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Everything posted by mikie boy
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[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ah right - sorry havent had a chance to test it - in that case try changing CAManBase to man; what units are you using this with? also make sure you have kept the fock_ied folder in the main mission folder - same one as the init.sqf. other wise it cant find it in the initiation script. have you got -showscripterrors turned on? (if you dont know you add it to the short cut of the arma 2 icon) -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
been busy this week - if i get a chance i will add it myself and see if it works. you could try seeing if (isserver) line can be removed when they are placed. do the ieds show up in the game? or is it they are there but do not detect you? -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make sure u have functions module down. do u have any mods running? -
Is there a script for a backpack dispenser
mikie boy replied to snniper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Heres the Backpack script and dialog from [FOCK]ers Most Wanted [FOCK]Backpacks - https://dl.dropbox.com/u/17725328/Focker_Scripts/%5BFOCK%5DBackpacks.rar -
Deploy Rally Point (problem)
mikie boy replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
at a quick glance you could try removing the if (isServer) from the init and replace with if (isnil "rallyMoved") then { rallyMoved = false; }; -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what i use to create a unit - you can unhighlight this line in the fock_iedfactory.sqf (ied scripts)- so you can use the suicide bombers in that. in any case - i create a unit with the following _grp = createGroup Civilian; _unit = _grp createUnit ["TK_INS_Soldier_AA_EP1", getposATL [color="#FF0000"]WHATEVER[/color], [], 25, "NONE"]; removeallweapons _unit; _unit setBehaviour "CARELESS"; [_unit] execVM "Fock_SBomb\Fock_suicideASAP.sqf"; _grp allowFleeing 0; then add this line and thats it - [_unit] execVM "Fock_SBomb\Fock_suicideASAP.sqf"; dude will stand around scanning - once it find the US soldier (you can change this like you can change it for the ieds) he will walk towards the solider - when hes a certain distance away he will the run towards the soldier or car or truck, scream some crap and then explode. he will continue to chase you in whatever direction. you can run away and if you get away far enough he will disengage and hopefully start scanning again. If you time it right you can shoot him before he triggers the bomb - if you kill him then you should find an ied. TADA - lol. Any probs - let me know oh - installation of description file - copy the one line to your description folder and if you already have a sound folder just copy the lines from the config over :) download - https://dl.dropbox.com/u/17725328/Focker_Scripts/Fock_SBomb.rar -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have [FOCK]ers Suicide Bombers here as well if you want it :) -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No real issues its just because it cannot find enough places to put the ieds - perhaps reduce the amount from 100 to 75 - and see if it goes away - 100 was designed fro takistan and chenarus. that 1 out of 5 errors is 1 out of 5 ieds not being placed most likely :) so no big issue Let me know - glad you r enjoying -
Mission does not load in multiplayer
mikie boy replied to pigmoose's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you have two mission folders in there! one is a sqf and one is a sqm - perhaps rename the sqf one? -
Dialog Creation Layout Tools?
mikie boy replied to firefly2442's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nice one Blakeace - that will be very handy - cheers -
Dialog Creation Layout Tools?
mikie boy replied to firefly2442's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I used to use Morten's ArmA Dialog Designer - handy little tool once you work out how to use it http://www.armaholic.com/page.php?id=6094&highlight=DIALOG it works for arma 2 as well :) -
Custom scripts not working for players other than me.
mikie boy replied to Heigou's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
its a locality issue - make sure you are using the addWeaponCargoglobal - may have to make the create locally for each player -
Weapon Class Restrictions for Soldiers - Help
mikie boy replied to Scar.Arg's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you need to create the crate locally for each player - i assume you are making this for multiplayer? place a marker in game called ammobox - then when init kicks in have a script that creates a crate locally - createVehicleLocal - for each player - this should solve your problem :) if you cant get it working - pm me or do a seach on ranked ammo boxes -
[FOCK]ers IED
mikie boy replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry for delay in reply - work duties and all. Fleepee - yeah spot on, i should have mentioned that - the IED are set in Most wanted as West only devices - that line would do the trick if any body is using independent. ht-57 - they are on a time delay - within a certain amount of time they will go off - so if you drive past them they may go off at close rang or when you have driven past, and then the vehicle behind gets it. They were designed so that you had time to disarm them if you saw them from a distance - i did not add any other means of removal i.e shooting or blowing up remotely due to the IED factory script. If however you are saying they do not work at all, then something is missing. I did check the mission a day before 1.62 came out - but cant imagine that changed anything. PM me anytime of you are having probs. If anyone is actually using this and finds it useful, am happy to upgrade it to include whatever people require from it - Got time to kill :) -
