Richard Bruce Cheney
Member-
Content Count
78 -
Joined
-
Last visited
-
Medals
Community Reputation
10 GoodAbout Richard Bruce Cheney
-
Rank
Corporal
-
WIP: JTD Weather And Climate
Richard Bruce Cheney replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Awesome - just awesome! Smoke and fire and now this!? -
Vehicle damage and fire questions - reset vehicle not working properly
Richard Bruce Cheney replied to Richard Bruce Cheney's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Absolutely, but respawn needs to be the decision of the player. He may want to spend his points on air support, arty or AI soldiers. Besides GetDamage, I don't know of any other functions that would indicate the vehicle is on fire. -
Vehicle damage and fire questions - reset vehicle not working properly
Richard Bruce Cheney replied to Richard Bruce Cheney's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, but in the scenario I have, the player has to spend points to respawn the MHQ. He has to earn it. So, the respawnVehicle function would not work. -
Vehicle damage and fire questions - reset vehicle not working properly
Richard Bruce Cheney posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a way to check to see if a vehicle is currently on fire? Like inflamed is used for testing a fireplace? I am trying to reset the vehicles damage using 'setDamage 0', but the vehicle is still a wreck. Also, it still has secondary explosions going on. I think that perhaps the vehicle fire keeps resetting my damage value. Is there a foolproof way to reset vehicle damage other than using 'setDamage 0'? On a side note, can you move the context menu that appears on the left side of the screen up vertically? The chat messages are covering some of the menu options. -
co30 DominationA2! One Team
Richard Bruce Cheney replied to xeno's topic in ARMA 2 & OA - USER MISSIONS
Sorry, my bad. I was looking at OFPREC ComRef instead... I will bookmark the wiki. Thanks for the info! RTFM BRUCE! -
co30 DominationA2! One Team
Richard Bruce Cheney replied to xeno's topic in ARMA 2 & OA - USER MISSIONS
The variable for class name is set from the menu of the AI_HUT. These classnames are defined in x_scripts\x_setupplayer.sqf around line #790 %1 represents the side you are on - such as USMC: %1_Soldier = USMC_Soldier Also, there are different soldiers if you are running the ACE version. This recruit script is only available if you are running the AI version -
co30 DominationA2! One Team
Richard Bruce Cheney replied to xeno's topic in ARMA 2 & OA - USER MISSIONS
Please keep in mind that you are asking advice from a retard. Given that fact, I would suggest that you look at the line in addsoldier.sqf: _unit = d_grp_caller createUnit [_ai_side_unit, position AISPAWN, [], 0, "FORM"]; The first argument of the array is the soldier class variable: _ai_side_unit The classname is derived from the menu relative to the AIHUT -
co30 DominationA2! One Team
Richard Bruce Cheney replied to xeno's topic in ARMA 2 & OA - USER MISSIONS
i_client.sqf has the variable max_ai the soldier script is in x_scripts/x_addsoldier.sqf if you are playing ranked, then you can adjust max soldiers allowed in x_addsoldier.sqf -
co30 DominationA2! One Team
Richard Bruce Cheney replied to xeno's topic in ARMA 2 & OA - USER MISSIONS
I don't know why that wouldn't work client side if they are running the same code. What happens on the client end? What do they see in the ammobox? ---------- Post added at 09:43 PM ---------- Previous post was at 09:42 PM ---------- Thanks for the heads up! I will grab that tool! Tankbuster, do you know if you can put a graphic up with the hint command? I know you can adjust font size and color like Xeno did, but I don't know if you can stick a graphic there or not... -
co30 DominationA2! One Team
Richard Bruce Cheney replied to xeno's topic in ARMA 2 & OA - USER MISSIONS
Too bad Xeno doesn't work on this - I think its the best mission I have ever played on ArmA2. Oh well. My version is so modified that I can't upgrade anyway. ---------- Post added at 05:50 PM ---------- Previous post was at 05:48 PM ---------- I think you should launch your ammo as a script or put it in the init.sqf file. Xeno's ammocrate at the base replenishes itself every 20 minutes, so you could just use that code. It is in x_scripts\x_playerammobox Starting at line #68 is the routine for replenishing it. Or, maybe you put in more than you need in a game, that way you could just stock up one mega crate? Like 200 rifles or something? -
co30 DominationA2! One Team
Richard Bruce Cheney replied to xeno's topic in ARMA 2 & OA - USER MISSIONS
Check in i_client.sqf, that is where starting ammobox is created and in x_scripts\x_playerammobox.sqf - ammobox is defined and save gear menu initiated ---------- Post added at 03:48 PM ---------- Previous post was at 03:44 PM ---------- I know, but I modded the mission so that a single-player can do the entire mission. I have got as far as four towns when the MHQ issue popped up, but now that it has been solved, I am going for the whole thing! This mission is incredible and plays out so differently each time. At the end, you have a score based on how well you did, how carefully you directed your AI teammates, how much damage dealt, how far up the 18 military ranks you got, player deaths, etc. I would like to save this score in a highscore table somewhere, but I don't think ArmA2 can do that without something like ArmAlib... -
co30 DominationA2! One Team
Richard Bruce Cheney replied to xeno's topic in ARMA 2 & OA - USER MISSIONS
Yes, thanks for your help Oktane. When I play single player on a local, hosted server, the MHQ does turn into a wreck. When I chopper it back with a wreck lift and it deletes and creates the new vehicle, all event handlers and menus are gone. But I did create a player menu to recreate the MHQ and reset its damage and position, so it works fine. All other wrecks work great at the repair pad. Now with XAddKillsAI event handler modified, I can track player kills of enemy AI. PERFECT!! The only other tweak I would like to do is set the loadout of delta_4 - the default player, and skip the player selection screen, which is not needed for single player. -
co30 DominationA2! One Team
Richard Bruce Cheney replied to xeno's topic in ARMA 2 & OA - USER MISSIONS
On the pad at the base. I didn't think you could repair a wreck, only damaged vehicles. The function XAddKillsAI in x_funcs\x_serverfuncs.sqf is called when you kill AI units, so now I can do my own housekeeping and tally all of the enemy kills! Xeno is so cool! I love this mission... -
co30 DominationA2! One Team
Richard Bruce Cheney replied to xeno's topic in ARMA 2 & OA - USER MISSIONS
It actually happens only when you repair the MHQ during the game, but this is probably due to running this in a hosted environment. It seems that the MHQ loses its name and associated addevent scripts. However, I added a player menu selection to repair the MHQ, reset the position at the base and deduct 100 points instead and this works fine. I can also penalize the player when the MHQ gets blown up with the x_checkveckillwest.sqf script, but 100 points to revive presents an acceptable penalty because it usually means a loss of rank. ---------- Post added at 12:58 PM ---------- Previous post was at 12:56 PM ---------- COMMON.SQF has the lift types defined. You could limit what the heli can lift with the array x_heli_wreck_lift_types Note that there are two definitions - one for TwoTeams and another for everything else -
JTD Fire And Smoke
Richard Bruce Cheney replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
After removing the birds, JTD doesn't seem to bloat savegame files anymore, but I see errors in Arma2.rpt, although the mod seems to run just peachy: ERRORS ON INIT: LODShape::Preload: shape 'ca\data\particleeffects\fireandsmokeanim\fireanim.p3d' not found Warning Message: Cannot open object ca\data\particleeffects\fireandsmokeanim\fireanim.p3d THIS LAST ERROR REPEATS HUNDREDS OF TIMES: Error: Model ca\data\particleeffects\fireandsmokeanim\fireanim.p3d cannot be used as a sprite - it has not just one LOD level