Cyborg11
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Everything posted by Cyborg11
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selecting weapons? how?
Cyborg11 replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Post your code please. -
How to stop ai nicking vehicles
Cyborg11 replied to matchy7's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Are you using Grouplink 4? -
Drop weapon option in Vehicle ??
Cyborg11 replied to pravinrocks4u's topic in ARMA 2 & OA - SUGGESTIONS
ACE 2 ;) Or use this script in your missions. -
It is mentioned here.
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Broadcast the horn in MP!
Cyborg11 replied to Cyborg11's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Seems like that. Buliwyf confirmed it. So my addon is useless now lol. But now I know how does the PublicVariableEventhandler work. -
How to generate new sound classes...
Cyborg11 replied to CarlGustaffa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
DePBO the addons and put the sounds in your mission folder. Oh and btw. the sounds from BIS are in *.wss format ;) -
Jeff -Target that- 18wheeler... 1 o clock.
Cyborg11 replied to stilton's topic in ARMA 2 & OA - SUGGESTIONS
Remove the "Back" control from the right mousebutton so you don't close the menu if you want to give your guys a target. -
AI reacting on flare
Cyborg11 replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
AI reacting on flare
Cyborg11 replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Would this work for the streetlamps too? -
What key is pressed
Cyborg11 replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Don't use the SETEventHandler! Use the displayADDEventhandler instead. -
Vehicle weapon selection
Cyborg11 replied to ArmedBoy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you want that the AH64 uses his FFAR you can remove his other weapons and add them after the attack again. -
Best set up for flightstick controls for Aircraft.
Cyborg11 replied to nettrucker's topic in ARMA 2 & OA - GENERAL
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? -
Team member has radio and is alive?
Cyborg11 replied to mostly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
! 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"; -
Question about SAVE GEAR script. Help needed!
Cyborg11 replied to colonel_paz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
Question about SAVE GEAR script. Help needed!
Cyborg11 replied to colonel_paz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 :) -
How to spawn a bomb as a prop?
Cyborg11 replied to Deathcon5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
Low altitude landing (AI pilot)
Cyborg11 replied to Suchy_'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe you try Mando Heliroute? :) -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Cyborg11 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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 ^^ -
How do i gave a object an "gear" inventory
Cyborg11 replied to mercyne's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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]); -
Smoking Helicopters omg wtf just happened?
Cyborg11 replied to Mozzak's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is false. You need to use the setHit command not the setDamage. -
How to find Arma 2 CD KEY?
Cyborg11 replied to ForeverOmega's topic in ARMA 2 & OA - TROUBLESHOOTING
If you have Windows Vista or 7 you can find your cd key here: HKEY_LOCAL_MACHINE\Software\Wow6432Node\Bohemia Interactive Studio\ArmA 2 -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Cyborg11 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you. Now I can add the ACE objects and vehicles. -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Cyborg11 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
How can I add more objects and vehicles to the logistic system? -
Afghan Village - Aiaktalik
Cyborg11 replied to Delta 51's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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 :) -
returning a defined _value in a hint/sidechat
Cyborg11 replied to trezza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hint format ["Object is %1 meters above sea level", _height]