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lucilk

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Posts posted by lucilk


  1. idt.jpg



    <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=umceR2AFx68&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=umceR2AFx68&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

    http://forums.bistudio.com/showthread.php?t=94702


  2. idt.jpg

    by lucilk

    v0.5



    <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=umceR2AFx68&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=umceR2AFx68&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

    Download script example mission

    US base

    Vehicles:

    -Light Vehicles

    -Armored Vehicles

    -Air Vehicles

    Defense:

    -2 fire teams patroling the base

    -3 defense positions (AA pod, TOW, MG nest)

    Features:

    -MP Compatible UAV

    -UAV predator equipped with Hellfire and Laser guided bombs

    -Deployable Light vehicles form Light factory

    -Deployable Air vehicles form Air factory

    -Artillery Support available from Hq building

    -Helicopter request available from HQ building

    -Tactical Airstrike available

    -Reinforcements request for Single player Maps

    -All US Ammo crates

    -Units Recruitment from Barracks

    Molatian base

    -3 Molatian Bases

    -static units for defense

    -1 patrol team

    -1 Patrol vehicle

    -vehicles and warfare buildings

    Afrene base

    -Units Recruitment from Barracks

    -1 patrol team

    -CDF vehicles in base

    -warfare buildings

    -Ammo crates

    Isla Duala Ambiance

    -markers for main bases

    -the civilian and vehicles modules pre placed

    -ambient modules for better light and landscape effects

    Installation:

    1. Copy the example mission folder in your Documents/Arma2/missions

    2. Open the example mission folder, then open init.sqf

    3. Copy the //===Isla Duala template lines to your mission init.sqf

    4. Copy the "dt" folder to your mission folder

    Required:

    Isla Duala addon

    Molatian Army addon

    Afrene Army addon

    ACE 2

    CBA

    Notes:

    *The script is executed at the begining of the mission and will be completed in aprox 10 sec

    *Edit your dt_init.sqf file located in "dt\var\" folder after you copied the files to your mission

    *You can change features in the dt_init.sqf file to suit your mission needs

    *The script will be tweaked for best FPS and no errors


  3. ""i am afraid withowt the map config for warfare mode is not posible, my version only works with BIS configs for towns, so if the map doesn't have the towns defined you can not use the warfare with your locations...

    The only custom map exept chernarus and utes that is posible what you want is Isla Duala, Icebreakr made those configs for the map that defines the cities, sorry man""

    so that other knows whats going on


  4. I would like to do a pre made template for Isla Duala

    v0.4

    [b][color="Blue"]A US base in Afrene Airport[/color][/b]
      -almost all vehicles available
      -most of the air assets
      -customised with ACE 2 vehicles or not
      -2-3 patrol teams and some static defense units
      -the training camp with all vehicles needed and practice targets
      -uav terminal for single player or multiplayer use, armed with maverick missiles
      -Real Artillery system implemented for single and multiplayer maps
      -US Army ambiance in the base with vehicles and air trafic
      -multiplayer compatible Helicopter extraction/insertion support
    
    [b][color="DarkOrange"]A Molatian base in Molatia region[/color][/b]
      -placed close to Molatia main Airport
      -static units for defenses
      -2-3 base patrols
      -some patrols on Molatian terittory
      -Border patrols
      -town militia in main cities
      -only official molatian army units used
    
    
    [b][color="Green"]A Afrene base in Afrene region[/color][/b]
      -official Afrene units used
      -1-2 patrols around the base
      -CDF vehicles for afrenian Army to use
    
    [b][color="Red"]Isla Duala Ambiance[/color][/b]
      -markers for capitals, bases and borders
      -the civilian and vehicles modules pre placed
      -customised civilian traffic
      -all civilians will be "black face"
      -ambient modules for better light and landscape effects
      -custom color corrections for island ambient

    Notes:

    *All this is executed by a single script in aprox 10 sec from mission beginging by a trigger or in the init.sqf*

    *The script will be tweaked for best FPS and no errors*

    *The script will have customized options for you to enable/disable*

    *Besides the 2 armies there will be no addon required*

    *Singleplayer and Multiplayer compatible*

    *Vanilla Version and Ace 2 Version separate*

    Now tell me what you think?

