kahmoon2k
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Posts posted by kahmoon2k
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Hello, I'm wondering if anyone can give me any pointers on the following.
I would like to create a script that creates a trigger. This trigger then needs to reference the unit that executes the script when it is activated. Since I would like the script to be able to be run multiple times for different units, I cannot simply name the unit that executes the script and then reference that name, neither can I use the script to set a particular name for the unit which is then referenced by the trigger. I've been considering creating an array with names which are incremented when the script executes, but I'm not sure if this is a good solution or, frankly, how to do it.
My attempt so far is something like this (just an example, where the intention is to give a magazine to a unit when a western unit comes close):
_man = _this _trg=createTrigger["EmptyDetector",getPos _man]; _trg setTriggerArea[10,10,0,false]; _trg setTriggerActivation["West","present",false] _trg setTriggerStatements ["this","[color="#FF0000"]???[/color] addMagazine '30Rnd_65x39_caseless_green'","null"]
If I replace the ??? with _man, it doesn't work - I presume because _man is a local variable, and the trigger needs to reference a global.
Anyway, I've been trying to figure this out myself for a while with no luck, so I'd very much appreciate any help or ideas. Thanks!
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A big thank you to the ACE team, and congratulations on stable! I'm very impressed with the quality and speed of your development. The announcement of Ace2 brought me back to Arma2 and will keep me playing. Amazing work!
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please someone help, where are these ace test missions you talk of?where can i find them??
You can find them under the multiplayer missions - not amongst the single player ones, where I started looking as well :)
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Thanks a lot for the new stuff guys.
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You can now use the _unit var to manipulate the unit where you execVM'ed the script in the init line.Thank you!
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This might be a good place to ask this! I'm having some problems getting certain functions executing from the init field of units, while they work fine in triggers. Any idea why? (Specifically it was the BIS function to remove items from a units inventory)
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Ok, first of all I'm very impressed with ArmaA 2 as a game, and also with the way BIS bothered to add both Russian and Czech speaking civilians, soldiers etc. However I have a few questions:
Is there any way to change the langages a given unit speaks? For example, if you place Force Recon units in the editor they speak both English and Chernarussian, while a ordinary USMC unit only speaks English. I forsee wanting to change this for a few missions I'm planning.
I'm also curious how this works with ALICE. Does it spawn both types by default, does it vary by location? Preliminary testing indicates it spawns only Chernarussian speaking civilians.
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Don't know of wind in arma 2, don't actually have ArmA 2 yet, but if they follow the arma 1 tradition regarding sights, on the M-24 one "dot" is 200 meters, so if you are 200 meters form a target, the first dot down from the middle should be on the target.On the M-107 1 dot is 400 I think, don't remember.
Wind does not affect bullet path, according to my observations.
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Settings: Everything on normal as per original post. Resolution 1920x1200.
System:
Phenom X4 940 at 3,4 Ghz
4 GB Corsair RAM, 800 Mhz
2 x Geforce GTX 260 SLI
Windows Vista 64 bit
Results:
First run ~2500 final score
Second run:
First test: 28.9
Second test: 35.6
Third test: 29.3
Fourth test: 36.2
Fifth test: 27.2
OFPMark 3077
edit: Not sure if the score is decent or not, anyone with a similar system care to comment?
Creating triggers in scripts that reference the unit executing the script
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
F2k Sel, thank you very much for your help. I ended up using another solution, mainly intended to get around the problem that the setTriggerStatements command takes strings as input. I also wanted to be able to run the script independently on several different units in the same mission, which means I can't use the same global for all of them.
If anyone is interested, I've posted my current solution below. It seems to work decently and is part of a very simple script that arms civilians when bluefor gets close, and makes them hostile. The only (minor) problem I've identified so far is that the unit needs to be named in the editor, the default names don't seem to work for some reason.
//Creates a center for East if no center exists and creates an enemy group on first execution createCenter east; if (isNil ("enemyGroup")) then [{enemyGroup = createGroup east},{"null"}]; //Creats lists of weapons and corresponding ammo and selects one a random _name = format ["%1",_this]; _weapons = ["'hgun_Rook40_F'","'hgun_P07_F'"]; _mags = ["'16Rnd_9x21_Mag'","'16Rnd_9x21_Mag'"]; _ran = (floor(random(count _weapons))); _selectedWeapon = format ["%1",_weapons select _ran]; _selectedMag = format ["%1",_mags select _ran]; _mag = _name+" addMagazine "+_selectedMag+";"; _weapon = _name+" addWeapon "+_selectedWeapon+";"; //Creates the code which makes the civilian hostile and sets up the activation part of the trigger, can be modified to add more mags _hostile = "["+_name+"] joinSilent grpNull;["+_name+"] joinSilent enemyGroup;"; _activation =_mag+_mag+_weapon+_hostile; //Trigger is created and attached to the unit _area = 10 + random 45; _trg=createTrigger["EmptyDetector",getPos _this]; _trg setTriggerArea[_area,_area,0,false]; _trg setTriggerActivation["West","present",false]; _trg setTriggerStatements ["this",_activation,"null"]; _trg attachTo [_this];