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Posts posted by lucilk
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<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 -

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
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""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
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File molatian__army\MolGroups.hpp, line 67: '/CfgGroups/East/MOL_army/Infantry/inf_squad.name': Missing ';' at the end of line
in my RPT
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Damn that server you used is fast... i got like 2.5 Mb/s speed o.O
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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?
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yep, thats how i do it...
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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
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ohh that is simple, do this:
removeallweapons this ===== in unit init
set your headbob and start fraps :D
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well you can do this:
unit sidechat "Delta 2, this is Foxtrot 3 ETA to Airfield in 3 minutes, i repeat 3 minutes. Over";
put this in a trigger, change the "unit" with your unit name and you will see him saying... what you want him to say
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and... if you do what xpaveway said wich is correct in the script you need to do it like this: Team1a = group @unit name in editor@; nul=[Team1a,"Zone1", "move", "delete:",600] spawn PatrolScript;
scripts dont like :D "this" you need to tell them what "this" is
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i think you need to build a script, in the init of a unit you wont do much, make a script that gives the loadout to the unit after everything is initialized. it should work.
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meatball if you want help you need to give us an example mission, i built something similiar but with an extra feauture for the choper to look for even and clear ground and then land , so if you need help put down a example mission
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try this for camera man http://www.armaholic.com/page.php?id=6353 and for the animation try to find the ammo classnames for a small arm and i could help you out setting them up where you need them
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its not that is necessary, is that i know it can be done and i might need it later, this is how i learned to do everything, just trying to do stuff and eventualy remember something form another script and use it for my needs, i was just curios how its made, beacuse i learn a script command every day and now i bumped in to "format" command and i dont know how to use it
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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
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: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
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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
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it worked ... awsome, thanks king
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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
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i dont think you want my script pack to be available to all co-op players as is intendet to be for 1 single man, the commander or a single player mission, i dont think you want everyone to drop nuclear bombs all over the map, and belive me that is not funny, if you want something for co-op players you can try Alpha commander script in my signature.
Good luck
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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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yes there is a way, Dr Eyball helped and gave me a simple to use dialog that let you chose from multiple respawn points, i will post it here tomorrow
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not a good ideea, as it will be used in calling some chopers for support and they need to land, i am sure there is a way just dont know what it is

Isla Duala template
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
:D, its not just a template, its a full script pack with a lot of new features, some new, some allready knowed, its light and practic