Horrace
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Unit can't fire after addWeapon?
Horrace replied to Horrace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry I did ask this in another post but it's lost in a sea of topics now :( In my DM mission I have only added units set as playable ( which I believe is the correct way? ) When the mission starts the player isn't given any weapons for some reason, however, any AI that are playing do seem to be given the weapons from the script. As a test I just replaced _unit with player in the script and now the player will be given the weapons but the AI not... This one is driving me mad. -
addWeapon not working for player in DM
Horrace posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I've got a DM mission setup and I have 6 units set as playable. This code is set to run from the init line of each unit. _unit = _this select 0; removeAllWeapons _unit; switch (floor random 4) do { case 0: { _unit addMagazine "30Rnd_762x39_AK47"; _unit addMagazine "30Rnd_762x39_AK47"; _unit addMagazine "30Rnd_762x39_AK47"; _unit addWeapon "AK_47_M"; _unit selectWeapon "AK_47_M"; }; case 1: { _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addWeapon "M4A1"; _unit selectWeapon "M4A1"; }; case 2: { _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addWeapon "M16A4"; _unit selectWeapon "M16A4"; }; case 3: { _unit addMagazine "30Rnd_545x39_AK"; _unit addMagazine "30Rnd_545x39_AK"; _unit addMagazine "30Rnd_545x39_AK"; _unit addWeapon "AK_74"; _unit selectWeapon "AK_74"; }; }; For some reason it only gives the weapons to the AI but not the player. Can you help? Regards, -
Unit can't fire after addWeapon?
Horrace replied to Horrace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Big Dawg. The round thing was kind of obivious :j: :) ---------- Post added at 09:24 PM ---------- Previous post was at 09:23 PM ---------- Ah one more thing. Am I right to check that only the server will be giving out weapons? -
waitUntil strange behavior?
Horrace replied to Horrace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK thanks. I was thinking it worked a bit like C/C++ pointers where you pass addresses around. eg. _unit = address of soldier1 ( _unit now pointing to address of soldier1 ) But obviously not :) Thanks again, -
waitUntil strange behavior?
Horrace replied to Horrace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If I was to name a unit in the editor 'soldier1' then pass 'this' to the script nul = [this] exec "respawn.sqf" Then in the script - _unit = _this select 0; If I do hint format["%1",_unit]; output : soldier1 That brings exactly the same output as hint format["%1",vehicleVarName _unit]; output : soldier1 Am I missing something? Kind of confusing... The code you posted works by the way so thank you for that. I just want to understand this a bit more. Regards, -
Hi, Can anyone suggest a good company who will host an Arma 2 server? What servers are the big Arma 2 clans using? Many thanks.
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Ok this happened to me aswell. What you need to do is press . (on keypad) this will change to an over head command mode. Press - (on keypad) to zoom your view out. Now select the solider who is getting his face cut off and order him to move away from the chopper (by clicking on the ground) then keep ordering him to move quite wide right around the chopper until he's at the side. Then order him to get in. Once all your team are in then board yourself. Now open the map (M) press space select communication / support / transport / transport(active) now click where you want to fly to on the map. Done.
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bullet time at boss dead
Horrace replied to oldpz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Almost sounds like FADE has crept into your editor (joking) ;) -
bullet time at boss dead
Horrace replied to oldpz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anychance you can post screen shot of each trigger box and your map screen? I don't have access to the game at this moment. You can definatley associate more than one trigger to an object. The second trigger in which you are setting time back to normal it's the value 5 in the Min, Med and Max fields that creates the 5 second delay. I know it may seem obvious but you sure you're typing only setAccTime 0.05 in one trigger and setAccTime 1.0 in the other? Also make sure you aren't linking the triggers to anything with group or syncronize. -
bullet time at boss dead
Horrace replied to oldpz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok that's strange, Let's start from scratch. You should have 2 triggers and a unit that you have named boss1. First trigger setup : activation = none Once should be selected Condition should read !(alive boss1) On activatoin should read setAccTime 0.05 Second trigger setup : activation = none Once should be selected Countdown should be selected Type 5 into Min, Med and Max fields Condition should read !(alive boss1) On activatoin should read setAccTime 1.0 Be careful with the decimals :) -
bullet time at boss dead
Horrace replied to oldpz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could have another trigger that detects when the boss is dead and have that activate after 5 seconds ( put 5 in Min, Med and Max box ) Put setAccTime 1; in the on activate field. -
Walker, I am aware of PrtScn key and it's use. However this does not work in Arma2. Regards
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Thanks mate.