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Cyborg11

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Everything posted by Cyborg11

  1. Post your code please.
  2. Cyborg11

    Drop weapon option in Vehicle ??

    ACE 2 ;) Or use this script in your missions.
  3. Cyborg11

    Addons management

    It is mentioned here.
  4. Cyborg11

    Broadcast the horn in MP!

    Seems like that. Buliwyf confirmed it. So my addon is useless now lol. But now I know how does the PublicVariableEventhandler work.
  5. DePBO the addons and put the sounds in your mission folder. Oh and btw. the sounds from BIS are in *.wss format ;)
  6. Remove the "Back" control from the right mousebutton so you don't close the menu if you want to give your guys a target.
  7. I mean if you stand in the light of the streetlamp at night the AI doesn't recognize you even if they watch at you.
  8. Would this work for the streetlamps too?
  9. Cyborg11

    What key is pressed

    Don't use the SETEventHandler! Use the displayADDEventhandler instead.
  10. If you want that the AH64 uses his FFAR you can remove his other weapons and add them after the attack again.
  11. Thanks for the script, alef! :) And this script only overwrites the Z axis right? So I can map the other buttons on my X52 with the Saitek SSD software?
  12. ! means not ;) And btw you forgot the If / ? and try to learn .sqf instead of .sqs. ? (((unit1 hasweapon "ACE_PRC119") && (alive unit1)) || (((unit2 hasweapon "ACE_PRC119") && (alive unit2)))) : goto "NORADIO";
  13. Write this in the init line of your units: this addEventHandler ["killed", {_this execVM "weaponrespawn.sqf"}]; More informations about that EventHandler can be found here: http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#Killed
  14. Weapon Respawn with Rucksack Content: // ACE Weapon Respawn by Cyborg11 private ["_ace", "_unit", "_weapons", "_items", "_magazines", "_currweap", "_hasruck", "_ruckMags", "_ruckWeaps", "_weaponback", "_success", "_muzzles", "_debug"]; _ace = isClass (configFile>>"cfgWeapons" >> "ACE_B61BombLauncher"); // Check if ACE is installed _unit = _this select 0; If (count _this > 1) then {_debug = _this select 1} else {_debug = false}; If (!(isPlayer _unit) || !(local player)) exitWith{}; _weapons = (weapons _unit) - (items _unit); // weapons of the old unit _items = items _unit; // items of old unit _magazines = magazines _unit; // magazines of the old unit _currweap = currentWeapon _unit; // currentWeapon of the old unit If (_ace) then { _hasruck = player call ACE_Sys_Ruck_fnc_hasRuck; If (_hasruck) then { //_ruck = _unit call ACE_Sys_Ruck_fnc_FindRuck; _ruckMags = [_unit] call ACE_fnc_RuckMagazinesList; _ruckWeaps = [_unit] call ACE_fnc_RuckWeaponsList; }; _weaponback = _unit getvariable "ACE_weapononback"; If (_debug) then {player globalchat format ["%1",_weaponback]}; }; If (_debug) then {hint format ["Unit: %1\nWeapons: %2\nMagazines: %3", _unit,_weapons,_magazines]}; WaitUntil {alive player}; _unit = player; removeAllWeapons _unit; {_unit addMagazine _x} forEach _magazines; {_unit addWeapon _x} forEach _weapons; {_unit addWeapon _x} forEach _items; If (_ace) then { If (_hasruck) then { { _success = [_unit, _x select 0, _x select 1] call ACE_fnc_PackWeapon; } forEach _ruckWeaps; { _success = [_unit, _x select 0, _x select 1] call ACE_fnc_PackMagazine; } forEach _ruckMags; }; If (_weaponback != "") then { _unit addWeapon _weaponback; [_unit, _weaponback] call ACE_fnc_PutWeaponOnBack; }; }; // Select the primaryWeapon _unit selectWeapon _currweap; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _currweap >> "muzzles"); _unit selectWeapon (_muzzles select 0); Use a Killed EventHandler :)
