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Everything posted by kylania
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It works in single player editor if you have the XML active, so I assume it works in single player too. Why don't you want to use the XML?
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My guess is either his player is a really heavy smoker, or he hasn't tried it yet. ;)
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AddAction problem in MP
kylania replied to PhelanKA7's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can pass AddAction an array of variables inside the [] there. It'll be _this select 3 within the script. _this select 0 = the object the action is on _this select 1 = the object that's calling the action _this select 2 = the ID number of the addAction _this select 3 = the array after the script name. So if your addAction was: this addAction["Make Sweet Love","businesstime.sqf",[2,nancy,"I am so sorry, that never happens"]]; (_this select 3) select 0 = 2 (_this select 3) select 1 = nancy (_this select 3) select 2 = "I am so sorry, that never happens" -
In your player's init: BIS_Effects_Burn = compile preprocessfile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; nul = [this,1,time,false,false] spawn BIS_Effects_Burn; :j:
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Ammo caches + parachutes
kylania replied to thierry007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Really just tag that onto the end of the script, and change _this to _ammobox -
Emptying weapons crate?
kylania replied to mpatton's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
// **************************************************************** // Custom crate script for Armed Assault // Created with ArmA Edit - Version 1.3.4000 // HELP: Run this script from the INITIALIZATION box of the crate. // CODE: nul = [this] execVM "m107crate.sqf" // **************************************************************** // Get the crate parameter given _crate = _this select 0; // Remove the stock items from the crate clearMagazineCargo _crate; clearWeaponCargo _crate; // Add the items to the crate _crate addWeaponCargo ["M107", 1]; _crate addMagazineCargo ["10Rnd_127x99_m107", 5]; -
Any good RscTitle tutorials?
kylania replied to froggyluv's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
[url="http://community.bistudio.com/wiki/titleText"]titleText[/url] ["I hate dialogs and the soul crushing confusion they create and am forced to rely on titleText","PLAIN DOWN"]; :p -
Line of explosive, kinda like airstrike
kylania replied to norm6669's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
BabyAlien had an example like this in one of his videos, it was in SQS and featured less math and less PC crushing* instantanity, but here it is in SQF for comparison sake: [color="SeaGreen"]////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: [KH]BabyAlien // Converted to SQF by: 1ID-CPL. Venori ////////////////////////////////////////////////////////////////// // Example script call --> nul = [theCar, howmany] execVM "napalm.sqf" // using too many howmanys (eg 500) might cause lag :D // start script // grab the variables passed to the script [object, num][/color] _theObject = _this select 0; _howmany = _this select 1; [color="SeaGreen"]// locate the first helepad to start bombing[/color] _bombLoc = GetPos _theObject; [color="SeaGreen"]// positions are a 3 digit array. For ex: [4,3,0] [/color] _bombLocX = _bombLoc select 0; [color="SeaGreen"]// the first number being X axis (West/East)[/color] _bombLocY = _bombLoc select 1; [color="SeaGreen"]// the second number being Y axis (South/North)[/color] _bombLocZ = _bombLoc select 2; [color="SeaGreen"]// the third number being Z axis (Height above ground)[/color] [color="SeaGreen"]// locate the end position to start bombing[/color] _bombfinish = GetPos bombend; [color="SeaGreen"]// Be sure to preplace an object called "bombend" where you want the bombing to stop.[/color] _bombfinishX = _bombfinish select 0; _bombfinishY = _bombfinish select 1; _bombfinishZ = _bombfinish select 2; [color="SeaGreen"]// find out the distances on both X & Y coordinates between start and finish[/color] _shiftx = _bombfinishX - _bombLocX; _shifty = _bombfinishY - _bombLocY; [color="SeaGreen"]// find out the distance in gap between each bomb dropping[/color] _shiftx = _shiftx / _howmany; _shifty = _shifty / _howmany; [color="SeaGreen"]// Creating the bombs, detonating them and moving along each gap counting down until // less than 1 bomb remains (which should be 0) and then it exits (stops the bombing run)[/color] while {_howmany > 0} do { "Bo_GBU12_LGB" createVehicle[_bombLocX, _bombLocY, _bombLocZ]; _theObject setdammage 1; _howmany = _howmany - 1; sleep 0.15; _bombLocX = _bombLocx + _shiftx; _bombLocY = _bombLocY + _shiftY; }; -
Popping up 1 target at a time
kylania replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The nopop=true; should keep it down? You only need that once somewhere. I'm confused since what you're asking should be what I just described last post? -
Popping up 1 target at a time
kylania replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To keep all the targets down simply declare: nopop=true; somewhere. Then popup targets won't... pop up. Reset then using, there T1 is the name of the target: T1 animate ["terc",0] -
Popping up 1 target at a time
kylania replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could try something like this: http://kronzky.info/targetrange/index.htm -
Giving names to created groups
kylania replied to froggyluv's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try setGroupId ? -
Copying 3d positions from editor
kylania replied to SaOk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oops, sorry, thought you wanted positions for other units, not just your player. :) Also, exit doesn't do anything in SQF, so you can leave that out. -
Trying to load a squad into a LAV High Command..
