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kylania

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Everything posted by kylania

  1. Just check for the first teamkill, then you'll know they are loaded. :) (There's a way to do what you want, but I'm too sleepy to remember...)
  2. kylania

    Cluster bomb

    Something like GLT_MissileBox might work, once it's finished (IAWS that is.)
  3. kylania

    init.sqf

    Were you able to turn ON file extensions? So when you look at in Windows Explorer you see the .txt ending? 1. Open a folder or open explorer 2. Click the Layout button (to the left of the Views button) as shown in the picture below: 3. Click Folder Options 4. Click the View tab 5. Uncheck Hide extensions for known file types 6. Click OK
  4. Yeah, waypoints make me cry sometimes. Something that'll work perfectly, will suddenly stop working once you fix your "last problem". :)
  5. My first thought was to use a dialog. I setup a quick test and got it halfway working. I can EITHER get in the C-130 from outside OR get in the M119 from outside, but from inside.. nothing. To be honest though, vehicle placement and dialogs are well above me, but here's what I got so far. Pretty sure the doGetOut isn't working properly, since it seems to stop at that point. Update: YAY! Got it working! If you use setPos to yank the player out of the vehicle they are in, you can then immediately plop them back into the OTHER vehicle. Next up would be to make it dynamic, so instead of Player it would be whoever pushed the button. myPositionPicker.hpp: class myPositionPicker { name=myPositionPicker; idd=-1; movingEnable=1; controlsBackground[]={}; objects[]={}; controls[]={mySeatBtn, myGunnerBtn, myMessage, myBackground, myFrame}; class mySeatBtn:RscButton { idc=-1; text="Cargo"; [b] action="player setpos (getmarkerpos ""suck""); player moveincargo [plane, 2]; closedialog 0;";[/b] x=0.366666666666667; y=0.32; w=0.05; h=0.0266666666666667; }; class myGunnerBtn:RscButton { idc=-1; text="Gunner"; [b] action="player setpos (getmarkerpos ""suck""); player moveingunner pod; closedialog 0;";[/b] x=0.3; y=0.32; w=0.05; h=0.0266666666666667; }; class myMessage:RscText { idc=-1; text="Pick your position"; x=0.3; y=0.24; w=0.116666666666667; h=0.0533333333333333; }; class myBackground:RscBackground { idc=-1; x=0.283333333333333; y=0.213333333333333; w=0.15; h=0.213333333333333; }; class myFrame:RscBgFrame { idc=-1; x=0.283333333333333; y=0.213333333333333; w=0.15; h=0.213333333333333; }; }; pos.sqs: ;Generated by Morten's ArmA Dialog Designer ;Please leave this text here, if you wish ;to support my work on this program. ;Thank you! ~1 _ok = createDialog "myPositionPicker" exit; Then each vehicle the plane1 and pod have: this addAction ["Change Position", "pos.sqs"]; And the standard desc.ent: You'll definately want to read up on the SQF Syntax changes. :)
  6. Group One: GET IN waypoint at HMMWV, GET OUT waypoint 10m from MTVR, GET IN waypoint next to MTVR. Group Two: GET IN waypoint on MTVR, LOAD waypoint a few meters away, MOVE waypoint down the road. Synchronize the Group One's 2nd GET IN waypoint to the Group Two's LOAD waypoint. Group Two will run to the MTVR, start the engine and wait. Group One will run to the HMMWV, get in, drive to the MTVR, get out, get in the MTVR, then Group Two drives away with everyone inside. I'd thought you might need an unassignVehicle unit, but at least in my test I didn't.
  7. Usually this is done by either moving the respawn_west marker via some method, or having some kind of vehicle be used as a spawn point and either script something to teleport players there after a death or allow them some other method of teleporting there. If you're using the default BIS respawn, you'd need to move the marker to change where you respawn. Perhaps something like setting up a Radio trigger for "Move Respawn here" then have that trigger: "respawn_west" setMarkerPos getPos player; There is a note on the setMarkerPos that this won't work on dedicated servers, so you'd have to have the server run the command.
  8. kylania

    Patrol question.

    Well, setUnitPos can take 4 modes: UP, DOWN, MIDDLE and AUTO. To so kneel a group, you'd: {_x setUnitPos "MIDDLE";} forEach units group this; Also, that code is for the entire group, so you only need it once in the leader's init. If you wanted to have just a single unit stay standing use this: this setUnitPos "UP";
  9. Might be since _this is local, but who is calling that action from what? If it's an action that seems to indicate that it's a player doing this, and if it's a player and a static gun, why not just have them use the default 'Get In' option? What's the scenario for this action/gun/thingie? :) Edit: Ahh, I see, so this is an AC-130 type thing, trying to get a gunner into an attachTo'd weapon from inside?
  10. kylania

    Patrol question.

    Hmm, named the unit wrong maybe? I just did a quick test with a US FireTeam on one side of a building and a Russian Infantry Section on the other, with waypoints taking them into view of the US. The US Fire Team leader had this in his init: {_x setUnitPos "UP";} forEach units group this; When the Russians came in view they remained standing while fighting. When I took it out of the init, they all went prone to fight.
  11. kylania

    Patrol question.