  15. Create a bomb with the createVehicle command. bomb = "Bo_GBU12_LGB" createvehicle (position this); If you want that the bomb lays on the ground then use enableSimulation. This command must run on all computers in multiplayer: bomb enableSimulation false; If you want that the bomb is attached to a vehicle you only need the attachTo command: bomb attachTo [test, [0,-1,-0.6]]; => Btw. the bombs don't explode if you shoot at them. If you want that the bombs explode if the vehicle is killed then make a trigger: Condition: !alive vehicle On Activation: detach bomb1; detach bomb2; etc.
  16. Maybe you try Mando Heliroute? :)
  17. Here is the config.sqf for ACE: /** * English and French comments * Commentaires anglais et français * * This file contains the configuration variables of the logistic system. * Fichier contenant les variables de configuration du système de logistique. * * Important note : All the classes names which inherits from the ones used in configuration variables will be also available. * Note importante : Tous les noms de classes dérivant de celles utilisées dans les variables de configuration seront aussi valables. * * Usefull links / Liens utiles : * - http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles * - http://www.armatechsquad.com/ArmA2Class/ */ /****** TOW WITH VEHICLE / REMORQUER AVEC VEHICULE ******/ /** * List of class names of (ground or air) vehicles which can tow towables objects. * Liste des noms de classes des véhicules terrestres pouvant remorquer des objets remorquables. */ R3F_LOG_CFG_remorqueurs = [ "HMMWV_Base", "TowingTractor", "tractor", "Kamaz_Base", "MTVR", "GRAD_Base", "Ural_Base", "Ural_ZU23_Base", "V3S_Civ", "UAZ_Base", "BRDM2_Base", "BTR90_Base", "GAZ_Vodnik_HMG", "LAV25_Base", "MLRS" ]; /** * List of class names of towables objects. * Liste des noms de classes des objets remorquables. */ R3F_LOG_CFG_objets_remorquables = [ "StaticCannon", "RubberBoat" ]; /****** LIFT WITH VEHICLE / HELIPORTER AVEC VEHICULE ******/ /** * List of class names of air vehicles which can lift liftables objects. * Liste des noms de classes des véhicules aériens pouvant héliporter des objets héliportables. */ R3F_LOG_CFG_heliporteurs = [ "Mi17_base", "Mi24_Base", "UH1Y", "UH60_Base", "MV22" ]; /** * List of class names of liftables objects. * Liste des noms de classes des objets héliportables. */ R3F_LOG_CFG_objets_heliportables = [ "StaticCannon", "Car", "Ship", "ReammoBox", "Land_Misc_Cargo1Ao", "Land_Misc_Cargo1B", "Land_Misc_Cargo1Bo", "Land_Misc_Cargo1C", "Land_Misc_Cargo1D", "Land_Misc_Cargo1E", "Land_Misc_Cargo1F", "Land_Misc_Cargo1G", "Base_WarfareBContructionSite", "Misc_cargo_cont_net1", "Misc_cargo_cont_net2", "Misc_cargo_cont_net3", "Misc_cargo_cont_small", "Misc_cargo_cont_small2", "Misc_cargo_cont_tiny" ]; /****** LOAD IN VEHICLE / CHARGER DANS LE VEHICULE ******/ /* * This section use a quantification of the volume and/or weight of the objets. * The arbitrary referencial used is : an ammo box of type USSpecialWeaponsBox "weights" 5 units. * * Cette section utilise une quantification du volume et/ou poids des objets. * Le référentiel arbitraire utilisé est : une caisse de munition de type