kylania replied to BeerHunter's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can view a list of what fits in what from here: http://forums.bistudio.com/showthread.php?t=84237 -
Copying 3d positions from editor
kylania replied to SaOk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Another option would be: Add an action to your player: this addAction ["Copy Pos","copypos.sqf"]; copypos.sqf: _unit = cursorTarget; _pos = getPos _unit; copyToClipboard format["Unit %1 is at %2",_unit, _pos]; hintSilent "Pos copied!"; Then just point at what you want to know the location of, click the action and paste to Notepad. -
is it possible to edit squad at one time instead each different unit?
kylania replied to nmdanny's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can place one unit how you want it, copy it, then paste it over and over. As long as the first unit is higher rank the pasted ones should be in it's group automatically. -
How to place units inside vehicles in editor?
kylania replied to Njayjay's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
A drastic solution would be to unit enableSimulation false; them. They won't do anything, won't even blow up should be they be destroyed, but it'll keep 'em quiet ;) Then just set it to true when you're ready to move. -
How to place units inside vehicles in editor?
kylania replied to Njayjay's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Change them from "In Formation" to "None" -
ArmA Edit is one of the best text editors designed just for ArmA. :) This link has a link to ArmAEdit and the dat updates for it: http://forums.bistudio.com/showthread.php?t=78274
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Editing Tutorial via YouTube
kylania replied to Pauldarrington's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Success, thanks for posting these! -
Delaying the Radio Call
kylania replied to froggyluv's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, that's even easier, just need the first script. Go ahead and setup your waypoint and the HOLD waypoint and put a SWITCH trigger synched to the HOLD waypoint with condition of: gocode Setup some trigger that determines when the errands the player is doing is finished, have that call the following script: _radio = createTrigger ["EmptyDetector", [0,0,0]]; _radio setTriggerArea [0, 0, 0, true]; _radio setTriggerActivation ["ALPHA", "PRESENT", false]; // set to true if repeating. _radio setTriggerText "Call in sniper"; // title for the radio option. _radio setTriggerStatements ["this", "gocode = true;", ""]; That will create a radio option that will release the sniper from his HOLD waypoint. -
Delaying the Radio Call
kylania replied to froggyluv's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The ALPHA in the above example is a code word for "Radio Alpha", not a unit name or anything. I'm a little confused about what you mean by 'switch to it's next waypoint'. How exactly is this radio option supposed to work in your mission? Ignoring coding, what do you expect to happen or be available to the player? -
Delaying the Radio Call
kylania replied to froggyluv's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There's a few ways of doing this, but here's one. First make a trigger that will enable the radio. Mine has an OnAct of: nul = [] execVM "addRadio.sqf"; That calls the addRadio.sqf as shown below: [color="SeaGreen"]// Create a radio trigger ALPHA, not repeatable called "Activate Radio"[/color] _radio = createTrigger ["EmptyDetector", [0,0,0]]; _radio setTriggerArea [0, 0, 0, true]; _radio setTriggerActivation ["ALPHA", "PRESENT", false]; [color="SeaGreen"]// set to true if repeating.[/color] _radio setTriggerText "Activate Radio"; [color="SeaGreen"]// title for the radio option.[/color] _radio setTriggerStatements ["this", "nul = [] execVM ""myRadioAction.sqf""", ""]; [color="SeaGreen"]// Let the player know the radio is now available.[/color] hint "Radio option available!"; That will create a Alpha Radio trigger in the middle of nowhere which is displayed as "Activate Radio" and when triggered will run whatever script you want, in this case one called myRadioAction.sqf as shown below: hint "You've activated your radio!"; So, one pre-placed trigger to open the Radio option. One script called by that pre-placed trigger to create a radio one on the fly, and a second script to do whatever the radio is supposed to. -
Delaying the Radio Call
kylania replied to froggyluv's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Radio triggers with conditions more than "this" crash the client, saw that in another post. :) You could just create the Radio trigger on the fly once conditions are correct as well. -
Rotate gun on a emty vehicle.
kylania replied to Morten87's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can start here. Presumably you'd use something like: mytank animate["mainturret",1]; But it's not working for me. *shrug* Sorry. Using stuff in the thread I linked I can report which direction it's facing, but not force it to face that way.