Post Apocalypse Fallout Campaign WIP
mikie boy replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
SOunds like you got your work cut out for you then - good luck with it all -
Post Apocalypse Fallout Campaign WIP
mikie boy replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the script takes a while to complete - due to it having to scan a load of stuff (academic answer) in any case - just so you know something is spawing - create a truck or anything to make sure that its there. then use the below to teleport to that location - suggest using a marker to be created at each location so you know where to tele init of player this addaction ["teleport","teleport.sqf"]; teleport.sqf onMapSingleClick { { _x setPosATL _pos } forEach units group player }; as for the smoke you could use "ARTY_SmokeShellWhite" check the post above slight edit - oversight! -
Post Apocalypse Fallout Campaign WIP
mikie boy replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
just add it to the bottom of the other code - sorry my bad - only if you want it to be closer to buildings -
Script check dead bodies then crows flying over it
mikie boy replied to odyseus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This has not been tested - make sure you have function module on map init of each person you want the crows to be added to this addEventHandler["Killed", {[(_this select 0)] execVM "crows.sqf"; }]; crows.sqf waituntil { !isNil "BIS_fnc_init" }; _deaddude = _this select 0; bis_crows = [_deaddude,20,8,20] call bis_fnc_crows; -
Empty array comparison
mikie boy replied to anessen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you could possibly try counting the array? -
Post Apocalypse Fallout Campaign WIP
mikie boy replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
grabbed this from Rydygier - add a gamelogic called centre - bang it in the centre of map change the smoke shell to something big so you can see it and it doesn't disappear after releasing smoke _gamelogic = centre; [color="#FF0000"]_towns = nearestLocations [getPosATL _gamelogic, ["NameVillage","NameCity","NameCityCapital"], 25000]; for "_i" from 0 to 10 do {[/color] _RandomTownPosition = position (_towns select (floor (random (count _towns)))); _posX = (_RandomTownPosition select 0) + (random 200) - (random 200); _posY = (_RandomTownPosition select 1) + (random 200) - (random 200); _MoreRandomTownPosition = [_posX,_posY,0]; _loc = [((_MoreRandomTownPosition) select 0) + _dx, ((_MoreRandomTownPosition) select 1) + _dy, 0]; _ContaArea = "SmokeShellGreen" createVehicle (_loc); }; //bit added [FOCK] MIKIE J - as towns are where the names are not necessarily the buildings _list = (getpos _ContaArea) nearObjects ["House",200]; _random = floor (random(count _list)); _nearest = _list select _random; _ContaArea setPos (getpos _nearest); -
Post Apocalypse Fallout Campaign WIP
mikie boy replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try without getpos . Use _loc on its own -
Post Apocalypse Fallout Campaign WIP
mikie boy replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this will create a simple way of placing random smokeshells around the map using one marker placed in the center of your map called "center". Quick and easy way - no markers - but can be added for "_i" from 0 to 10 do { _distances = [100,250,500,750,1200,1500,2000,2500] call BIS_fnc_selectRandom; _ang = random 360; _dis = _distances; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _loc = [((getmarkerpos "Center") select 0) + _dx, ((getmarkerpos "Center") select 1) + _dy, 0]; _ContaArea = "SmokeShellGreen" createVehicle (getPos _loc); }; as for your array - if you have all the contents of the array placed - try this - another quick way of doing it. { private ["_ContArea_array", "_x"]; _ContArea_array = [ContArea1, ContArea1_1, ContArea1_3, ContArea1_4, ContArea1_5, ContArea1_6, ContArea1_7, ContArea1_8, ContArea1_9, ContArea1_10, ContArea1_11, ContArea1_12, ContArea1_13, ContArea1_14, ContArea1_15, ContArea1_16, ContArea1_17, ContArea1_18, ContArea1_19, ContArea1_20]; if (isServer) then { { _ContaArea = "SmokeShellGreen" createVehicle (getPos _x); _ContaArea setPos [(getPos _ContaArea select 0)-10*sin(0), (getPos _x select 1)-10*cos(0), 3]; sleep 15; } foreach _ContArea_array; }; }; null = [Player,100,20,10,3,6,-0.3,0.1,0.5,1,1,1,11,10,12,true,2] execFSM "Fog.fsm"; -
how can i make a fighter aircraft fire its canon at a specific ground position ??
mikie boy replied to dimdic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Pelham created a script with fake firing - basically the plane flew over and then the cannons would fire (well the sound would play) but it was just create the damage on the target using "B_30mmA10_AP" - utilising shk_pos. works well :) -
Display scripted UI only using .sqf ?
mikie boy replied to chuiby's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
in simple form - i take it to mean that you can use part of the main code to create other guis - one main description file for example - then several .hpp files for different guis which use the lines from the description files. its how i create mine :) -
Scripts not working on dedicated server
mikie boy replied to ZenWarrior's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
its all to do with locality and how the items are created or where. to make it easy for you... best to use handledamage EVH for invulnerability - thread on forums and to save you time use MultiPlayerFramework with add actions to allow them to be seen by everyone