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Schilly

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Everything posted by Schilly

  1. ahh... could you post perhaps?
  2. 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?
  3. Awesome... Works perfectly! Thanks mate.
  4. 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?
  5. Fortran if I may ask, how did you implement it on the Cobra?
  6. ////////////////////////////////////////////////////////////////// // 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
  7. 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 :|
  8. 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.
  9. 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.
  10. Ic ic... How does it differ from what your trying to do exactly?
  11. But public humiliation is better :P
  12. ////////////////////////////////////////////////////////////////// // 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.
  13. 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.
  14. I could only get it to work with hint and hintS
  15. This is the same script I am using (although I modified mine a bit) but it works well. Thanks mate!
  16. 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..
  17. Anyone have any ideas on the issue of seeing if the targets were hit in mutiplayer?
  18. Works perfectly Tajin. Have you any ideas about the animationPhase problem I am having?
  19. Noone has any ideas as to how one would go abouts doing this?
  20. 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; };
  21. 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?
  22. 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.
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