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Everything posted by Bon
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Placing Vehicles onto Air Craft Carrier?
Bon replied to ChrisDRob's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?t=93554 http://forums.bistudio.com/showthread.php?t=87136 http://forums.bistudio.com/showthread.php?t=88553 http://forums.bistudio.com/showthread.php?t=87072 http://forums.bistudio.com/showthread.php?t=82757 http://forums.bistudio.com/showthread.php?t=82265 http://forums.bistudio.com/showthread.php?t=79653 http://forums.bistudio.com/showthread.php?t=78338 Use search next time. Thanks. -
what am I missing here...
Bon replied to keimosabe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry, it is a bit late for me to check out the code, maybe tcp might find the time to address your problem. What I CAN actually confirm, is, that "<object> setcaptive true" makes the <object> change side to "CIVILIAN", and change its side back by using "<object> setcaptive false". -
Advanced Artillery Request System
Bon replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Manzilla: Cannons need a reload time, the more shells a cannon fired the longer it takes until it is available again for the next fire mission. Tested it and it works well. @Lawman: In ACE2 SABOT-projectiles are not explosive (which is indeed realistic). Requesting "Tank" shells they do actually drop down, but you can hardly see the impacts. Try it out without ACE2, you will see it works. Lasermarking works as well, stay with the Routine as it is written in the Manual: Select cannons, setup shell amount, shell type and spread "LASER", confirm the settings, press Execute, then send the laser and keep the target lasered the whole time. @Meatball: It IS possible to combine it with real cannons, however, not implemented yet (since this system more concerns of REQUESTING, not FIRING). And for me I won't implement it because I have absolutely no experience in the ArmA2 Artillery stuff and have also no ambitions to change that. Instead I provided a script template (the bon_arti_fire_advanced.sqf) where someone else who knows about all that (i.e., firing different cannons or letting AI fire cannons) can implement the firing - all information that might be necessary are provided in this template, as position, which type of artillery was requested, how often a cannon should fire aso aso. In case you, or someone else might give it a try, PM me, I will help with it as much as I can. -
(TBS) Touch Buddy Script
Bon replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
goliath86, I instantly fell in love with this idea. :bounce3: Rewrote it so that the message that has to go over the network (in your script its the whole bunch of broadcasting a publicvariable) firstly shrank to one small statement via setVehicleInit and secondly cannot interfere anymore with each other. Furthermore the "touching" doesn't happen by passing another player closely but by pressing a key button (i.e. Left CTRL, can be easily changed) for about half a second when standing close to this player. Hope you don't mind that I published the new code here: http://10th-community.com/index.php?site=files&file=52 mentioned your participation both in the description as well as in the enclosed readme file. Thx for that, hf. -
Advanced Artillery Request System
Bon replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Manzilla, try _arti_cond_other = "({_x hasWeapon 'Radio'} count units group player) > 0"; and change 'Radio' to the corresponding class name. -
Placement & Completion Radius
Bon replied to frattonstation's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
setWaypointCompletionRadius -
Advanced Artillery Request System
Bon replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just noticed that I left some default restrictions to have this menu enabled to the squad leaders class. Please open the bon_artillery_init.sqf script and search the line which contains _arti_cond_classes = ["USMC_Soldier_SL","RU_Soldier_SL"]; Change it to _arti_cond_classes = []; and tell me if the problem remains. For further information read the enclosed manual section "Availability restrictions". In general I doubt there will be ever any conflicts with other artillery menus and stuff, as this system is an independent and closed component of scripts. -
Day and Night cycle script?
Bon replied to DeclaredEvol's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In case _skipspeed is zero, the while loop must not be entered. To make it a bit more clear for you, look at this equivalent code: if(_skipspeed > 0) then { while{true} do{ sleep 0.5; skipTime(_skipspeed/3600); }; }; The check whether the statement "true" is true or "_skipspeed > 0" is true is exactly the same. Your computer doesn't perform the one check faster than the other. The only advantage about this one is a bit better readability. So the way I did initially is at least as good as your suggestion, since my variant even safes one check. -
Advanced Artillery Request System
Bon replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Folks, you now can download the final version of this script system. changelog: Added inaccuracy to the "precise fire mission" option. Instead, precise fire missions require adjustment fire. You can now make use of the Laser Designator to mark your targets. You can customize now whatever makes sense to customize (restrictions to players to have this enabled, type of rounds, aso.). You can apply your current position with simply clicking on the area in the menu where your position is displayed. All players can access their current position when opening the ingame map (even the players who have no access to this menu). Compatible to respawn now (you don't have to take care about it on your own). Easier to integrate into your own code. Compatible to PvP, i.e. to different competing/cooperating player sides. Enhanced radio chatter messages. Some fancy sounds for incoming shells. Last but not least a detailed manual as .pdf with installation/customization and usage instructions. As you can see I tried to realize almost all the suggestions that came up in this thread, maintaining appropriation with regards to ArmA2. Special thanks to lynxwolf for providing me some information about the whole artillery thing, it was a great help for me designing the radio chatting. Added the download link as well as a new video to the first post. Hf. -
Arma2 Shortcut Target Limit
Bon replied to seedo81's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
and to your second question: Mods have to be removed explicitly from the mission.sqm. Open it and search at the very top of its content for the particular mod entries and delete these lines. -
Day and Night cycle script?
