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lucilk

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Posts posted by lucilk


  1. I need some help with some script lines, i need this particle to spawn at 600 m height (altitudine), here is the particle:

    _top = "#particlesource" createVehicleLocal [ getPosASL nukepos select 0, getPosASL nukepos select 1, (getPosASL nukepos select 2) + 600];
    _top setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 13, [0, 0, 600],
    			[0, 0, 90], 0, 1.7, 1, 0, [90,95,100], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", nukepos];
    _top setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360];
    _top setDropInterval 0.002;
    _top setParticleCircle [50, [-30, -30, 10]];
    

    Thanks


  2. i know what you mean.., i bumbed in to this just today, the thing is you have done everything corectly, but 1 thing... i gues you are the group leader that needs to embark the choper so... once the choper is there get close to the waypoint and give the getin order and then the choper will land, if you want him to go to extraction, land and wait for you with the engine on is more tricky, it needs a script or a bunch of waypoints and commands...

    the choper will never land unless you give the getin order.


  3. arma2.RPT:

    Error in expression <logic getvariable "BIS_COIN_items";
    if (isnil _items) then {_items = []};
    _logic>
     Error position: <isnil _items) then {_items = []};
    _logic>
     Error isnil: Type Array, expected String,code
    File ca\modules\coin\data\scripts\coin.sqf, line 63
    
    Error in expression < getvariable "BIS_COIN_categories";
    if (isnil _categories) then {_categories = [>
     Error position: <isnil _categories) then {_categories = [>
     Error isnil: Type Array, expected String,code
    File ca\modules\coin\data\scripts\coin.sqf, line 57
    
    Error in expression <logic getvariable "BIS_COIN_funds";
    if (isnil _funds) then {_funds = ["0"]}
    else>
     Error position: <isnil _funds) then {_funds = ["0"]}
    else>
     Error isnil: Type Array, expected String,code
    File ca\modules\coin\data\scripts\coin.sqf, line 69

    And this is not all, its not the fact that coin module not getting variables from my script, =)) try out the beta Boot camp mission "08 Construction" and notice that is not working as well, when are they going to fix this beacuse its like this for about 5 betas.


  4. i am sorry guys i got 3 projects now, the nuke is last, i still need to figure out the things you just said, i know how a nuke looks like belive me i watched a lot of movies, but... you got to understand that arma 2 doesn`t have the resources for this kind of weapon , the nuke is built from particles effect meaning fire and smoke from blown up vehicles, its hard to make realistic, i tried... o belive i tried, i just said that i dont recive nothing from making this, yes Gigans Scud is not mine the blast is modified and i made some changes to damage and radiation zone, if you guys can help out unpbo the addon and give it a try, no one is gonna be mad.


  5. :| ... did any of you opened the pbo, and have a look inside, i deleted like 25 files so it should be clean now, you can make what ever you want with the nuke, the 80 kt is inside called nuke.sqf, if you know particles you know how to do it.

    just extract that from the pbo..., cancel the damage and play around.

    Launching the nuke from the ground .... i think it might need 5 files to do that, 3 allready inside the addon and 2 more for the action.

    The thing is that the actual missile is not solid, you can go trough it, remember that..

    I need to update it, i found some bugs..


  6. i almost finished the nuclear bomb and now works with the scud and the hangar, you get 2 types the 15k nuke and 80 kt nuke but i got a problem can anyone fix this code i keep getting errors about variables are not defined maibe do it sqf pls.

    _car = _this select 0

    _add = 0

    _add2 = 0

    _add3 = 0

    _add4 = 0

    _add5s = 0

    _add6s = 0

    _add7s = 0

    #loop

    _hanger = nearestObject[_car, "GIG_Hanger1"]

    _scud_driver = driver _car

    _player_group = group player

    _scud_driver_group = group _scud_driver

    _player_group_leader = leader (group player)

    _leadedwarhead = _car getVariable "LoadedWarhead"

    _animphase_trig2 = _car animationphase "Trigger2"

    _animphase_locked = _car animationphase "Locked"

    _animphase_trig1 = _car animationphase "trigger1"

    _animphase_stand = _car animationphase "StandMissile"

    _hang_dis_s = _hanger distance _car

    _scud_spd = abs speed _car

    ?!(isPlayer _scud_driver) and (_scud_driver_group == _player_group) and (_scud_driver != player) and (_player_group_leader == player) and (alive (_scud_driver)) and _add == 0 and _animphase_trig2 == 0 and _animphase_locked == 0 and _animphase_stand == 0 and GIGTgtSet == 0 and (_hang_dis_s > 19) : _action = player addAction [ format["Call Launch Operation (%1)", _scud_driver], "\GIG_Scud\operation.sqs", _car ]; _add = 1; _add4 = 0

    ?(isPlayer _scud_driver) or (_scud_driver_group != _player_group) or (_scud_driver == player) or (_player_group_leader != player) or !(alive (_scud_driver)) or _animphase_trig2 == 1 or _animphase_locked == 1 or GIGTgtSet == 1 or (_car getvariable "LaunchPadState" == "Unerecting") or (_hang_dis_s < 19) : player removeAction _action ; _add = 0

