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Everything posted by kylania
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Help creating Group or Array
kylania replied to Cross Shot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ack, get rid of all that crazy looping stuff! :) SQS is dead, long live SQF. Don't need a loop anyway, ArmA2 has added Conditions to addAction: Something like this: _actionId = _vehicle addAction ["Repair/Refuel", "scripts\repair.sqf", "", false, true, "", "(_player distance _vehicle < 10) && _player == engineer1"]; -
Spawn vehicles withOUT their crew...
kylania replied to Kyle_K_ski's topic in OFP : MISSION EDITING & SCRIPTING
You're doing this on the fly?? Why aren't you just placing EMPTY units via the Editor? -
Checking if something is true in a script.
kylania replied to mynameisme's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's 2009, use SQF. :) -
Syntax in creatue unit INIT
kylania replied to Impavido's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's the old format for OFP, someone posted the new one today, I'll search_before_posting for you. Found it! Read more here. -
If does NOT work
kylania replied to SkaceKachna's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You're using SQF's IF statement apparently in an SQS script? JDog's suggestion should work, since ; is comment in SQS instead of 'end of statement' in SQF. Read about the syntax of SQF and SQS and use and learn SQF. :) -
OFP:DR has been, don't believe ArmA2 has been. I imagine you'll get something like the 'My Missions' editor on console, with presets and whatnot, but a full editor (which requires much typing and externally created scripts) might be out of range of console titles?
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Are you asking if ArmA2, the PC game, will have a console based mission editor or are you just too high to function at the moment? :)
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AI will not engage enemy
kylania replied to SpiritedMachine's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try using "Seek and Destroy" rather than "Destroy"? I usually use Destroy only for specific objectives, like a tank or something. -
Sure it does, remember it's an sqs file so execute it via exec instead of execVM. In init of player for example: this exec "camera.sqs"
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Mission COMPLETLY failing to work...
kylania replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why not try something like naming the group of the players than have the trigger check if the group is in the helo instead of each individual player? -
Not entirely part of the Editor interface itself, but here's the list of new scripting commands added by ArmA2: http://community.bistudio.com/wiki/Category:ArmA_2:_New_Scripting_Commands_List
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How do you end a mission?
kylania replied to GunnDawg09's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Of all the End a Mission posts you could have mini-necro'd this is the one you choose? Srsly? This was just a misstep by Gunn, he's come a long way from this post. :) -
Assign AI to certain turret / gunner position in heli (MI8 MTV3) - HOW?
kylania replied to Jan_F_W's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could just spawn a full crew using the Functions library: _group = createGroup east; _veh = createVehicle ["Mi17_rockets_RU", position player, [], 0, "FLY"]; _null = [_veh, _group] call BIS_fnc_SpawnCrew; You can fill all the slots that way. Taken from this post. -
Vehicle drop from C130
kylania replied to frattonstation's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can make things really easy with the BIS functions as well. Place the Functions module, create a C130 called c1, have it fly past a trigger with this in it's OnAct: [c1,"HMMWV"] call BIS_fnc_supplyDrop; Done. :) Use "LAND" for an M2 HMMVW, or "reammobox" for an ammobox. -
String manipulation
kylania replied to AliMag's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/String There's also a ton more in the new BIS Functions thing. Use this to look up the string functions from the new library. -
If BIS could fix just one thing in the 3D editor...
kylania replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The 3D editor hasn't actually been officially released, so fixing this is probably on their list but not something you'll see till they actually release that functionality. -
So you want the filed Read Only? Or not? I did step 3 and none were Read Only. Edit: I'm about read to give up on this game. I can't play for more than 1 hour anymore. F'this.
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Win7 64bit, dual EVGA 260s, 6GB RAM, iCore7 920, fresh install of 190.38 drivers from Nvidia, nothing overclocked... and not a damn thing works. 20-30 FPS, constant crashes, memory leaks. I'm beyond pissed. If someone with similar settings can post *exactly* what that have installed and what settings they are using I think it would be a lot more helpful than "works for me".
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This just started with me and my epic struggle to get ArmA2 to work for me. Bought a whole new machine, SLI and everything and I'd been sh_t performance the whole time. Latest problem is the game just... disappears, no warning. No slowdown, just stops. I check taskmanger and the process is running and constantly climbing in memory usage. Here's the crash report:
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Helicopter insertions
kylania replied to nicklomas's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
[insert default why-the-heck-didn't-you-search comment here] this setBehaviour "CARELESS"; -
End mission trigger help..
kylania replied to Dyne's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Clicking on 'Search' up top and putting in End mission trigger results in at least 7 threads in the first 3 pages of Search Results that directly match word for word what you're asking. How exactly did you "search extensively" when a "casual and almost accidental" search resulted in answers galore? :icon_rolleyes: -
You're including a ; at the end of the second line right?
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selecting weapons? how?
kylania replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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any difference between normal/silenced magazines
kylania replied to d3nn16's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone tested if SD ammo (in normal weapons too) reduces the AI alertness? -
http://forums.bistudio.com/showpost.php?p=1369127&postcount=120