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stuguy

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Everything posted by stuguy

  1. I am combining mods / reworking the scripts, cleaning up the projects and debugging them, as well as writing new codes and tools for use in a sweet interface to turn the C130 into a workhorse. The AC-130 script functions but is bugged. It's easy to blow yourself up, and you can't shoot well while in a bank, which is opposite of what the AC-130 is famous for... camcreate will be used to spawn ordinance and target the player's cursor from the nose cam...rather than loading guns on top of the plane that can blow up your own craft...
  2. The following camera is the result of activating an action while the player is in the _vehicle variable: disableSerialization; _vehicle = _this select 0; _cam = "camera" camcreate (position _vehicle); _cam CameraEffect ["EXTERNAL","FRONT"]; _cam attachTo [_vehicle, [0,18,-8]]; showCinemaBorder false; cameraEffectEnableHUD true; _cam CamCommit 1; _cam camSetFov 1; edit* I got the camera working on the C130 now. Nose cam with flir script allows me (from co-pilot seat) to enter a nose cam with the flir script and then return to the co-pilot seat by pressing the Y key. All I need now is camera panning and I am set.
  3. no. you have to modify the vehicles with script. in order to get around this, you have to script the mission/vehicles to bypass the check for available spaces when the guy tries to mount, he then needs to be scripted to be moved to a magic holding position in memory. I think it would be easier to just createunit or createvehicle when the vehicle gets to a certain waypoint.
  4. that's a little complicated. I just want to get key functions so I can close a camera when I action into it. I would also like to use the mouse to tilt and pan and zoom and stuff. This is what I have right now for my C130's nose cam so far. showCinemaBorder false; _cam = "camera" camcreate (position _vehicle); _cam CameraEffect ["EXTERNAL","FRONT"]; _cam CamCommit 1; _cam camSetFov 1; cameraEffectEnableHUD true; _cam attachTo [_vehicle, [0,18,-8]]; Right now it's just a straight forward view from the nose of the plane. My goal is to drop it a bit, and add a 180 degree pan and 90 degree dive. The problem I am having is that the camera hijacks my controls, and I don't know how to bring back my menus and stuff. I also am unsure how to enable these camera tilts via mouse without some serious study. Any tips would be great, thanks.
  5. I may just mount a FLIR camera at the bottom of the C130 and addaction if the player passes the incargo check. The idea is using the C130 as a spawning base for multiplayer, where one player controls Intelligence and coordinates the attacks, and the others jump out of the plane and fight. I can already respawn people to the inside of the gunship. But as for the UAV... The UAV is pissing me off. It stays at the 500 feet unless I give it a waypoint via UAV module. It gradually gets lower and lower and crashes. If placed under Highcommander control, it's stays at the altitude I want when assigned waypoints via HC, but I can't give it the waypoints via UAV module, or crashy time. I got the latest beta patch, but the UAV is still bugged. I am pleased to say the HC modules have been fixed tremendously...
  6. I have been sniffing around the forums a bit, but no posts with UAV seem to have any suggestions about making the game allow you to use the UAV module from inside a vehicle. I read that the vehicle has to be empty...So I used a baseball and attached to inside the belly of the guy I wanted to have the ability to use my UAV. That works. I can run around the map and have complete control of the UAV from anywhere. The problem is, once the character is placed in cargo, or goes inside another vehicle, he immediately loses the action menu command for UAV. This is frustrating, because I perfected the UAV, it stays at 500m forever, never dies or targets enemies. I used the same principals for a C130 gunship that my character has High Command control over, so I can fly around the map controlling a UAV and targeting badies with the Gun ship. The only problem with this entire project, I cannot use the UAV once inside the C130. I can land the C130 and go outside to use it, I can run around with the baseball in my tummy and use it, but I cannot use the damn thing from a seat inside the plane. GRRR.... has anyone figured this out?
