Fenrir
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Scripting to Help Low-Vision Players?
Fenrir replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Umm...havnt done scripting myself for about a year now (only just about to get back in to it soon), but is it possible to just tell it to attachTo East? or whatever side you require? Like i said, havnt done scripting in over a year and even then i wasnt good at it :o But mayby that would work -
Repsawn on task complete
Fenrir replied to Fenrir's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Probably spectating the players until respawned as not to get bored :rolleyes: I'd need them to respawn at a certain location, i.e where the objective was. -
ArmA Scripting Language
Fenrir replied to Pennywise's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Id say BIScript :) either that or BallS, cause sometimes you can really balls it up if your not concentrating :p -
Repsawn on task complete
Fenrir replied to Fenrir's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Bah ah well :) I suppose, even though i might not get very far, it could be interesting to experiment anyway :rolleyes: I did just have an idea though, probably wont work though. When you define respawn time eg respawnDelay=20; Do you think there would be anyway of editing this part, to once something like tskwest1=successful or tskwest1done Or something along those lines ? :) And then in another script, just move the respawn_west marker to the new position once tskwest1=successful or tskwest1done etc. -
Clan specific script.
Fenrir replied to ablueman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There could be something along the lines of if (isServer) then { check XML = true if XML = "true" check Player UID = true if UID = "true" null=[] execVM "script" or something along those lines, in the init.sqf file. Not sure on the actual lines that would be used for eg. checking the XML ect, or even if you could check, but this 'seems' like the most reasonable way of going about it. But, as we all know, theres no reasonable in scripting :rolleyes: I mean, this SHOULD be possible, because the game already does it in some way for the clan xml files, adding logo's etc. Edit: thinking about it, would it not be possible to change Big Daddy's to detect the XML etc files inside the directory, and work from there ? This could be possible then if we can detect player UID's p.s. Hey Easy :D -
Hi all :) My clan used to be big fans of the gamemode RVSA in GRAW2. For those who dont know what it was, one side would have to protect 3 AA vehicles. The other side would have to destroy them. This side was limited to one life, and would only respawn once an AA vehicle was destroyed ( you see where this is going :p ) Im thinking this could be useful in a whole variety of long missions, such as kill officer, then ambush, then S&D etc, and also PVP game modes. While typing this, im keep thinking that this script should be incredibly easy to do, even for someone as bad at scriptin as me :p So far though, i've looked at a few scripts from the past that moves your body to a marker to respawn, but i couldnt figure out how to make it respawn once, and only once, the task is completed. Thanks.
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I suppose such a mod that effects how AI fire etc, would have to be included in the mission to work. Not sure about singleplayer missions though.
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Hey :) First of all, i did a search but couldnt find anything concrete. (mayby im just the worst searcher ever :p ) Second. How exactly do you add mods/addons to a Dedicated server. Plus, if ones added, do all players need the mod/addons as well? Third. If these mods/addons are only used by one mission, do we have to take them off after we go to another mission ?
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I 'think' theyre under Empty -> ship in the editor Either that or Empty -> static. Not sure though, i CBA to load up my editor at the moment :p
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A few questions (groups, buildings & UP script)
Fenrir posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hehe hi again. Hope your not too tired of seeing me yet :rolleyes: Ok i got a few more questions :) P.S, i have searched as much as i could, to no avail (i always get the domi, Chiper, Devestation etc threads appear instead ) 1. I do remember seeing a post about this a few weeks back, but like i said, i've searched like mad but could not find it again. Basically, i want to know if it's possible to set it so that, if the Group leader doesnt spawn, then none of the group will, for a bit of randomness :p Im guessing theres something to put in the init line, but i couldnt figure it out. 2. To spawn a group at a choice of 4 places, im using the group to marker trick, so they will spawn at one of the markers. However, i want an empty object, such as an ammo box or a car to go with them. Now, i couldnt group them (most prob due to them being an empty object), so is there another way of getting this to spawn with the group? 3. I would also like to know if its possible to getting someone to patrol on the walkways inside chernogorsk, or what the trick to it is. I managed to place a sniper on one (after a bit of moving him inch by inch in the editor :p ), however when i set him a waypoint, he'll just decided to try and walk off the edge instead, and will get stuck in the pipes. So, once again, im guessing theres some sort of commande to put in the waypoint? 4. While im asking these questions, a bit less relevant though. If anyone's using it as well, im using the Urban patrol script in my mission. Now, most of my squads behave normally and just patrol nice and slow around the town. However, the will always be a few squads that decided to run around, diving on the ground etc, even when there are no enemies within 3k of the place, and no shots etc have been fired. Im using the exact same line in each of the squad leaders init nul=[this,"Factory"] execVM "ups.sqf" so i dont have a clue what the problem may be. If anyone has experience with this script, perhaps you know whats causing it ? Thanks in advance, and hopefully you'll be seeing me less. Im "starting" to learn more about how this scripting/mission editing works. Even if i am slow :o -
Ah ok that helps :) Thanks ! :D
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Thanks that worked perfectly ! :D (i also managed to edit it a bit to put a minitripod in the front as well :p ). By using the fishing boat as well, it looks like a perfect insurgent boat :rolleyes: Now, second question.....how do you find the right numbers ? Trial and error,or is there a list somewhere i havnt been able to find ?
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Hey :) Well, the russian boats arnt very good :p 1 rubber dinghy. So for my map, i tried to attack a mg to one using mg1 attachto pbx1. It attaches alright, however the problem is that it sinks to the sea bed, yet still follows the boat :rolleyes: So is there anyway of making the mg stay on the boat? Or will i have to improvise and use RHIB's with Opfor drivers etc ?
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Will this work with a waypoint & trigger ? Im trying to get an officer to leave a hotel and drive to a house, but only at a certain time :p