-
Content Count
556 -
Joined
-
Last visited
-
Medals
Everything posted by Bon
-
Is there anything wrong with the ports from {op4} Bsilenced? http://forums.bistudio.com/showthread.php?t=95400 I don't have anything to do with domination, so can't say whether the one port has sidemissions enabled and the other one not and stuff. But a small discussion here seems to start, where, just a few threads above/beneath there is what you apparently are searching for. EDIT: ya, saw Bushlurkers last edit a bit too late, nevermind ^^
-
http://forums.bistudio.com/showthread.php?t=80392
-
Its totally on your own and not in the responsibility of the script to provide the access to the menu to the game (it just provides the menu itself). I usually assign the action to a backpack heap or, even simpler, an ammobox, by writing this addAction ["Get Equipment Preset","bon_loadoutpresets\bon_loadout_presets.sqf"] into its initline.
-
It's all local, there shouldn't be any probs at all in MP.
-
How to check if position is on a road?
Bon replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As isOnRoad is introduced in ArmA2, it might not work on Armed-Assault-Maps. But that is probably the case with all those commands. -
How to find nearest unit of a given side...
Bon replied to CarlGustaffa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_nearestunits = nearestObjects [<the position>,["Man","Car","Tank"],<the radius>]; _nearestfriendlies = []; if(<your side> countSide _nearestunits > 0) then{ { _unit = _x; if(side _unit == <your side>) then{_nearestfriendlies = _nearestfriendlies + [_unit]}; } foreach _nearestunits; }; This will give you the array _nearestfriendlies with all friendly units within the given radius around the given position, sorted by distance (closest unit is first element in array). If there is no friendly unit nearby, the array remains empty. Maybe not the most elegant way, but it should work. -
How to check if position is on a road?
Bon replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
isOnRoad -
How to find nearest unit of a given side...
Bon replied to CarlGustaffa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How about nearestObjects? {side _x == <friendly side>} count nearestObjects [<the position>,["Man","Car","Tank"],<the radius>] > 0 returns true if there are friendly units around, else false. -
I've uploaded a new version that makes you able to equip AI as well. As you created your own presets, where each preset has its unique number (read the enclosed instructions), i.e. in the file bon_loadoutpresets\presets.sqf you made your own presets named "preset1", "preset2", "preset3", aso, you can equip an AI unit with presetXX using the following command within the units initline: _nul = [color="Red"]this[/color] spawn {WaitUntil{not isNil "presets"}; [_this,presetXX] execVM "bon_loadoutpresets\bon_equip.sqf"}; You can use the command inside a script as well, but then replace the "this" as I highlighted it red by an appropriate variable. (Of course) you cannot equip another unit except yourself using the interface.
-
custom weapon layout
Bon replied to adamcarolan2290's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's one: http://forums.bistudio.com/showthread.php?t=92150 -
Hi guys. Anyone has an idea how I can prevent a player to use the mouse menu, for example, disabling the mouse wheel? (not just a certain action, I indeed mean the whole menu) My idea was to add a displayeventhandler "MouseZChanged" on display 46, which actually detects when the mouse wheel is used, but it doesn't ignore the input altough the eventhandler returns true.
-
forbid usage of context menu
Bon replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
setUnconscious completely disables the mouse menu. -
Short description: You start as USMC from the Carrier at south coast of Chernarus, with your first objective to capture the main airfield. Once the airfield is yours, the search starts for the oppositions leader, codename "Waldo", who hides somewhere in Chernarus. You can now check each house in each town on the map, or solve main missions to gather Intel about Waldo's whereabouts. There are 10 different main missions atm which are picked randomly by the server, taking place at random locations (so replayability should be given, since its all random). There are also different side missions, which, solved, unlock special vehicles for your team, like A10, AH1Z, Abrams and so on. During a single main mission your Death count is stored. Dependend on your Teams Deathrate after a mission is accomplished, your team earns money which can be used to construct usefull things as respawn points, static defences or covers. Same as its predecessor each unit class comes with different skills and weapon pool. All important information to the missions and other features is written in the enclosed Manual. The mission itself is packed as a .7z archive together with the Manual, provided on fh-warzone.de (v2.2) Armaholic.com (v2.1) <- thanks to Big armedassault.info (v2.1) <- thanks to Old Bear Hf, Bon.
-
Advanced Artillery Request System
Bon replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
tyrspawn and all, thanks for your report. I confirm this issue as a JIP problem: the script loads faster than the player needs to initialize (what is not the case at the mission start). You have the options: Open the bon_arti_init.sqf and replace the code stated below the "you are finished here" by the following: Download the script again and insert it into your mission, replace the default settings in the bon_arti_init.sqf ABOVE the "you are finished here" with your own settings. There are some minor improvements in it (small traffic decreases, performance improvements) which, I think don't deserve to be called an update, but to be announced here ;) -
Displaying name of a unit closest to an object.
Bon replied to ADuke's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nearestObjects is what you're searching for. The resulting list is ordered by the distance of each object of given type to given object, means, closest object is the first element in the list, aso. I suggest: count nearestObjects [position phone1,["Man"],2.5] > 0 as trigger condition, and the activation would be something like hint format ["%1 has discovered a satellite phone", name (nearestObjects [position phone1,["Man"],2.5] select 0)] ; phone1 addAction ["Tap satellite phone", "tap_phone.sqf"] -
If these bugs are related to the Panthera port you don't need to report them here, since this one is not made by myself and still the older version of the mission. In any other case I'd appreciate bug reports.
