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Everything posted by kylania
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How to complete a mission and some other questions
kylania replied to williamsw2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Welcome to ArmA2! Search is your friend. Every question you asked has been answered recently on this very board. Try looking around and reading some. Probably the best source of help would be an old ArmA Editor Tutorial, which leads you step by step through how to make a mission with almost the exact same scenario you described. You can download it from here: http://www.armaholic.com/page.php?id=1157 Keep in mind that the editor is slightly different, the map will be wildly different but for the most part things will be similar. I've been tempted to rewrite one of these ArmA tutorials for ArmA 2 but have been so busy answering the same questions over and over I never get the time. :) Search a little, check out that old tutorial and let us know if you still have questions and most importantly, ENJOY ArmA2! The editor is pretty amazing. -
Help with crate refill script
kylania replied to TurokGMT's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Do you need the ; within the { } of the forEach statements? -
Construction Interface in MP missions
kylania replied to TurokGMT's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Extra ; on lines 17 and 33? The double ];]; maybe? -
How to call for medical assistance ?
kylania replied to Xtreme1989's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Best to just shoot the doc and leave his body in the woods. Chernarus is a dangerous place and who knows what happens in conflict zones... *whistles* -
How to get AI to taxi on airfield?
kylania replied to Munky's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As neat as it is to have a 'real system' working, it's more realistic to virtualize this kind of thing. Spawn in the C-130 when you need it in the air, have it do it's drop (hint: check out BIS_fnc_SupplyDrop) then delete the plane once it's out of view. -
One hidden hint in the Editor is the built in ComRef. Just click on some command word while typing it into an init field or something and press F1. You'll get a popup showing what it does and how to use it, you can even copy the sample code from it! Very handy if you know what command you want to use, but not exactly how.
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Some tips for those experiencing performance issues...
kylania replied to Eugefunk84's topic in ARMA 2 & OA - TROUBLESHOOTING
Well, I set mine to 0 last night and it was an entirely different experience! While I still got mouse lag in menus, but much less, general gameplay was fantastic! Smooth as silk and that's WITH Post Processing turned on (I'd had it off). Currently using 2.13GHz Core2Duo, 2GB RAM, 8800GT. Now, this might very well be caused by my computer realizing I'm about to replace it and trying to impress me. :) -
The information you're looking for is actually compiled from both of those sources. First, place the Functions module in your mission then put the following in your init.sqf: waituntil {!isnil "bis_fnc_init"}; [player] call bis_fnc_help; Tada! Now, all that does is bring up the browser of the function code, it won't explain how to actually USE any of them. For that you'll need to read the code and figure it out, or hope someone smarter than us comes up with decent wiki pages. :)
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Fun For All: Opposing Force and Free Roam
kylania replied to iMesh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your aim is a little bit off. -
First place the Functions module on your map. Then something like this: _group = createGroup east; _veh = createVehicle ["Mi17_rockets_RU", position player, [], 0, "FLY"]; _null = [_veh, _group] call BIS_fnc_SpawnCrew;
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Smoke my wreck!
kylania replied to Journeyman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow, how obscure, you need THIS in your init.sqf first: BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; Then it'll burn. -
Limiting a vehicles speed?
kylania replied to Funcoot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's a script that appears to work. I accept no responsiblity for the math in this, I suck at math, it's borrowed from the biki. :) Put this in the vehicles init field, setting the speed to what you want. null = [this, 60] execVM "speedlimit.sqf"; Then this is the script: ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: kylania ////////////////////////////////////////////////////////////////// // Call this with the following line in the init field of the vehicle. // this = object to slow. // 60 = max speed for vehicle. // // null = [this, 60] execVM "speedlimit.sqf"; // Pull the object and speed from the execVM. _vehicle = _this select 0; _maxspeed = _this select 1; // Figure current speed. _curspeed = speed _vehicle; // If we're going to fast... if (_curspeed > _maxspeed) then { // Grab the current velocity and direction of the vehicle. _vel = velocity _vehicle; _dir = direction _vehicle; // Limit it's to bring it back down to the max amount. _speed = _curspeed - _maxspeed; // This is math I don't understand, grabbed it from the biki. :) _vehicle setVelocity [(_vel select 0)-(sin _dir*_speed),(_vel select 1)- (cos _dir*_speed),(_vel select 2)]; }; // End of if // Sleep tenth of a second, this might be too much processing. I dunno, slower and the ride get jerkier though. sleep 0.1; // Call the script again. _null = [_vehicle, _maxspeed] execVM "speedlimit.sqf"; -
What ever happened to simple missions?
kylania replied to galzohar's topic in ARMA 2 & OA - USER MISSIONS
You would play America's Army or COD4 if you wanted that style of gaming. Seems pretty simple to me. :) -
That code works fine for lowering the pole. You just don't actually tell it anywhere in that example what _flag1 is... Try adding _flag1 = myFlagPolesName and see if it works better. Also, the flag texture name is fine, here's the current flags for ArmA 2: flag_usmc_co.paa - US Marie Corps Flag flag_usa_co.paa - United States of America Flag flag_rus_co.paa - Russian Armed Forces Flag flag_napa_co.paa - National Party Flag flag_chernarus_co.paa - Chernarussian Defence Forces Flag flag_chdkz_co.paa - Chernarussian Movement Of The Red Star Flag
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Smoke my wreck!
kylania replied to Journeyman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Did you leave off the trialing ; in the init.sqf or just in your post here? That'll make it fail. nul=[firelogic, 5, time, false, false] spawn BIS_Effects_Burn[b];[/b] -
Help on my new mission.
kylania replied to Paves's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
in your init.sqf set: town1clear = 0; town2clear = 0; Have two triggers checking for OpFor NOT PRESENT in the towns and set global variables in their On Act fields. town1clear = 1; and town2clear = 1; Then at your evac point have a trigger that check for BLUFOR PRESENT and in it's condition field have: this && town1clear && town2clear The last trigger should be TYPE = End1 -
Limiting a vehicles speed?
kylania replied to Funcoot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could run a loop that checks the speed and reduces it to your wanted maximum every second or so -
Some tips for those experiencing performance issues...
kylania replied to Eugefunk84's topic in ARMA 2 & OA - TROUBLESHOOTING
It's interesting that you set that to 0 when the troubleshooting thread said to set it to 8. I'll be upgrading to pretty much your specs here in a week or so, but dual 260s. Hopefully my performance will be good too! :) -
http://forums.bistudio.com/showthread.php?t=78935
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Smoke my wreck!
kylania replied to Journeyman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showpost.php?p=1323644&postcount=3 -
Determine where an object came from?
kylania replied to charliereddog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, that's what I was using, but i wanted to use the new functions! :) The other problem I was dealing with is that the model i was moving was elevated, due to attachTo, so after modelToWorld, I then had to drop it to the ground. -
There's quite a few objects in the campaign that aren't readily available in the Editor, they are hidden. There's even more items in the game that could be placed via the editor, but didn't have any classes for them. There's already an addon to fix that though, really there's one to fix both problems. :)
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It gives us something to unhide. :)
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Determine where an object came from?
kylania replied to charliereddog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was all excited about this function since I thought "I can finally just move something 10m BEHIND something rather than 10m SOUTH". I was wrong, still just compass and not relational, even though it's called relPos. :) -
Trouble Exporting Mission
kylania replied to Recoilless's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Are you exporting from in game, via Save -> Export to Multiplayer Missions or using some PBO tool to do it?