  7. I got this guy working too. The problem with my script is that when I blow up the vehicle, I can't delete the marker with this script: "respawn_west" setmarkerpos [getpos hmmwvmed1 select 0, getpos hmmwvmed1 select 1]; while {alive hmmwvmed1} do {"respawn_west" setmarkerpos (getpos hmmwvmed1); sleep 5;}; ; }; _killspawnusmc = alive hmmwvmed1; if (not _killspawnusmc) then { deletemarker "respawn_west"; };
  8. My : _this = createVehicle ["UAZ_AGS30_CDF", [7284.123, 7777.4097], [], 0, "IN_FORMATION"]; Works fine. But I am beyond the point where I want to use numeric notation of where I want to place my objects. I know how to spawn units at trigger positions. Example: pos = t1; grp = GUE_GRP_1; _unit1 = "GUE_Soldier_CO" createUnit [position pos, grp, "grp = This",0.5,"Sergeant"]; I am using a template to load units, and I place a trigger down on the map and name the trigger t1. In the init field, I write the above. The unit is actually in a script file, and I execVM the script file with the above variables and he spawns. I also have a vehicle in the script file, but the createvehicle will not work with these parameters: _vehicle1 = "Ural_ZU23_Gue" createVehicle [position pos] I read you have to setPos the item, but I do not know the syntax to combine createvehicle and setpos. Can anyone help me out? I'm trying to get the guy on a trigger named "t1"
  9. another set position question.... As stated before, I am using working templates to generate units and vehicles at triggers, only stating the variables to identify the group and position to make it happen. Gr8 success! Now on to bigger things: I wanna create objects in the same manor. But not just create them like I do vehicles. I want to spawn them a set distance, height, and azimuth from a marker i also put in my script as a reference. For example. I create and enemy camp template and reference their position to my marker for enemy camp, and i place these files in a script. My trigger will thus launch the script with the variable pos = triggername before I this = execVM "script.sqf" The marker will be the only thing that has "pos" in it for it's position reference. So it will naturally assume the triggername I specified before I launched my script. So My marker loads at the trigger. I know how to do this, but I do not know how to make items appear a set distance X,Y,Z from the marker "X" in my script. Can anyone help me with this? Marker: _this = createMarker ["markerx", [(getpos pos select 0), (getpos pos select 1), 0]]; Object: Taking a WAG here... _object1 = "objectx" createVehicle [(getpos markerx [setpos +/-# select 0]), (getpos markerx [setpos +/-# select 1]), 0];
  10. you have to set up what currency IS in the module. Just like you would any other setting the is customizable. Money is too. Doing that also sets up a common variable. You can use the scripts from the Mod I told you about, like kill someone and get money, or taking an objective and get money...money being the common variable that the module is already loaded with.... EDIT: Think of the system like a placeholder. You set the module to name the currency "Dollars". You also set the module to give your player $600 to start with. Now what you want to do is use the same variable, "Dollars" for any script that would add or take away "Dollars" to or from your player. It is all loaded into memory, and so long as Dollars = yourscript, the Dollar variable will update accordingly, and should also change in the module.
  11. there is a mod that was converted from Arma and OFP. It's called CRTCI Warfare. It has a bunch of really good scripts you can look at. Maybe implement their scripts for the money you can have the COIN check for. http://www.armaholic.com/page.php?id=5861
  12. what i did was sync the module to myself and also the module to an NPC, or Truck, or object, or something. It lets that NPC or object act as your terminal. when you sync yourself to the module, that only gives that player access to use it. Like you have the car keys to drive the Porsche. What you are missing now is the Porsche. The actual object also linked to your key, or the module. That will allow you to enter "CONSTRUCTION" menu when you get close enough. It will be a new item in your list of actions. This takes a few moments to load at mission start. So be patient. ARMA2 is buggy :P
  13. that's exactly what I was doing. I had a template script and the trigger would only declare my unique variables, such and group and position. The units all spawn at the trigger with ease.
  14. script it out. set a scripted waypoint. look up the actions list for the game. tell the c130 to do the action via script. then spawn your item out of the plane via script. I would look at the commands biki. that's a good starting place if the nerds don't look at your post.
  15. this is easier for what im trying to do. _vehicle1 = createVehicle ["Ural_ZU23_Gue", [(getpos pos select 0), (getpos pos select 1), 0],[], 0,"IN_FORMATION"]; thanks tho EDIT: \\\\\\\\ For those looking at this and sayin...whaa??? _vehicle1 is what i named my truck, it equals the create vehicle command. all that Getpos stuff, it's telling the truck to be put at X first, left to right, then the second is Y, up and down on the map grid. The number at the end of the getpos series is the altitude, 0 for sealevel or ground. The last 0 is azimuth, unit rotation. now, where am I sending this truck you ask? I am sending it to variable pos. This truck is in a template script. I made a trigger that calls for my script file with the this = execVM "scriptname.sqf". But before I call the script file, I want the variables for my template to be declared so my truck is unique, instead of a generic template. so to make pos mean something, in the trigger activation before the call for the script launch, add the line pos = triggername. The trigger name being what you name your trigger in the editor. You can use this to spawn trucks or objects. To spawn enemies, check this template out: //CREATE FACTION _this = createCenter resistance; //_this = createCenter west; //_this = createCenter east; //_this = createCenter civilian; //SET FRIEND 0 is hostile, 1 is ally, nothing is default of 1 _this setFriend [west, 0]; //_this setFriend [east, 0]; //_this setFriend [civilian, 0]; //_this setFriend [resistance //CREATE GENERIC GROUP grp = createGroup resistance; //CREATE VEHICLE //_vehicle1 = createVehicle ["Ural_ZU23_Gue", [(getpos pos select 0), (getpos pos select 1), 0],[], 0,"IN_FORMATION"]; //CREATE LEADER _unit1 = "GUE_Soldier_CO" createUnit [position pos, grp, "grp=This",0.5,"Sergeant"]; // VEHICLE TO GROUP ADDITION STARTS HERE AND CONTINUES AFTER EACH UNIT CREATED //grp addvehicle _vehicle1; //_unit1 moveinDriver _vehicle1; //CREATE SOLDIER A _unit2 = "GUE_Soldier_Medic" createUnit [position pos, grp, "",0.4,"Corporal"]; //_unit2 moveinCargo _vehicle1; //CREATE SOLDIER B _unit3 = "GUE_Soldier_GL" createUnit [position pos, grp, "",0.4,"Private"]; //_unit3 moveinCargo _vehicle1; //CREATE SOLDIER C _unit4 = "GUE_Soldier_3" createUnit [position pos, grp, "",0.4,"Private"]; //_unit4 moveinCargo _vehicle1; //CREATE SOLDIER D _unit5 = "GUE_Soldier_2" createUnit [position pos, grp, "",0.4,"Private"]; //_unit5 moveinGunner _vehicle1; //CREATE SOLDIER E _unit6 = "GUE_Soldier_AT" createUnit [position pos, grp, "",0.4,"Private"]; //_unit6 moveinCargo _vehicle1; //END type this in the activation field of your trigger, make sure you name the trigger yourtriggername...or change the damn name to whatever you want, so long as it is on both entries. grp = yourGroupname; pos = yourtriggername; this = execVM "thisscriptname.sqf"; I commented a lot of my script out for the 6 man guerilla team and the truck. It's broken, I can get the truck and the leader to spawn, but I broke the sequence of getting him in the truck and spawning the rest of his buddies.