    Is this project worth it?

    What should i add?


  5. deadfast do you mean you can refer to the caller of the script inside a script with "this", like:

    this domove p1;

    ho is "this"? does he know that this is the unit that calls the script?

    sorry if said something wrong i just dint know you can do that

    ______________________________________________________________

    Originally Posted by galzohar

    ...however remember that "this" is not defined in the spawned code...

    Ah, yes, thanks for reminding me, rewriting the code.

    :| i missed this


  6. ok i got another one, i want to add a action to the player inside a trigger

    so:

    //this "i" i will need it later
    i=1;
    
    //now the trigger
    _brig = createTrigger ["EmptyDetector", getpos _civvehicle]; 
    _btrig setTriggerArea [100, 100, 0, false];
    _btrig setTriggerActivation ["WEST", "present", false];
    

    //now the part with the problem

    [b][php]_btrig setTriggerStatements ["this", "pac1 = player addAction [""Stop Vehicle """"format [""""%1"""",i]"""" for inspection"", ""civc\stop.sqf"",[], 0, true, true, """", """"]; i=i+1", ""];[/php]

    [/b]

    the ideea was that Stop Vehicle for inspection should be:

    Stop Vehicle [b][color=Red]1[/color][/b] for inspection

    Stop vehicle [b][color=red]2[/color][/b] for inspection

    Stop Vehicle [b][color=red]3[/color][/b] for inspection

    .....etc

    any ideeas

    Thanks


  7. :D thanks, yes it worked, for thos ho are want to know more, the thing is when you got more objects with 2 or more actions you cant name them localy so name them globaly like ac1,ac2 and then in another script extract the actions from the object and make them localy like:

    _ac1 = ac1

    _ac2 = ac2

    _object removeaction _ac1;

    _object removeaction _ac2;

    this way you wont interefere with others thats executing the script at the same time and you wont remove their actions

    Ghost thanks


  8. i have a vehicle:

    _civvehicle

    and i have 2 actions assigned on him:

    _ac1 = _civvehicle addAction ["Continue to your destination", [], 0, true, true, "", ""];
    _ac2 = _civvehicle addAction ["Get out for Inspection", ",[], 1, true, true, "", ""];

    now in another script i want to remove bothe actions, i tried this:

    _id = _this select 2;
    _idp = id + 1;
    _civvehicle removeAction _id;
    _civvehicle removeAction _idp;

    and this :

    //after i renamed the actions above to public variables withouth the _
    _civvehicle removeAction ac1;
    _civvehicle removeAction ac2;

    now how do you actualy remove multiple actions from an object when there is more than one objects executing this script, meaning this script is executed by 2 or more objects at the same time.

    Thanks


  9. so i have a group of 3 civilians.

    //i will extract the leader....
    _civ = _this select 0;
    
    //i found the group
    _civgroup = group _civ;
    
    
    //and the vehicle he is in
    _civvehicle = vehicle _civ;

    ok, they are out of the vehicle and waiting, all i need is to get them back inside in this order:

    leader on driver seat, and all other group members in cargo seats.

    so i say this:

    _civ assignAsdriver _civvehicle;
    
    _cargounits = ((units _civgroup) - (leader _civgroup));
    
    {_x assignAsCargo _civvehicle} forEach _cargounits;
    
    {[_x] orderGetIn true} forEach _cargounits;

    the problem is that i cant get the units exept leader from _cargounits.

    Any ideas?

    Thanks


  10. i know what you mean... :D, well the entire script pack was designed to be just for 1 player.... the commander, beacuse of noobs in MP and messing up all that is fun so changing it to be executed on all clients, you need to change all reference from "lkcom" to player and everyone must have eventhandlers of their own and also all variables needs to be checked, i dont think it will be easy, but possible?... yes

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