USSpecialWeaponsBox "pèse" 5 unités. * * Note : the priority of a declaration of capacity to another corresponds to their order in the tables. * For example : the "Truck" class is in the "Car" class (see http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles). * If "Truck" is declared with a capacity of 140 before "Car". And if "Car" is declared after "Truck" with a capacity of 40, * Then all the sub-classes in "Truck" will have a capacity of 140. And all the sub-classes of "Car", excepted the ones * in "Truck", will have a capacity of 40. * * Note : la priorité d'une déclaration de capacité sur une autre correspond à leur ordre dans les tableaux. * Par exemple : la classe "Truck" appartient à la classe "Car" (voir http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles). * Si "Truck" est déclaré avec une capacité de 140 avant "Car". Et que "Car" est déclaré après "Truck" avec une capacité de 40, * Alors toutes les sous-classes appartenant à "Truck" auront une capacité de 140. Et toutes les sous-classes appartenant * à "Car", exceptées celles de "Truck", auront une capacité de 40. */ /** * List of class names of (ground or air) vehicles which can transport transportables objects. * The second element of the arrays is the load capacity (in relation with the capacity cost of the objects). * * Liste des noms de classes des véhicules (terrestres ou aériens) pouvant transporter des objets transportables. * Le deuxième élément des tableaux est la capacité de chargement (en relation avec le coût de capacité des objets). */ R3F_LOG_CFG_transporteurs = [ ["hilux1_civil_1_open", 10], ["HMMWV_Base", 12], ["Ikarus", 40], ["Lada_base", 6], ["SkodaBase", 6], ["TowingTractor", 5], ["tractor", 2], ["Motorcycle", 1], ["KamazRefuel", 5], ["Kamaz_Base", 40], ["MtvrRefuel", 5], ["MTVR", 40], ["GRAD_Base", 2], ["UralRefuel_Base", 5], ["Ural_Base", 40], ["Ural_ZU23_Base", 40], ["V3S_Civ", 25], ["UAZ_Base", 10], ["VWGolf", 6], ["BRDM2_Base", 25], ["BTR90_Base", 25], ["GAZ_Vodnik_HMG", 25], ["LAV25_Base", 25], ["AAV", 10], ["BMP2_Base", 8], ["BMP3", 8], ["ACE_M2_Base", 20], ["ACE_StrykerBase", 30], ["Mi17_base", 50], ["Mi24_Base", 40], ["UH1Y", 15], ["UH60_Base", 25], ["C130J", 150], ["MV22", 90], ["ACE_AH6", 5], ["ACE_MH6", 5], ["ACE_AH6_GAU19", 5], ["RHIB", 12], ["RubberBoat", 5], ["Fishing_Boat", 18], ["Smallboat_1", 6], ["Land_Misc_Cargo1Ao", 50], ["Land_Misc_Cargo1B", 50], ["Land_Misc_Cargo1Bo", 50], ["Land_Misc_Cargo1C", 50], ["Land_Misc_Cargo1D", 50], ["Land_Misc_Cargo1E", 50], ["Land_Misc_Cargo1F", 50], ["Land_Misc_Cargo1G", 50], ["Base_WarfareBContructionSite", 50], ["Misc_cargo_cont_net1", 9], ["Misc_cargo_cont_net2", 18], ["Misc_cargo_cont_net3", 30], ["Misc_cargo_cont_small", 20], ["Misc_cargo_cont_small2", 16], ["Misc_cargo_cont_tiny", 12] ]; /** * List of class names of transportables objects. * The second element of the arrays is the cost capacity (in relation with the capacity of the vehicles). * * Liste des noms de classes des objets transportables. * Le deuxième élément des tableaux est le coût de capacité (en relation avec la capacité des véhicules). */ R3F_LOG_CFG_objets_transportables = [ ["SatPhone", 20], // Needed for the R3F_ARTY module (arty HQ) (nécessaire pour le module R3F_ARTY (PC d'arti)) ["StaticAAWeapon", 7], ["StaticATWeapon", 5], ["StaticGrenadeLauncher", 3], ["StaticMGWeapon", 3], ["StaticMortar", 3], ["StaticSEARCHLight", 2], ["Motorcycle", 4], ["Truck", 140], ["Car", 