Cyborg11
Member-
Content Count
310 -
Joined
-
Last visited
-
Medals
Everything posted by Cyborg11
-
Sector Control or whatever
Cyborg11 replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
He used the command setMarkerColor :) -
Porting ArmA1 addons to ArmA2
Cyborg11 replied to bugkill's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Works too :D > 100kb (610 kb) http://www.armaholic.com/forums.php?m=posts&q=6880 -
Basic Briefing howto
Cyborg11 replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try this for your Trigger: Cond: !(alive player) Deact: setmarkercolor green; vybordown = 1; publicVariable vybordown; hint "Vybor Done"; -
Load wounded soldiers in a vehicle
Cyborg11 replied to Cyborg11's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone know that? Can I do this with the module? -
Basic Briefing howto
Cyborg11 replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Solution: Write this in the init from all your playable units: this addEventHandler ["killed", {_this execVM "respawn_player.sqf";}]; respawn_player.sqf: sleep playerRespawnTime; player exec "briefing.sqs"; But if you want that this works, you must create your Briefing in a seperate file :) And I don't know if a task is marked as succeeded when it's done but the player spawns again. -
How to create Modules via a script ?
Cyborg11 replied to McGlazd's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
And? Did it worked, McGlazd? -
Ambient Combat Module
Cyborg11 replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can get a lot of control over ACM :) Copy this in your init.sqf and change the values if you want :) waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols (0-1). BIS_ACM is module name [1, BIS_ACM] call BIS_ACM_setIntensityFunc; //min max spawn distance [bIS_ACM, 300, 600] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["RU","USMC"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0, 0.6, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.2, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; -
Ambient Combat Module
Cyborg11 replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
He created a new folder called "scripts" :D -
Secondary Ops Manager Module Discussion
Cyborg11 replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ACM is working. Tested it with other players on my own local server. I did not created any enemys, only the ACM Logic. And ingame the OPFOR attacked us with two hinds and two BRDMs. -
LHD (Aircraft Carrier) spawning script
Cyborg11 replied to armatech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Addon works nice :) Thanks for the script armatech :> First test to make it driveable :)