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kylania

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Everything posted by kylania

  1. kylania

    mp logo on vh

    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?
  2. kylania

    Smoking...

    My guess is either his player is a really heavy smoker, or he hasn't tried it yet. ;)
  3. 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"
  4. kylania

    Smoking...

    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:
  5. Really just tag that onto the end of the script, and change _this to _ammobox
  6. // **************************************************************** // 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];
  7. [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
  8. 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; };
  9. 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?
  10. 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]
  11. You could try something like this: http://kronzky.info/targetrange/index.htm
  12. 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.
  13. You can view a list of what fits in what from here: http://forums.bistudio.com/showthread.php?t=84237
  14. 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.
  15. 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.
  16. 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.
  17. Change them from "In Formation" to "None"
  18. kylania

    How do I make notepads into SQM?

    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
  19. Success, thanks for posting these!
  20. 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.
  21. 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?
  22. 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.
  23. 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.
  24. 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.
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