  16. i know how to _action1 = unit addaction ["text","script.sqf"] and unit removeaction action1. I am aware that addaction permits everyone to use an object I added the script too. I have searched all the commands in the Biki, and read forums upon forums. removeaction only removes the action from the unit i started the action on. not the ability to init field the removal of the ability to do that function. Can someone help me permit only one unit (unit "XO") the use of the designated item IE: "GodFather addaction ["AirCraft Requisition","script.sqf"]"? The biki on addaction states only: Adding an action to the player obviously makes that action available to the player at all times. "In the case of no action list currently set for the object (most buildings eg), adding an entry, creates an action list for that object." <-means?
  17. it would be more helpful if the editor would save your units in their last known position. IE, I load the air craft carrier and put players and jets on it and save...everything goes back in the water.
  18. there are 3x Arma2 reference pages, the conref, ARMA2 new, and ARMA2 scripts. Make sure you are reading the correct site. I use the conref, ctrl+F is wonderful when looking at a sheet of commands. addaction is an arma2 command.
  19. I am trying to isolate the HUD from the COIN_interface.sqf. I want to set my own camera in my addon module and overlap the HUD on top. I still want the HUD to reference the materials in COIN.sqf the same. I am getting nowhere messing around with the script, the only thing i can do is raise the camera and rotate it, but I can't change the way it wants to spawn units. Im shelving this project: Modify Construction Module to work for the dpo_lhd module by ARMATEC, with elements from the LHD Vehicle Spawner by Mondkalb
  20. Mondkalb's LHD spawning template rocks, but I love the interface and customization of the COIN module. I just hate the camera. I'm using the ArMaTeC LHD spawner, it loads dpo_lhd in the editor. I am naming the LHD "LHD" instead of using player as the position. I want to use LHD, and set the height and rotation of the camera to be equal of that from Mondkalb's script. That way you can see the entire carrier. He also added clicky buttons that turn red if a unit is detected in the area and you can't spawn units there. I like that idea for MP. So I want to remove the BIS camera pivot and locked screen and bring up the mouse so i can click the buttons from Monkalb's template. But not use his menu for building free aircraft, but rather have the player "buy" the planes and spawn them down on the carrier safely, using input from the COIN module ---------- Post added at 02:32 PM ---------- Previous post was at 01:58 PM ---------- here is where i am having problems...I need help breaking down the COIN_interface.sqf. I know where the camera is getting created, and how that works. It' the HUD and the vehicle Creation that is messing with me....I want to keep the HUD and the referrences to the COIN.sqf, but I want to change the vehicle creation and camera. I am cutting out some stuff and adding in MBG material...
  21. the objective was to allow only the XO unit (executive officer) of the mission access an npc's addaction menu that launches a vehicle spawn menu. The problem was that everyone could use the spawn menu at any time to bring up a ridiculous amount of hardware. I just want one person to decide who needed what. The above works like a charm! :D
  22. i created a new coin module addon. the only problem with it is the addon mod replaces the other coin module in the editor. Simply put, I got the dpo_lhd (lhd spawner) by ArMaTec loaded on Chernarus, and the vehicle Spawner for LHD script by Mondkalb. I know how to change the camera X and Y, so I just lined it up with my LHD in game with some tweaking, setup a commander unit on the boat that addactions the use of the terminal and wallah! working LHD command base. Now, the construction module is way cool. I have been playing with it, and I want to use that with the LHD scripts. But the only problem is that the default camera for the COIN module puts the camera 100 feet underwater. Thus I need to modify the camera for the COIN module. I want to use the 600 meter camera height and the window position of Monkalb's script, and as the green and red position click boxes as an alternative to BIS' angled camer set 15 meters up, 1 meter in front of the player.
  23. that doesn't do what I want. Neither if(player == XO)then{mytarget addaction ["AC Req"","script.sqf"]}; or changing "mytarget" with player do what i want. Once the script gets initialized on a target, it keeps running for all to use until it is removed.
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