Schilly
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Everything posted by Schilly
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Fake Flir script for Arma 2?
Schilly replied to p75's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
ahh... could you post perhaps? -
I am in the process of making a plane loadout script for an A10. The script has a few variables that it needs, ie: the planes name, and what type of loadout. Normally if you get it by a trigger or in an init line it would look like this: nul=[name,"CAS"] execVM "A10Loadout.sqf"; What I am trying to do, is use this in an addAction but have not yet come to a conclusion as to how to pass the variables along with it. I tried doing that above, didnt work, also tried without the "nul=" part, also didnt work. Anyone have any suggestions?
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addAction question.
Schilly replied to Schilly's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Awesome... Works perfectly! Thanks mate. -
addAction question.
Schilly replied to Schilly's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ahh i missed the "modify" the script part of your post. Let me try that and see if it works. ---------- Post added at 04:26 PM ---------- Previous post was at 04:18 PM ---------- Perfect. Thanks mate. ---------- Post added at 05:41 PM ---------- Previous post was at 04:26 PM ---------- One question I have is I am wanting to put these addAction on an A10.... Only thing is as I want it to only function if the plane is on the ground and turned off... Any ideas on that one? -
Fake Flir script for Arma 2?
Schilly replied to p75's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Fortran if I may ask, how did you implement it on the Cobra? -
addAction question.
Schilly replied to Schilly's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: Robert Larson, larson@20thsfg.com // Edited by: Patrick Schillemat, schillemat@20thsfg.com // // Usage: nul=["plane","type"] execVM "A10Loadout.sqf"; // Variable "plane" is the name of the A10 // Variable "type" is the type of loadout. // // Available Loadouts: // - CAS (4 LGB, 6 Mk 82) // - LGB (8 LGB) // - ATG (8 Mavericks) // - Standard (2 Sidewinder, 2 Maverick, 4 LGB) // // All loadouts include: 1350 Rounds of 30mm AP, and 38 FFARs ////////////////////////////////////////////////////////////////// _plane = _this select 0; _type = _this select 1; switch(_type) do { case "CAS": { // Weapon and Magazine Arrays _weapons = ["GAU8", "Mk82BombLauncher_6", "BombLauncherA10", "FFARLauncher"]; _magazines = ["1350Rnd_30mmAP_A10", "6Rnd_Mk82", "4Rnd_GBU12", "38Rnd_FFAR"]; _plane setVehicleAmmo 0; {_plane removeWeapon _x} foreach (weapons _plane); sleep 0.5; { _plane addmagazine _x; sleep 0.1; } foreach _magazines; { _plane addWeapon _x; sleep 0.1; } foreach _weapons; }; case "LGB": { _weapons = ["GAU8", "BombLauncherA10", "BombLauncherA10", "FFARLauncher"]; _magazines = ["1350Rnd_30mmAP_A10", "4Rnd_GBU12", "4Rnd_GBU12", "38Rnd_FFAR"]; _plane setVehicleAmmo 0; {_plane removeWeapon _x} foreach (weapons _plane); sleep 0.5; { _plane addmagazine _x; sleep 0.1; } foreach _magazines; { _plane addWeapon _x; sleep 0.1; } foreach _weapons; }; case "ATG": { _weapons = ["GAU8", "MaverickLauncher", "FFARLauncher"]; _magazines = ["1350Rnd_30mmAP_A10", "2Rnd_Maverick_A10", "2Rnd_Maverick_A10", "2Rnd_Maverick_A10", "2Rnd_Maverick_A10", "38Rnd_FFAR"]; _plane setVehicleAmmo 0; {_plane removeWeapon _x} foreach (weapons _plane); sleep 0.5; { _plane addmagazine _x; sleep 0.1; } foreach _magazines; { _plane addWeapon _x; sleep 0.1; } foreach _weapons; }; case "STD": { _weapons = ["GAU8", "MaverickLauncher", "SidewinderLaucher_AH1Z", "BombLauncherA10", "FFARLauncher"]; _magazines = ["1350Rnd_30mmAP_A10", "2Rnd_Maverick_A10", "2Rnd_Sidewinder_AH1Z", "4Rnd_GBU12", "38Rnd_FFAR"]; _plane setVehicleAmmo 0; {_plane removeWeapon _x} foreach (weapons _plane); sleep 0.5; { _plane addmagazine _x; sleep 0.1; } foreach _magazines; { _plane addWeapon _x; sleep 0.1; } foreach _weapons; }; }; ---------- Post added at 04:15 PM ---------- Previous post was at 04:14 PM ---------- On a side note, this script works perfectly with a trigger or in the init line... Just not from addAction -
addAction question.
