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Posts posted by lucilk
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Grey Wolf take a look at the Alpha Commander script in my signature... see if you like this or if you can make it better.
i think you might like it
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realy?... ok well then its an issue... i will fix that
i did not noticed, thanks
---------- Post added at 07:35 AM ---------- Previous post was at 07:34 AM ----------
are you a good scripter? i need some help on a project. . . The Tsar Bomb , biggest nuclear bomb in Arma
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yep exactly... i did manage to fire it but you need to change some parameters...
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well.. no it will not be easy... but yes it can be done, first you need patience then .... all the other things..
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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
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sounds realy cool, i wanted to start doing something similar, but if u managed all you just said its very good, can wait to test it... release date?
oh... and sugestions... no its all ok, perfect for what it supposed to do, just make sure its bug free and it will be perfect
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try disableai "move" and setcaptive true, or a loop for the animation.. like while {true} do {...animation...;sleep 1};
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oh ... you could use this http://forums.bistudio.com/showthread.php?t=93779 and just remove the setfuel 0 part so he keeps the engine on..
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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.
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yes i did bumb in to this, just wait until tonight i will release a new version of customized warfare in your mission.
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can anyone tell me why the AI kill me when i start with this addon, i am on the same side as them, why do they shot me? and also if i dont place any module in the editor the script still fires alone and as a us i can see all russian units on the map with reinforcements tag and dricetion marker, why is that happening i did not use the modules
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i might need this after you finish this :D
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:D nothing is imposible in arma 2, at least not from what i encountered, listen take this example, research it and you will figure out what and how to do it, basically you need a warfare a simple warfare to make ai build bases.
here is the example http://forums.bistudio.com/showthread.php?t=91022
good luck
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guys use mando heliroute, that worked for me
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nice job ruebe, i can see that you said it all there, and you are right they should fix it or give us ref. how to use it in the new state. cheers man
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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 69And 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.
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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.
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:| ... 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..
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i think a new update is coming, need to change some parameters to make it MP compatible... and some tweaks... anything alse?
Did u guys try out droping the 80 KT bomb on Chernogorsk... :| did your computer explode, i hope the nuke dont kill your computers...
Please post any wishes for this addon
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yes i do have an ideea use this:
==vehicle you dont want to bounce around== enablesimulation false;
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version 0.9 with scud now available use mod folder check the movie from front page and give feedback, thanks, oh.... and have fun..
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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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Drew i am testing out your Scud now and i will combine them to make the nuclear bomb, it will be updated with the scud, probably the final release

lhow to look for flat and clear ground
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
is there any script that checks if the ground of a location or marker is flat and there is no objects, i need this for a script where i have to make a helicopter force land but i need to postion him on a flat ground, but i dont know how to make the script look for a flat and clear area