dpd29
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I have made a script to control one mission . the script called main.sqf with codec. _puntosdemunicion=[municion1,municion2,municion3,municion4];//ammopositionsrandom. i use logics objects. _puntosdeobjetivo=[posicion1e,posicion2e,posicion3e,posicion4e,posicion5e,posicion6e,posicion7e,posicion8e,posicion9e,posicion10e,posicion1w,posicion2w,posicion3w,posicion4w,posicion5w,posicion6w,posicion7w,posicion8w,posicion9w,posicion10w]; //objetivepositionsrandom.i use logics objects. _objetivos=[o1,o2,o3,o4,o5,o6,o7,o8,o9,o10,o11,12,o13,o14,o15];// random objetives from 15 posibilities _misionesrealizadas=[];// missions made _objetivorealizado=[];// objetive choosen _ctmisionesA= count _puntosdeobjetivo; _salirprincipal=false; /// while to do the random missions while {not _salirprincipal} do { _misionactual= _puntosdeobjetivo select (floor(random _ctmisionesA));// i choose the objetive position nill=["area","CDF",3,4,4,"MOVE","area"] execVM "Spawnunits.sqf";// enemy respawn in marker called area hint "runing main"; sleep 10; /////////////////////// // its to choose a objetive positions, if is null or made objetivo before then i do it again _salir1=false; while {not _salir1} do { if (not (_misionactual==objnull) and not (_misionactual in _misionesrealizadas)) then {_salir1=true;}; _misionactual= _puntosdeobjetivo select (floor(random _ctmisionesA)); }; //////////// //its to choose the random objetive object _salir2=false; _objetivoelegido= _objetivos select (floor(random count _objetivos)); while {not _salir2} do { if (not (_objetivoelegido==objnull) and not (_objetivoelegido in _objetivorealizado)) then {_salir2=true;}; _objetivoelegido= _objetivos select (floor(random count _objetivos)); }; ///////////////// _posicionmunicion= _puntosdemunicion select (floor(random count _puntosdemunicion));// random position ammo //// Bucle general de cada mision// its to move the marker to position objetive and ammo position _objetivoelegido setpos position _misionactual; zonaa setpos position _misionactual; "marcadorobjetivo" setmarkerpos getpos _misionactual; ammo1 setpos position _posicionmunicion; ammo2 setpos position _posicionmunicion; ammo3 setpos position _posicionmunicion; ammo4 setpos position _posicionmunicion; ammo5 setpos position _posicionmunicion; ammo6 setpos position _posicionmunicion; ammo7 setpos position _posicionmunicion; "marcadormunicion" setmarkerpos getpos _posicionmunicion; sleep 4; nill=["zonaa","CDF",3,4,4,"MOVE","zonaa"] execVM "Spawnunits.sqf";// respawn enemy units in marker called "zonaa" /////////////////////////////////////////////////////////////////////////////// waituntil {not alive _objetivoelegido}; if (count _misionesrealizadas==5) then {_salirprincipal=true;};// if made missions count is equal 5 then exit while }; //finish exit; do you find some wrong line? In file rpt there is not errors. thanks. ---------- Post added at 06:41 PM ---------- Previous post was at 06:37 PM ---------- Fuck im a litle silly todya, i have found some error.:D.Im going to try it.
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Im used to do scripts for my missions , I have made some scripts to improve the AI from Armed Assault using eventhhandlers, http://www.youtube.com/watch?v=CXIxXBA8J5Y&eurl=http%3A%2F%2Fwww%2Earmados%2Einfo%2Fforo%2Fviewtopic%2Ephp%3Ff%3D2%26t%3D404&feature=player_embedded http://vimeo.com/4403516 http://www.armados.info/foro/viewforum.php?f=30 I have a great problem, i dont see the mistakes in the codec. In arma2, I see that all scrips with mistakes dont run but I dont see any mistake with codec anywhere. do you know where I can see the wrong codec ? Thanks. I try to use eventhandlers to change a little the AI but I see the script dont run and it not possible to know about the problem.
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is it possible to delete some object from the islands?
dpd29 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Id like to erase some objects from the islans so that we can play the game with more frames . Is it possible to delete trees or buildings some trigger or around some trigger? How would you do it? thanks