-
Hi mates, What are the major differences between SP and MP? As far as I know, commanding AI is a MUST in SP, as well as you have the ability to save and resume game states. Well, the first point is no problem. All I would have to do is enabling the AI again and search for an appropriate alternative starting location because AI uses to hop off the aircraft carrier whenever possible :D. Since hosting this mission is not restricted to a dedicated server machine, you can simply start it on singleplayer, should work fine with everything. The second point might be a problem: I NEVER EVER played SP in ArmA2, neither in Armed Assault, so editing a mission for SP purpose would be foreign country to me, and it would take some time trying things out, getting familiar with gamesaving collaborating with scripts and stuff like that. When there is a big overall desire for a SP version I will spend this time, but all I can suggest right now is being patient and hope for me to not getting lost in translation :p ------------------------------------------- ---------- Something different ------------- ------------------------------------------- Whoever wants to play this mission is free to download an unofficial version 2.2 - the version 2.1 was released at the starting day of the ACE2 open beta, and since then a lot changed (at least for the CBA) so that the current ACE2 version of this mission doesn't work anymore. Working now for about three months on v2.2 where almost all minor and major issues are fixed and all ACE2 features and weapons are integrated. As I said, its unofficial: I did not setup a complete changelog yet, there is still one thing on my ToDo list, furthermore I am concerned about this mission providing all ACE2 stuff of the ACE2 final release (so my actual intention is to officially release v2.2 not before ACE2 development comes to an end, but as it seems right now, this will never happen :bored:). The mission pack comes with a port to Isla Duala by Icebreakr, and there might be some more ports to other maps on the official release (as I might remind you on Fallout's port to Panthera. Last to say, with version 2.2 the development of this mission will come to an end, happy that it was my hobby-horse for about a whole year now. Link to the file: http://10th-community.com/arma2/10th-missions/Hunt_Waldo_2_v22.zip
-
Number in coop affects number of AI spawned
Bon replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can count all players by: {isPlayer _x} count allUnits; In my Waldo 2 mission the amount of enemies depends on players playing on the server - it checks the number players and uses it as the input of a linear equation to get an appropriate value for the number of enemies. However, it was a bit easier as it creates all enemy units via script so in the end it was just about giving the number to spawn enemies as a parameter for a script. In your case lets keep it simple: You place ALL your groups in the editor, but delete some of them depending on how many players exist at mission start. 1st trigger (none), condition: {isPlayer _x} count allUnits < 8 && {isPlayer _x} count allUnits >= 5 on activation: delete the groups F,G 2nd trigger (none), condition: {isPlayer _x} count allUnits < 5 on activation: delete the groups D,E,F,G -
Delete a Group
Bon replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To make this clear: deleteGroup works, unless there are still members in this group; And it doesn't matter if a group member is alive or dead, the unit still exists and is considered part of the group. Hence you have to proceed as shk mentioned first - delete all units of a group (that makes them disappear from the map), THEN use deleteGroup. And be advised, deleting all units does not delete the group entity automatically, use deleteGroup afterwards, too. {deletevehicle _x} foreach units myGroupName; sleep 5; // give it some time deleteGroup myGroupName; Each side can only consist of a maximun of 144 group entities, so on large scale missions this "deletegroup" I claim mandatory. -
Tasks not updating for Jip players
Bon replied to tobmic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Combine what me and shk said, thats even more elegant: extend the condition of the triggers to a ... && not isNil "taskx", so e.g. for the trigger setting task8 to complete has the condition task8done && not isNil "task8" That should do it already. -
Tasks not updating for Jip players
Bon replied to tobmic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Mate, the problem is as follows: the jip player receives the publicVariable and the triggers become true BEFORE your briefing script starts, in other words, before your tasks exist. Keep your initial state and try this: Edit your trigger activation lines to (here the above example): _nul = [] spawn {WaitUntil{not isNil "task8"}; "Marker6" setMarkerColor "ColorRed"; [east,"HQ"] sideChat "We seized Olsha good job !";task8 setTaskState "Succeeded"; task8done=true; nul = [objNull, ObjNull, task8, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\Taskhint.sq f";} This way I hope the triggers wait with their execution until the particular tasks got created. -
Advanced Artillery Request System
Bon replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In the file bon_arti_init.sqf you can set number of cannons which will show up in the cannon list by setting HW_Arti_CannonNumber to the desired value. Furthermore the variable HW_arti_number_shells_per_hour can be used to set how many shells you can order within one hour. Read the manual under "customization" for all the information. -
There you go: onMapSingleClick "NameUnit move _pos;""NameMarker"" setMarkerPos _pos"; true; [color="Blue"]onMapSingleClick """";[/color] "
-
Co _35_Hunt Waldo Portet to Panthera
Bon replied to -BNS-Fallout's topic in ARMA 2 & OA - USER MISSIONS
Hey THAT's pretty cool mate, must have cost you lots of time and effort. Can't wait to check this port out. Thanks for it. -
Addaction for one player
Bon replied to Toasted Duckie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Name the trigger, and write this into your init.sqf: _increasetargets = player addAction ["Increase targets.","targetsettings.sqf", "",1, false, false, "", "player in list <triggername>"]; This way every player will have the action enabled once s/he enters the trigger area and looses it when leaving the area. The action assigned to the player won't be shown on other machines. You want the action assigned only once a time? So if it is already assigned to player x it can't be assigned to player y even if player y enters the area?