Schilly replied to Schilly's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Tried that as well... Also did not work. ---------- Post added at 04:10 PM ---------- Previous post was at 04:09 PM ---------- Unfortunately neither of the suggestions above worked :| -
Air Marshalling for Helo Landing Idea
Schilly replied to raptor 6 actual's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Not entirely true... If you play in a realism setting which a lot of units out there do, this might be useful... I know when my unit (20th SFG) plays a CooP with other units we play on Expert mode... which means no hud, no 3rd person, ect.. Still have instruments to rely on but still can be a pain some times. -
Pop-Up Targets (Firing Range)
Schilly replied to KC Grimes's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Yea I have not yet got that far with mine... I currently have 2 operational firing ranges... Of which either can be set for a random 20 targets or a random 10 targets (for rifles and pistols) i am going to be working on a machine gun range which will popup a group of targets at a time... When I get that far I'll let you know... Lot's of demands on me right now to get this mission done for the unit heh. -
Pop-Up Targets (Firing Range)
Schilly replied to KC Grimes's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ic ic... How does it differ from what your trying to do exactly? -
Giving a player warning
Schilly replied to SpecterM's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
But public humiliation is better :P -
Pop-Up Targets (Firing Range)
Schilly replied to KC Grimes's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
////////////////////////////////////////////////////////////////// // How to use. // 1. Place a popup target and name it to pt1 // 2. copy it 8 times and it will auto name the targets // 3. place this line in a trigger or init nul=[] execVM "popup.sqf" _inc = 0; _count = 0; _targets = [pt1,pt1_1, pt1_2, pt1_3, pt1_4, pt1_5, pt1_6, pt1_7]; _many = count _targets; nopop=true; {_x animate["terc",1]} forEach _targets; hint "Setting up the Range"; sleep 2; hint "Ready"; sleep 2; while {_inc<20} do { _rnumber = random _many-1; _rtarget = _targets select _rnumber; _rtarget animate["terc", 0]; sleep 3; if (_rtarget animationPhase "terc" > 0.1) then { _count = _count+1; }; hint format ["Targets :%1 Hit :%2",_inc+1,_count]; _rtarget animate["terc", 1]; _inc = _inc + 1; }; sleep 8; hint "Session Complete"; That is the original script... And it is working for me perfectly... I don't know what the problem is with your as to why it's not counting. Perhaps you changed a variable or have a variable set as something else, elsewhere.... That would botch it pretty fast. -
Multiplayer scripting question..
Schilly posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Looking to find a way to tell if a Popup target has been hit in a multiplayer setting... addEventHandler only seems to work with single player... And I cannot for some reason get "animationPhase" to work. -
Global Scripts, Animations, ect...
Schilly replied to Schilly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I could only get it to work with hint and hintS -
Pop-Up Targets (Firing Range)
Schilly replied to KC Grimes's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
This is the same script I am using (although I modified mine a bit) but it works well. Thanks mate! -
How to display text in multiplayer...
Schilly replied to Carpaazi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am using this for my range I am making... The only part of it that I could get to work was the "hint" and "hintS" The person that made this did so as per request of me... It's in one of my threads, take a look under my profile and you will find it. I couldnt get any of the chats to work though.. -
Multiplayer scripting question..