    ?!(isPlayer _scud_driver) and (_scud_driver_group == _player_group) and (_scud_driver != player) and (_player_group_leader == player) and (alive (_scud_driver)) and _add2 == 0 and _animphase_trig2 == 0 and _animphase_locked == 0 and _animphase_trig1 == 1 and _animphase_stand == 1 and _car animationphase "StandFrame" == 0 : _actionlaunch = player addAction [ format["Call Launch (%1)", _scud_driver], "\GIG_Scud\calllaunch.sqs", _car ]; _add2 = 1

    ?(isPlayer _scud_driver) or (_scud_driver_group != _player_group) or (_scud_driver == player) or (_player_group_leader != player) or !(alive (_scud_driver)) or _animphase_trig2 == 1 or _animphase_locked == 1 or _animphase_trig1 == 0 : player removeAction _actionlaunch ; _add2 = 0

    ?!(isPlayer _scud_driver) and (_scud_driver_group == _player_group) and (_scud_driver != player) and (_player_group_leader == player) and (alive (_scud_driver)) and _add3 == 0 and _animphase_trig2 == 0 and _animphase_locked == 0 and _animphase_trig1 == 1 : _actionreset = player addAction [ format["Call Reset Target (%1)", _scud_driver], "\GIG_Scud\callreset.sqs", _car ]; _add3 = 1

    ?(isPlayer _scud_driver) or (_scud_driver_group != _player_group) or (_scud_driver == player) or (_player_group_leader != player) or !(alive (_scud_driver)) or _animphase_trig2 == 1 or _animphase_locked == 1 or _animphase_trig1 == 0 or GIGTgtSet == 1 : player removeAction _actionreset ; _add3 = 0

    ?!(isPlayer _scud_driver) and (_scud_driver_group == _player_group) and (_scud_driver != player) and (_player_group_leader == player) and (alive (_scud_driver)) and _add4 == 0 and _animphase_trig2 == 0 and _animphase_locked == 0 and _animphase_stand == 1 and _car animationphase "StandFrame" == 0 : _actioncancel = player addAction [ format["Call Cancel Launch Operation (%1)", _scud_driver], "\GIG_Scud\callcancel.sqs", _car ]; _add4 = 1 ; _add = 0

    ?(isPlayer _scud_driver) or (_scud_driver_group != _player_group) or (_scud_driver == player) or (_player_group_leader != player) or !(alive (_scud_driver)) or _animphase_trig2 == 1 or _animphase_locked == 1 : player removeAction _actioncancel ; _add4 = 0

    ?(_add5s == 0 and !(isPlayer _scud_driver) and (_scud_driver_group == _player_group) and (_scud_driver != player) and (_player_group_leader == player) and (alive (_scud_driver)) and (_leadedwarhead != "15kt") and (_hang_dis_s < 16) and (_scud_spd < 1) ) :_action_s = player addAction [ format["Call Rearm 15KT Missile (%1)", _scud_driver], "\GIG_Scud\callload15kt.sqs", _car ]; _add5s = 1

    ?(_add5s == 1 and (isPlayer _scud_driver) or (_scud_driver_group != _player_group) or (_scud_driver == player) or (_player_group_leader != player) or !(alive (_scud_driver)) or (_leadedwarhead == "15kt") or (_hang_dis_s > 16) or (_scud_spd > 1) ) : player removeAction _action_s; _add5s = 0

    ?(_add6s == 0 and !(isPlayer _scud_driver) and (_scud_driver_group == _player_group) and (_scud_driver != player) and (_player_group_leader == player) and (alive (_scud_driver)) and (_leadedwarhead != "80kt") and (_hang_dis_s < 16) and (_scud_spd < 1) ) :_action2_s = player addAction [ format["Call Rearm 80KT Missile (%1)", _scud_driver], "\GIG_Scud\callload80kt.sqs", _car ]; _add6s = 1

    ?(_add6s == 1 and (isPlayer _scud_driver) or (_scud_driver_group != _player_group) or (_scud_driver == player) or (_player_group_leader != player) or !(alive (_scud_driver)) or (_leadedwarhead == "80kt") or (_hang_dis_s > 16) or (_scud_spd > 1) ) : player removeAction _action2_s; _add6s = 0

    ?(_add7s == 0 and !(isPlayer _scud_driver) and (_scud_driver_group == _player_group) and (_scud_driver != player) and (_player_group_leader == player) and (alive (_scud_driver)) and (_leadedwarhead != "None") and (_hang_dis_s < 16) and (_scud_spd < 1) ) :_action3_s = player addAction [ format["Call Unload Missile (%1)", _scud_driver], "\GIG_Scud\callunload.sqs", _car ]; _add7s = 1

    ?(_add7s == 1 and (isPlayer _scud_driver) or (_scud_driver_group != _player_group) or (_scud_driver == player) or (_player_group_leader != player) or !(alive (_scud_driver)) or (_leadedwarhead == "None") or (_hang_dis_s > 16) or (_scud_spd > 1) ) : player removeAction _action3_s; _add7s = 0

    ~0.5

    goto "loop"

    exit

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