    If you want your soldiers to keep standing, try: unit setUnitPos "UP";
  12. Make sure you don't have Windows in dummy mode and hiding file extensions. You might actually be saving files as vehicle.sqf.txt or something. Are you on Windows XP or Vista?
  13. You can use this: if (isNull assignedGunner pod) then { hint "No one inside!"; } else { hint format["This guy is gunning: %1", assignedGunner pod]; };
  14. kylania

    Animations

    unit playMove "nameofmove";
  15. You could have just Save -> Export to multiplayer missions.
  16. One way you can do it is put this in Mike's init field: this addEventHandler ["killed",{mike switchmove "";}]
  17. Ideally you'd put that code as an action in whatever vehicle you're in and would have set that vehicle to fly at whatever height you wanted. This in your vehicles init field: this addaction ["HALO","halojump.sqf"]; If you put the following in the init.sqf it will make your MV22 vehicle fly from 200m or whatever the default is up to 1100m and level off, with your player in the back seat. player moveincargo [MV22, 1]; MV22 flyinheight 1100;
  18. Read Big's example again. The secure.sqf (large code part) is to be saved as "secure.sqf" in your mission folder. Then use the single line of code in your captive's init strings to enable them to be rescued.
  19. Instead of 'do exit' (which will do nothing in an SQF file by the way), use this to stop his current animation: mike switchMove "";
  20. I was on a server last night, where when I went to "heal" at a heli ArmA would just explode and die on me.
  21. player action [ "eject", VEHICLENAME]; player setvelocity [0,0,0]; [player] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
  22. There's no command for that, but you could certainly do it via scripting. You could make your players have to kill 15 chickens a day or switch sides if you wanted via scripting. :)
  23. Fire Team 1: The leader's init has: {_x moveInCargo osp1} forEach units group this; ft1 = group this; This moves his group into the plane and creates a name "ft1" to refer to his group as. Same for Fire Team 2, except with "ft2". osp1 is the name of the Osprey. Each squad has 4 Waypoints 1. GET OUT 2. DESTROY 3. MOVE 4. GET IN The GET OUT waypoint is placed near the insertion point. The DESTROY waypoint is placed on the target vehicle. The MOVE waypoint is near the extraction point. The GET IN waypoint is at the extraction point. Both squads have the same waypoints, just mirrors of each other. Ft1 heads to target 1 and Ft2 heads to target 2. The GET OUT waypoints are synchronized with the Ospreys TRANSPORT UNLOAD waypoint at the extraction site. This is so that the Osprey won't dust off till both squads are out of the plane. The two squad MOVE waypoints are synchronized with the Osprey's 3. MOVE waypoint. This is so that both squads move to the extraction point as a group, and the Osprey will continue to orbit the MOVE waypoint until both squads are ready to be picked up. Ft1's MOVE waypoint has the following in it's OnAct: leader ft1 sideChat "Alpha 1, this is Fire Team 1, requesting pickup at evac point, over?"; osp1 sideChat "Roger Fire Team 1, evac incoming, Alpha 1 out!"; This is so that the leader of the Fire Team will call for help, and the Osprey will respond. Ideally you'd do this with a trigger and a script, so you could have some pauses in it and if for some reason your Fire Team 1 is destroyed, it'll still happen. The Osprey has the following waypoints: 1. MOVE 2. TRANSPORT UNLOAD 3. MOVE 4. LOAD 5. MOVE The first MOVE is probably redundant, I was having trouble getting the AI to work right and think it's left over from that, it's near the insertion point. The TRANSPORT UNLOAD is at the insertion point. Also at the Insertion point is an "H (Invisible)" helicopter landing pad. It's named "drop 1". This is so the AI knows exactly where to land. After the troops disembark the 3. MOVE waypoint activates. This is just a random spot to the west really. Because it's synched with the MOVE waypoints of the squads, the AI will simply circle this waypoint until the other MOVE waypoints are completed. The only other noteable thing about this waypoint is that on it's OnAct is the following code: deleteVehicle drop1; This is to delete the invisible helipad they used for insertion. Even though we've placed another one at the evac point for some reason the AI kept flying to the insertion point H instead of the one they were supposed to. This resulted in the soldiers scrambling through town to get on the Osprey! The Osprey will move to the LOAD waypoint (with it's pre-placed Helipad for landing) and pick up the fire teams. The last MOVE waypoint is to the south over the water. Nothing special here, it'll never really reach it, since we put a End1 trigger before that to end the mission as they fly away. There are 3 Triggers in the mission. The End Mission one with the following settings: BLUFOR, ONCE, PRESENT, TYPE = End1 and this as the Condition: this && !alive targ1 && !alive targ2 That will check to make sure that BLUFOR is PRESENT (the 'this' part of the line, meaning 'does this trigger get set off) and are both targets dead. If so, end the mission. The two 'kill callout' triggers are: Condition: !alive targ1 and the OnAct: leader ft1 sideChat "Tunguska 1 destroyed!"; No other settings needed. It just waits till targ1 is destroyed, then has the current acting leader of ft1 say it's been destroyed. You could probably do this as an EventHandler too, but that's a lesson for another day! :) The other trigger is identical, but with 2s, instead of 1s. That's it really. :)
  24. kylania

    Ammunition box

    Place a Player unit. Then you can choose Side = Empty from the Editor and under there you'll find Ammo.
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