80], ["RubberBoat", 22], ["FlagCarrierSmall", 0.1], ["Land_BagFenceCorner", 1], ["RoadBarrier_light", 1], ["FlagCarrierCore", 0.2], ["Hedgehog", 1], ["Land_fortified_nest_small", 5], ["Land_HBarrier1", 1], ["Land_HBarrier3", 3], ["Land_HBarrier5", 5], ["Base_WarfareBBarrier5x", 5], ["Land_Misc_Cargo1Ao", 55], ["Land_Misc_Cargo1B", 55], ["Land_Misc_Cargo1Bo", 55], ["Land_Misc_Cargo1C", 55], ["Land_Misc_Cargo1D", 55], ["Land_Misc_Cargo1E", 55], ["Land_Misc_Cargo1F", 55], ["Land_Misc_Cargo1G", 55], ["Base_WarfareBContructionSite", 55], ["Misc_cargo_cont_net1", 13], ["Misc_cargo_cont_net2", 23], ["Misc_cargo_cont_net3", 35], ["Misc_cargo_cont_small", 25], ["Misc_cargo_cont_small2", 20], ["Misc_cargo_cont_tiny", 15], ["ACamp", 1.5], ["BASE_WarfareBFieldhHospital", 8], ["Camp", 8], ["CampEast", 8], ["MASH", 8], ["SpecialWeaponsBox", 3], ["GuerillaCacheBox", 2], ["LocalBasicWeaponsBox", 4], ["LocalBasicAmmunitionBox", 2], ["RULaunchersBox", 3], ["RUOrdnanceBox", 3], ["RUBasicWeaponsBox", 5], ["RUSpecialWeaponsBox", 6], ["RUVehicleBox", 16], ["RUBasicAmmunitionBox", 2], ["USLaunchersBox", 3], ["USOrdnanceBox", 3], ["USBasicWeaponsBox", 5], ["USSpecialWeaponsBox", 6], ["USVehicleBox", 16], ["USBasicAmmunitionBox", 2], ["ACE_RUSpecialWeaponsBox", 5], ["ACE_RUBasicWeaponsBox", 5], ["ACE_RUVehicleBox", 16], ["ACE_RUOrdnanceBox", 3], ["ACE_RULaunchersBox", 6], ["ACE_BandageBoxEast", 2], ["ACE_KnicklichtBox", 2], ["ACE_BandageBoxWest", 2], ["ACE_LocalBasicWeaponsBox", 3], ["ACE_SandBox", 6], ["ACE_HuntIRBox", 2], ["ACE_USOrdnanceBox", 3], ["ACE_USLaunchersBox", 6], ["ACE_USSpecialWeaponsBox", 5], ["ACE_USBasicWeaponsBox", 5], ["ACE_USBasicAmmunitionBox", 2], ["ACE_USSpecialWeaponsBox", 3], ["ACE_USVehicleBox", 16], ["ACE_RuckBox_East", 3], ["ACE_RuckBox_Ind", 3], ["ACE_RuckBox_West", 3], ["ACE_RuckBox", 3], ["ACE_RopeBox", 3], ["ACE_CSW_Box_DSHKM", 3], ["ACE_CSW_Box_Mk19", 3], ["ACE_CSW_Box_KORD", 3], ["ACE_CSW_Box_KONKURS", 3], ["ACE_CSW_Box_AGS30", 3], ["ACE_CSW_Box_Metis", 3], ["ACE_CSW_Box_M2", 3], ["TargetE", 1], ["TargetEpopUp", 1], ["TargetPopUpTarget", 1], ["FoldChair", 0.5], ["FoldTable", 0.5], ["Barrels", 6], ["Wooden_barrels", 6], ["BarrelBase", 2], ["Fuel_can", 1], ["Notice_board", 0.5], ["Pallets_comlumn", 2], ["Unwrapped_sleeping_bag", 2], ["Wheel_barrow", 2], ["RoadCone", 0.2], ["Sign_1L_Border", 0.2], ["Sign_Danger", 0.2], ["Suitcase", 0.2], ["SmallTable", 0.2] ]; /****** MOVABLE-BY-PLAYER OBJECTS / OBJETS DEPLACABLES PAR LE JOUEUR ******/ /** * List of class names of objects moveables by player. * Liste des noms de classes des objets transportables par le joueur. */ R3F_LOG_CFG_objets_deplacables = [ "SatPhone", // Needed for the R3F_ARTY module (arty HQ) (nécessaire pour le module R3F_ARTY (PC d'arti)) "StaticWeapon", "RubberBoat", "FlagCarrierSmall", "Land_BagFenceCorner", "RoadBarrier_light", "FlagCarrierCore", "Hedgehog", "Land_fortified_nest_small", "Land_HBarrier1", "Land_HBarrier3", "Land_HBarrier5", "Base_WarfareBBarrier5x", "Camp_base", "ReammoBox", "TargetE", "TargetEpopUp", "TargetPopUpTarget", "FoldChair", "FoldTable", "BarrelBase", "Fuel_can", "Notice_board", "Pallets_comlumn", "Unwrapped_sleeping_bag", "Wheel_barrow", "RoadCone", "Sign_1L_Border", "Sign_Danger", "Suitcase", "SmallTable" ]; The config.sqf is here: yourMissionFolder\R3F_ARTY_AND_LOG\R3F_LOG Hope I didn't forget something ^^
