgTime = 0 ?(count _this > 2):_ChgTime = (_this select 1) * 60; _dMin = (_this select 2) select 0; _dMax = (_this select 2) select 1; NIM_SnowDens = _dMin + (random (_dMax - _dMin + 1)) ?(_server):publicvariable "NIM_SnowDens" _i = 1 ~1 _d = 35 _h = 15 _ai = 0 _wait = 0.001 ?(!_snow):_ai = 100; _wait = 10 #top ~_wait _pos = position player 10 setfog (0.54 * (NIM_SnowDens/15)) _a = _ai while { _a < NIM_SnowDens } do { _dpos = [((_pos select 0) + (_d - (random (2*_d))) + ((velocity vehicle _obj select 0)*6)),((_pos select 1) + (_d - (random (2*_d))) + ((velocity vehicle _obj select 1)*6)),((_pos select 2) + _h)]; drop ["\ca\data\cl_water", "", "Billboard", 1, 8, _dpos, [0,0,-1], 1, 0.000001, 0.000, 0.7, [0.07], [[1,1,1,0], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [0,0], 0.2, 1.2, "", "", ""]; _a = _a + 1; } ?( (_ChgTime > 0) && (_time > (_i * _ChgTime) && !_server) ):_i = _i + 1 ?( (_ChgTime > 0) && (_time > (_i * _ChgTime) && _server) ):_i = _i + 1; NIM_SnowDens = _dMin + (random (_dMax - _dMin + 1)); NIM_SnowDens = NIM_SnowDens - (NIM_SnowDens % 1); publicvariable "NIM_SnowDens" ?(NIM_SnowDens < 16):_wait = 0.001 goto "top" Then have a game logic with this as it's init: [this,0] exec "NIM_Snow.sqs"; Change the 0 to 0-4 to make more or less snow.
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