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kylania

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Everything posted by kylania

  1. Sounds like you're trying to grab specific parts of Warfare for use in your own mission? Personally I loathe Warfare and never play it, but I remember there being a spectacular read me for all of it that explained how each bit of code worked. That was for ArmA though, but should be similar in ArmA2.
  2. Thanks, I'll give that a try. My current epic failure is a map where a group of units has some addAction options both for themselves and when in vehicles. First spawn everything works great, after the respawn however they lose both the addActions and the ability to get them in the vehicles (though it adds it to the vehicle sometimes, and even then it's available to everyone from OUTSIDE the silly thing...) Triggers however tell me that the unit's name remains the same, just all the addAction stuff breaks totally.
  3. kylania

    Improving vehicle respawn system

    There's already a superb script that handles both destroyed and abandoned vehicles as you describe available.
  4. But yes, I use the vehicleVarNames usually. Sometimes you can use markers too. Name it one thing, make it's text something else to keep track of things.
  5. I hate everything multiplayer, it's a pain in the a.. to script. Single Player forever!! (Yes, I've been having a nightmare getting some MP stuff to work... heh)
  6. http://forums.bistudio.com/showthread.php?t=81442
  7. You need to rerun the briefing.sqf after each respawn.
  8. kylania

    Hint Delay

    Set it to Timeout then set the Min, Mid and Max to 60.
  9. Odd, works from Radio, works from OPFOR NOT PRESENT, but does not work from BLUFOR present.
  10. class AnimationSources { class vtol { source = "user"; animPeriod = 2.500000; }; class weaponbay { source = "user"; animPeriod = 2; }; };
  11. I'm having doFire troubles as well. Even though the wiki says that doFire won't work against an object (ie, target) it does work if run from a trigger, but it doesn't work from a script? I'm trying to get an AI to fire on a TargetE.
  12. Reaper, in that case _this it would be whatever object called the script. You'd save that script as ammo.sqf then have the item call the script via init field. My one line of code solution to this problem is designed to be quick and easy. It'll drop a standard ammo box, with ammo in it. If that's not enough for you you start to enter the realm of having to hand code every little thing. If it matters to you which items are in the ammobox instead of, ya know, just ammo, then complexity will start to rise greatly. There are countless other ammo drop or resupply scripts around which cover how to do that. Since the BIS fnc supply drop doesn't assign a global name to the item, you'll need to do something like use a trigger to detect which ammobox is closest to the landing area then run the script on that. Or something.
  13. Please SEARCH BEFORE POSTING as the sticky says. Writing Breifings has been covered in detail. Even in multiplayer... How to write a mission where you need to recover an evidence file has been covered in detail as well.
  14. Place your car called "bombcar'. Set up a Radio trigger or other whatever trigger with this as it's activation: bomb = "R_57mm_HE" createvehicle GetPos bombcar; bombcar setdamage 1;
  15. I think I'd run into this problem. It's horrible. :(
  16. Just use the editor to save your single player missions. Click SAVE -> Export to Single Player Missions. No need to use 3rd party PBO tools for that.
  17. You really need to try harder and use Search. There's an entire thread dedicated to the Domination set of missions. Xeno posts there constantly, most recent post about 8 hours ago as of this post. He's extremely helpful in helping people with his code. You just need to put in some effort. I just downloaded Domination_West_AI from the source website and unzip'd the file and unPBO'd the mission file and there in the x_scripts folder in plain text was the x_addsoldier.sqf function file. No sure where you went wrong...
  18. Place the Functions module, create a C130 called c1, have it fly past a trigger with this in it's OnAct: [c1,"Reammobox"] call BIS_fnc_supplyDrop; Use "LAND" for an M2 HMMVW, or "reammobox" for an ammobox.
  19. exitWith doesn't exit a script in SQF, only a codeblock. That's why sbsmac wrapped his execute code in the isServer instead of just using a !isServer then quitting.
  20. You need to use something like cpbo from Kegetys' ArmA Tools to open those so you can edit view the mission files.
  21. I use ArmAEdit as my script editor. It's quite powerful and handy. I also created data files so it'll detect the ArmA II commands and weapons as well. And of course the in game editor (not the My Missions thing, but Singleplayer -> Editor). Also this forum and http://www.ofpec.com/ are both vital resources.
  22. When I learned, I did a really simple step by step approach. Like, instead of having my first mission have every bell and whistle ever I started really small, no scripts at all. Then add in one little script for say.. spawning a new unit when I hit a trigger. Or using briefings instead of waypoints. Then just keep adding in features and learning new things as I went along. The other thing to try is finding easy SQS scripts and trying to rewrite them in SQF.
  23. Cheetah has made some great tutorials, here's one for SQF: http://www.ofpec.com/ed_depot/index.php?action=details&id=390&game=ArmA
  24. kylania

    help...not cpu smart

    It's best to post how you fixed a problem in case others have the same or similar problem.
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