  18. Tried something like that to add a gear option to a container. But it doesn't work in Multiplayer :( Maybe someone can help me? ^^ /* ====================================================================================================== Add Gear option - by Cyborg11 Version: 1.0 Date: 24.01.2010 Description: Use this script to give a container a Gear option which is not enabled at default Information: If you want to add weapons and magazines to the container then go to line 54 and write your addWeaponCargo/addMagazineCargo after the createVehicle code. !!!! Don't remove the FakeWeapon/FakeMagazine !!!! And don't forget to write the Classnames of the Weapons/Magazines in "" "" or ' '. Example: CYBP_weaponh addWeaponCargo ['M16A2', 5]; CYBP_weaponh addMagazineCargo ['M136', 5]; Good in combination with my vehicle-parachute Script (not released yet - WIP) Parameter: container addAction ["Gear", "gear.sqf", [debug]]; _container = object which doesn't have a gear option at default (Object) _debug = true / false (optional - default is false) (Boolean) Example: this addAction ["Gear", "gear.sqf", [true]]; Example 2: container1 addAction ["Gear", "gear.sqf"]; ====================================================================================================== */ private ["_container","_unit","_action","_array","_debug","_distance","_type","_conarray","_maxdistance"]; _container = _this select 0; _unit = _this select 1; _action = _this select 2; _array = _this select 3; _distance = _unit distance _container; _type = typeOf _container; If ((count _array) > 0) then {_debug = _array select 0} else {_debug = false}; switch (_type) do { case "Misc_Cargo1B_military" : {_maxdistance = 5}; case "Misc_Cargo1Bo_military" : {_maxdistance = 5}; case "Misc_cargo_cont_tiny" : {_maxdistance = 2.8}; default {_maxdistance = 3.5}; }; If (_distance >= _maxdistance) exitWith{ If (_debug) then {hint format ["EXIT!!!\n\nAlive: %1\nDistance: %2\nMaxDistance: %3", alive CYBP_weaponh, _distance, _maxdistance];}; _unit groupChat format ["Distance to Object > %1 Meter! Move closer to the object!", _maxdistance]; }; If (isNil ("CYBP_varweaponholder")) then { CYBP_container = _container; CYBP_container setVehicleInit " CYBP_weaponh = 'WeaponHolder' createVehicle (_unit modelToWorld [0,0,0]); CYBP_weaponh addWeaponCargo ['FakeWeapon', 1]; CYBP_weaponh addMagazineCargo ['FakeMagazine', 1]; "; publicVariable "CYBP_container"; processInitCommands; CYBP_varweaponholder = true; publicVariable "CYBP_varweaponholder"; }; WaitUntil {alive CYBP_weaponh}; If (_debug) then {hint format ["Alive: %1\nDistance: %2\nMaxDistance: %3", alive CYBP_weaponh, _distance, _maxdistance]}; CYBP_weaponh setPos (_unit modelToWorld [0,2.5,0]); _unit action ["GEAR", CYBP_weaponh]; sleep 2; // Wait 2 seconds till gear menu is open WaitUntil {!(ctrlVisible 1101)}; // id 1101 is gear menu CYBP_weaponh setPos (_container modelToWorld [0,0,0]);
  19. This is false. You need to use the setHit command not the setDamage.
  20. Cyborg11

    How to find Arma 2 CD KEY?

    If you have Windows Vista or 7 you can find your cd key here: HKEY_LOCAL_MACHINE\Software\Wow6432Node\Bohemia Interactive Studio\ArmA 2
  21. How can I add more objects and vehicles to the logistic system?
  22. They removed it with the last 1.06 Beta patch ;) But in 1.06 we'll get a new command: http://community.bistudio.com/wiki/hideObject @T: Looks nice :)
  23. hint format ["Object is %1 meters above sea level", _height]
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