Schilly replied to Schilly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone have any ideas? -
Global Scripts, Animations, ect...
Schilly replied to Schilly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone have any ideas on the issue of seeing if the targets were hit in mutiplayer? -
Global Scripts, Animations, ect...
Schilly replied to Schilly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Works perfectly Tajin. Have you any ideas about the animationPhase problem I am having? -
Global Scripts, Animations, ect...
Schilly replied to Schilly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Noone has any ideas as to how one would go abouts doing this? -
I am trying to make a script so that a series of popup targets popup at random. Now the problem I am having, well 2 problems really... 1: "sleep" doesnt seem to want to work.. and 2: Getting the target to pop up, then down again after a short period of time then move onto a new target does not seem to want to work either. Here is the script I have so far... Any help would be greatly apprieciated. nopop = true; _targets = [l1t1, l1t2, l1t3, l1t4, l1t5, l1t6, l1t7, l1t8, l1t9, l1t10, l1t11, l1t12, l1t13, l1t14, l1t15, l1t16, l1t17, l1t18, l1t19, l1t20, l1t21, l1t22, l1t23, l1t24, l1t25, l1t26, l1t27, l1t28, l1t29, l1t30]; {_x animate["terc",1]} forEach _targets; sleep 10; foo = 0; while "foo<30" do { rnumber = random 30; rtarget = _targets select rnumber; rtarget animate["terc", 0]; sleep 3; rtarget animate["terc", 1]; foo = foo + 1; sleep 5; };
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Looking for assistance...
Schilly replied to Schilly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any ideas anyone? -
Looking for assistance...
Schilly replied to Schilly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Bump... -
Looking for assistance...
Schilly replied to Schilly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried using an if statement with an "animationPhase" but that didnt seem to work :| ---------- Post added at 06:30 PM ---------- Previous post was at 04:40 PM ---------- Another problem it seems I am having... "hint" does not seem to be global when in mutiplayer. For example, if I start the script, noone else can see the hints. Anyway to fix this? ---------- Post added at 07:22 PM ---------- Previous post was at 06:30 PM ---------- Anyone have any ideas? -
Looking for assistance...
Schilly replied to Schilly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried it both ways :| I got it to work this way though... Working quite well. Going to be adding a counter into the mix as well... I'll post it up once I get it done. Thanks for the help though :) Btw: Here is the final script I used to get it to work: popup.sqf nopop = true; _targets = [l1t1, l1t2, l1t3, l1t4, l1t5, l1t6, l1t7, l1t8, l1t9, l1t10, l1t11, l1t12, l1t13, l1t14, l1t15, l1t16, l1t17, l1t18, l1t19, l1t20, l1t21, l1t22, l1t23, l1t24, l1t25, l1t26, l1t27, l1t28, l1t29, l1t30]; {_x animate["terc",1]} forEach _targets; hint "Range Starting in 5..."; sleep 1; hint "Range Starting in 4..."; sleep 1; hint "Range Starting in 3..."; sleep 1; hint "Range Starting in 2..."; sleep 1; hint "Range Starting in 1..."; sleep 1; _foo = 1; while {_foo<31} do { hint format["Firing Range Active\n--------------------------------------\nCurrent target: %1/30.", _foo]; _rnumber = random 30; _rtarget = _targets select _rnumber; _rtarget animate["terc", 0]; sleep 2; _rtarget animate["terc", 1]; _foo = _foo + 1; sleep random 5; }; hint format["Safeties On, Range Inactive!\n--------------------------------------\nFinal Score: %1/30.", _foo]; -- The last hint in this one is where the final score will be shown, presently it just shows the target count. r_start.sqs nul=[target] execVM"popup.sqf"; ---------- Post added at 04:14 PM ---------- Previous post was at 03:56 PM ---------- K another quesiton... What is the easiest way to tell if the target has been knocked over... In MULTIPLAYER. I was going to use the "addEventHandler" but that seems to be SP only.