Bon replied to DeclaredEvol's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@DeclaredEvol: The Description.ext extension file gets automatically loaded with the mission, the Init.sqf or Init.sqs script gets automatically initialized when starting the mission, all by the ArmA2 Engine. This is scripting basics, I recommend to study the code of some other missions or an editor guide like Mr_Murray's one before going any further. @TheHarvesteR: What is the better solution for this case, either this: while{_skipspeed > 0} do{ sleep 0.5; skipTime(_skipspeed/3600); }; or this: while{true} do{ if(_skipspeed > 0) exitWith{}; sleep 0.5; skipTime(_skipspeed/3600); }; Btw thanks for teaching me how to script an endless loop, now I can rest in peace. ;) -
Day and Night cycle script?
Bon replied to DeclaredEvol's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you don't have a Description.ext yet, create it (in the root of your mission folder), and write this into it: titleParam1="Time Speedup"; valuesParam1[]={0,1,3,11}; defvalueParam1=0; textsParam1[]={"24 hours day","12 hours day","6 hours day","2 hours day"}; Next if you don't have an Init.sqf yet, create it (in the root of your mission folder), and write into it: if(not isNil "paramsArray") then{ [Param1] spawn { //<x> a placeholder for the element in your paramsArray _skipspeed = (_this select 0)/2; while{_skipspeed > 0} do{ sleep 0.5; skipTime(_skipspeed/3600); }; }; }; Now, what happens in this code fragment? Simply said, every half a second it skips current time by the settled duration in seconds. That happens until the mission is over (on serverside) or the player leaves the session (on clientside). In other words, its an endless loop. -
Advanced Artillery Request System
Bon replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No, not yet. -
Day and Night cycle script?
Bon replied to DeclaredEvol's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The server SHOULD (as I choose these words wisely) synchronize the daytime to JIP. I made the experience that most of the times it does, sometimes not, where, in the second case it is a well-known bug that, I believe, did exist already in Armed Assault. -
Day and Night cycle script?
Bon replied to DeclaredEvol's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Actually, I agree to what you say, Myke, I wouldn't place it in the Init.sqf either, but this here was in purpose of simplification. However, since the above loop appears within a spawn scope, it wouldn't cause any problems anyway. -
Day and Night cycle script?
Bon replied to DeclaredEvol's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Don't know if I understand you correctly, here is what I suggest: Extend your parameters in the Description.ext to the following: class SkipTime { title="Time Speedup"; values[]={0,1,3,4}; default=0; texts[]={"24 hours day","12 hours day","6 hours day","2 hours day"}; }; Write this into your init.sqf: if(not isNil "paramsArray") then{ [paramsArray select <x>] spawn { //<x> a placeholder for the element in your paramsArray _skipspeed = (_this select 0)/2; while{_skipspeed > 0} do{ sleep 0.5; skipTime(_skipspeed/3600); }; }; }; Now you can choose via mission parameter to have a 24h day, a 12h day, a 6h day and a 2h day. In the Init.sqf code you can see the "sleep 0.5;" in the fifth line. This is the interval of jumping forward in time. Increase it, you will have a bit more of a slide show, but less performance loss, decreasing it makes the time skipping more fluently, but will cost you performance. Furthermore please note that, in the editor this won't work, since there the paramsArray is empty all the time - it will only work for MP. If you intend to use it in SP, screw the Description.ext and params thing, replace the "paramsArray select <x>" fragment in the second code to either 0,1,2,4, corresponding to the desired speed of skiptime. -
Hint attached to a pilot?
Bon replied to unknownx9's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think the easiest way to make something happen globally is to use setVehicleInit. -
Hint attached to a pilot?
