dupa
Member-
Content Count
44 -
Joined
-
Last visited
-
Medals
Everything posted by dupa
-
settask when all vehicles are on the fob
dupa replied to michelstreet's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You need to change the trigger condition to something like this: (vehicle1 in thislist) and (vehicle2 in thislist) and ........ for as much vehicles as needed Also make sure the activation side of the trigger matches the side of your vehicles. Note that with such a trigger condition the trigger will not fire if one of the vehicles doesn't make it to the FOB for some reason. -
how to change polish language in ARMA2: OA
dupa replied to fido1979's topic in ARMA - MISSION EDITING & SCRIPTING
I believe you need a different CD key. I had a similar problem with my German copy of ArmA 2 (not OA) and I also tried overwriting pbo's etc. The only thing that DID help is when I used a friend's CD key (whose ArmA 2 was in English) - I exported the CD key from his registry and imported it into mine (without reinstalling the game) and BOOM it was in English. Another solution would be a language mod. -
Addon free flare script
dupa replied to dupa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The URL has been updated. By the way that other flare script looks better than mine (at least it's tested in MP). -
Hi all, this is my first post and release. As you must have guessed, this is a missile countermeasure script. Flares are dropped manually by pressing reload key. I have not had the chance to test it properly in MP, so any feedback regarding this issue would be highly appreciated. Usage instructions are in the zip file. Screenshot: http://88.198.21.167/atpic2/7003/31213/0/1607748/600.jpg Download: http://dapoh.ath.cx/arma2/Flare%20Script.zip I would be grateful if someone could host it on a proper mirror.
-
Addon free flare script
dupa replied to dupa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Uhhh... sorry for the (not so) slight delay, I'll get it up again ASAP (at work ATM). -
Hello all, I'm having locality problems with addEventHandler. I'm trying to make a missile warning script. _vec addEventHandler ["incomingmissile", {playSound "snd_missile"; player sidechat "Incoming missile!"}]; The wiki says that in ArmA 1 this type of EH is global, but no info for ArmA 2. I assume that it remained the same, from which I conclude that the EH should be triggered when the aircraft is fired upon, no matter on which machine it was added (someone please correct me if I'm wrong). To make things short: 1. Is this type of EH actually global, and if so, does it mean that I can add it from ANY of the connected machines? 2. Are there any problems with multiple EHs of the same type for the same vehicle? (I do have some of these) 3. When a vehicle is deleted using deleteVehicle, are the EHs destroyed automatically or should I manually remove them prior to deletion? Thanks in advance.
-
Help with creating an air assault mission
dupa replied to Fernsie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can try adding this in the chopper's init line: (driver this) setBehaviour "CARELESS"; If that doesn't help, (driver this) setBehaviour "CARELESS"; (driver this) disableAI "TARGET"; I'm not sure this will work, but it's worth a try. -
http://community.bistudio.com/wiki/leader
-
createVehicle from a client in MP
dupa replied to dupa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well I finally solved it.... The object that I was using as position reference for createVehicle was local to the server, so on the client the vehicle was spawned at [0,0,0], because getPos _obj returned null. publicVariable on that object solved the problem. MP locality can sometimes be a PITA. -
createVehicle from a client in MP
dupa posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a script that allows players to spawn vehicles by using an action menu (it's actually dialogs, but for the simplicity let's assume that it's an action menu). Since the action menu runs the spawn script locally, the createVehicle command is issued on the client. Now to the problem: In SP - all works well. When I host a game - all works well for me, but the client connecting to me is unable to spawn the vehicle - he clicks the action menu, but nothing seems to happen. The interesting thing is that any variables assigned to the vehicle that should have been spawned by using setVariable may be retrieved back with the correct values. I tried using publicVariable on the vehicle, but it did not change much. Can anyone tell me what is the correct way of doing this? Thanks. -
kick crewmen from group if they get out of vehicle?
dupa replied to arthur666's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your code seems to be correct. You should make sure that the variables "_unit" and "_base" contain the values they are supposed to contain. Add the following line above the join command and run the mission: player sidechat format ["unit:%1, base: %2", _unit, base]; "unit" should look something like: B 1-1-A:1 "base" should look something like: B 1-1-A -
kick crewmen from group if they get out of vehicle?
dupa replied to arthur666's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You may want to use event handlers. In the init line of the tank enter: this addEventHandler ["getout", {temp = _this execVM "getout.sqf"}]; getout.sqf: _vehicle = _this select 0; _unit = _this select 2; _unit joinSilent grpNull; _unit doMove [color="Red"]<enter position of friendly base here>[/color]; I did not test it in the game so it might not work as is. In either case, I hope it explains the general idea. -
createVehicle from a client in MP
dupa replied to dupa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the info, I will give it a try when I get home. Regarding public variable event handlers: A quote from the wiki: Has this been fixed? I never got to use addPublicVariableEventHandler. -
How to disable shift+click waypoint
dupa replied to dupa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The problem is that this script is hardcoded into the game and I can't insert this line into it. -
How to disable shift+click waypoint
dupa posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I want to disable the shift+click on map waypoints in my mission, any idea if it's possible? Thanks in advance. -
How to disable shift+click waypoint
dupa replied to dupa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for your replies. I would like a way of doing it regardless of server settings/game settings. I mean no matter on which computer the mission is loaded - no waypoint! -
Help with a couple of things
dupa replied to keimosabe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your explanation of the problem was not very clear to me, but I assume that you need to check whether the objectives were destroyed or not. For the OPFOR guy, it's pretty simple; Give a name to your guy, for example: opforguy. Then in the trigger condition line enter: !alive opforguy The trigger will activate when the opfor guy is dead, the statements in the "on activation" field will be executed. (!alive means "not alive"). For static objects, it's pretty similar, but first you need to retrieve the static object into a variable. You can use the nearestObject command. http://community.bistudio.com/wiki/nearestObject So, in order to fetch a static object into a variable, we must first find out it's ID. In the editor, switch on IDs (one of the buttons on the right) and find the ID of your static object. Then place a gamelogic near the static object (we only need it to refer to the approximate position of the static object, since the nearestObject command finds objects within 50m radius, make sure the distance between the logic and the static object is below 50m). Give the gamelogic a name - for example: GL. Then we need to run the following code: staticObj = (getpos GL) nearestObject IDfromEditor; Now the staticObj variable will refer to the static object. I'm not sure if the alive command works on static objects, so in the trigger condition line you might want to use: (getDammage staticObj) > 0.999 Hope this helps. -
Entering "special" buildings
dupa replied to vector_one's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That actually DID work for me... Errrr.... not sure about the barracks though -
Hi, I'm having a problem with 1.02. Until now I've used the German version. When the UK version came out, I removed the German version and installed the UK one - everything was fine. After patching to 1.02 the language changed back to German. I tried reinstalling + patching 2 more times, I searched the "Documents and Settings" directory for "arma 2" and removed everything it found (except user missions folder). I am using WinXP Pro. Any idea how i can make it patch in English? Thanks in advance.