Bon replied to unknownx9's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ye, I think shk's approach is the most elegant one. If you want this hint to popup when the player enters ANY vehicle's driver position, you can change the condition to vehicle player != player && player == driver vehicle player Furthermore you can restrict it to only Planes and Helicopters by vehicle player isKindOf "Air" && driver vehicle player == player Btw. as I experienced, it is always easier to let something happen only on a single client machine than on everyone's machine. Just think of the condition in a trigger is true either on a specific machine or on all machines at the same time. -
Move in car if distance > 100
Bon replied to sxp2high's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could write this into the condition field: {_x distance car > 100} count units group > 0 and into the activation field {if(_x distance car > 100) then{_x moveInCargo car}} foreach units group Didn't try that, but should give you the idea. It's maybe not the most elegant way, but at least it is more elegant than creating a trigger for each single unit. -
Hey IceBreakr, these are the different location types in ArmA2, don't know how to set them as a map maker. Now looking at your map there are two "NameCityCapital", NO "NameCity" but a lot of "NameVillage" of considerably different sizes. My suggestion is to think about making Canto, Camera, Pinley, Engor, (and perhaps Kirabo) to cities instead of villages, so that one have the possibility to distinguish between these types, and because I think it is appropriate as well, since there are a lot of locations much smaller than these ones (e.g., Casinda). Just that you think about it mate :) Keep up the good work.
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Hi IceBreakr, firstly let me thank you for your effort. IMO this really is one of the most beautiful custom maps for ArmA2 available atm - I really like to play and create missions on it. Now to something very exclusive: This island consists of 2 capital cities, 0 normal cities, and 37 villages. Would it be possible to define some of the "somewhat bigger villages" as cities? Some of the bigger missions out there rely on locations and different types/sizes of locations for versatile purposes. Don't know how Xeno's Domination works with distinguishing between locations appropriate either for main missions or for side missions, but for me it's always good to have a set of villages AND a set of cities available for making missions having a bit of randomness regarding to different AOs. As I said, this might be something very exclusive, but if it is not a big deal to change that (actually I don't know if it is, never made a map), I assure you it'd be worth the effort. Thanks mate.
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Advanced Artillery Request System
Bon replied to Bon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That would be nice, indeed, since there are a lot of scripts / addons out there which improve the basic artillery module already. The new version is almost finished (documentation and stuff still have to be written), where for this concern I provide the script that actually "fires" (here it is simply creating the shells) in a version where one can script it by himself. The particular section that has to be modified is highlighted, and provides all necessary information like number of cannons needs to be fired, position, artillery type aso. - should be easy to do so. However, I am not going to do it by myself because of the following reasons: lack of free time atm this work only addresses the REQUEST of artillery, not firing or working with real assets yet I am totally not experienced in the artillery stuff ArmA2 provides so far as I said, there are bunches of awesome works that just have to be a bit modified / combined. Looking forward to someone who gives it a try. Expect the new version with almost all suggestions people gave so far realized in it. Hf. -
Simple: Press F5 n the editor and draw a line between the waypoint and the trigger, i.e. synchronize waypoint and trigger. This way the certain waypoint is completed if and only if the waypoint condition itself is true AND the trigger gets activated.
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UPSMON - Urban Patrol Script Mon
Bon replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ya, thanks to you and Monsada for the hint, was maybe just too lazy to look into the documentation - so typical :p I consider this project as high quality work, in which even documentation and debugging information should be in a form most people can understand. Hf. Bon. -
UPSMON - Urban Patrol Script Mon
Bon replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have the problem that the script creates the track markers (start, destination), but did not use the "TRACK" parameter at all - Calling the script only with [this,"Marker"].... Made a workaround by writing _track = "NOTRACK"; at the specific line in upsmon.sqf, what really is dirty. Next thing is that using spanish in "player sidechat ..." is absolutely inappropriate IMO. I know spanish is one of the most-spoken languages at all (omg I hope this is not Portuguese instead of Spanish, if so I'm sorry for my ignorance). But there are still more people out there who are NOT speaking spanish and there are still more people out there who can at least understand english. For me I am neither a native english speaking person, still I try to comment or output information ingame in english to keep it as international as possible. So please please please please please either cut the "player sideChat 'Spanish stuff'" and replace it with lets say "diag_log 'Spanish stuff'" or use english sentences or use a stringtable. Last thing: I am deeply impressed by the AI movement and behavior in your work, thanks for it.