-
Content Count
169 -
Joined
-
Last visited
-
Medals
Posts posted by lucilk
-
-
get an example mission and take a look, thats how i learned
-
press "ALT+E" when you are in the main game menu
-
it was like that before, it was in the support menu, i can release a version with Tomahawk in the Menu to, thx
-
well , you know i put like 600 AI -EAST Side and use the UPS script to patrol half of the map and on my side :D just me.... and my script and yes i can destroy all of them in 1 h ... or 2.
Its a script not even an addon, i am not that good, i did this beacuse i wanted to do it since arma 2 came out and i saw the editor, i havent played any arma version before so its kinda hard to do stuff.
The thing is that i want to to it better and simpler to use, but i need you guys to play it and tell me what you think, i started to like to share what i do, maibe that what a moder does....
Have fun! :coop:
:yay: -
-
i have an perfect realistic IED system that works exactly how you said, i will release it tomorow.
-
hold on fixing now guys , 2 seconds
---------- Post added at 08:08 PM ---------- Previous post was at 08:04 PM ----------
NOW its working give it a try and give me some feedback after, thats all i ask
-
:D ok so you are the second guy ho asked this, and yes ok i can make the heli spawn at the HQ and come to you :D 2 min and i will release the new version.
-
can someone help me with a simple script line that say "if you press left mouse button then do this command"
I know its something to do with "onButtonDown" but cant find any example right.
It should be something like this:
while {..........onButtonDown Comand ......} then {hint "the command works"};
-
yes you are right but... the vehicle pbhmv is not assigned to anyone that is a spawned empty, so he will eject anyone, player or AI. so yes both examples are good, depends... situation you know... thx man.
-
player action ["eject",pbhmv];
{_x action ["eject",pbhmv]} forEach units pbhmv;
this was the answer, i found out my self, thx anyway , hope it works well
-
i am working now on a full release for this script with lot of changes and bugs fixed, if u want to test out the old version you can find it here:
http://forums.bistudio.com/showthread.php?t=83029 - old version
in couple of days i am releasing a new version of the script with a lot more things.
-
can i get some help please.
-
:D no...
you see its a vehicle that has an action, ok and i want the units inside the vehicle to be ejected when they activate that action beacuse there will bea a base deployed and there are some objects attachet to the vehicle so if he deploys those buildings he can run away with the vehicle and buildings and all.
so i just tought maibe i could do something to eject everybody from the vehicle when that action is activated.
-
how can i remove all units form a vehicle trough a script command, not just a specific units, i want at the begining of a script the first thing to to is to eject any units inside a vehicle (players and AI)
-
can someone explain to me how the addaction works cuz i cant figure it out
i want to have an action for every player on a server so i have put this in init.sqf:
if !(isnull player) then { null = [] execvm "briefing.sqf"; if (playerSide == west) then { action1 = player addaction ["Support Menu", "lkscripts\menu\open.sqf", [], 1, false, false, "", ""]}; };ok... now i want them to have the action after they die so i have put this in briefing.sqf:
if ( isNil{player getVariable "mk_killedEHadded"} ) then { player addEventHandler ["killed", { [] spawn { waitUntil { alive player }; // waitUntil player has respawned execVM "briefing.sqf"; execVM "lkscripts\menu\dead_player.sqf"; }; }]; player setVariable ["mk_killedEHadded", true]; };dead_player.sqf gives back the action trough this:
waituntil {alive player}; sleep 1; action1 = player addaction ["Support Menu", "lkscripts\menu\open.sqf", [], 1, false, false, "", ""];ok it seems its working but... i cant test it, if i put 4 playable units and go in mp i have the action all is good but if i switch to another unit he doesnt have the action, and if i go close to the first unit the action pops out i acces it and then i have 2 of them, wtf?
how can i just make the action available in mp for all players, but not to show up twice when it goes close to another one?
=======================================================
ooo and i got something alse to
CONDITION PROBLEM
i have a condition in a script like this:
armordone = true;
infdone = true;
helidone = true;
lavhqdone = true;
mvhqdone = true;
paradone = true;
somdone = true;
thdone = true;
th1 = true;
th2 = true;
uavl=true;
ok and i have another script that checks if those condition are true:
if armordone then {action1 = player addaction ["Request Armor Division", "lkscripts\armor.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "Armor Division is not available"}; sleep 0.02; if infdone then {action2 = player addaction ["Request Infantry support", "lkscripts\inf.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "Infantry is not available"}; sleep 0.02; if helidone then {action3 = player addaction ["Request Helicopter CAS", "lkscripts\casheli.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "Helicopter CAS is not available"}; sleep 0.02; if lavhqdone then {action4 = player addaction ["Request LAV HQ", "lkscripts\lavhq.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "LAV HQ is not available"}; sleep 0.02; if mvhqdone then {action5 = player addaction ["Request MV-22 HQ", "lkscripts\lavhq2.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "MV 22 HQ is not available"}; sleep 0.02; if somdone then {action6 = player addaction ["Request SOM Support", "lkscripts\som.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "SOM is not available"}; sleep 0.02; if paradone then { action7 = player addaction ["Request Paratroopers", "lkscripts\paratrooper.sqf", [], 1, false, true, "", ""]} else {sleep 1; hint "Paratroopers is not available"}; sleep 0.02; if thdone then { action8 = player addaction ["Tomahawk Fire Mission", "lkscripts\menu\tomahawk.sqf", [], 1, true, true, "", ""]} else {}; sleep 0.02;ok, the question is are those conditions executed for all players, beacuse when for example i "Request Armor Division", that script spawns the armor and at the end its armordone = false, so if i open the menu again i should recive this : "Armor Division is not available", it works fine for me but is this for all clients?,
So if armordone = false for me is it going to be for all clients i mean if i request armor can anyone else request it to?
please help me out on this.
-
Dr_Eyeball, i dont know but this dialog was maibe the only thing i know i cant do it so thx again.
i modified the colors and and i will change the size, but still.... this is great anyway.
now the only thing left to find is a NUCLEAR Bomb, i read somewhere that there is allready one built for arma 1 maibe i can port it in arma 2.
-
ooooooh i am so excited , i am going to try this now
thx Dr_Eyeball!
---------- Post added at 04:17 PM ---------- Previous post was at 03:33 PM ----------
Dr_Eyeball this piece of script is great for what i need :D, thx man, thx a lot and just one more thing:
how can i modify the appereance of the window, meaning colour size i have no ideea what language is in dialog.hpp.
If u can that is.
Thx again.
---------- Post added at 04:19 PM ---------- Previous post was at 04:17 PM ----------
i want to make it smaler and blue :D, that will be great
---------- Post added at 04:35 PM ---------- Previous post was at 04:19 PM ----------
ok i found out how to modify the colors but i dont know how to modify the window size and text size
-
aha............
I have no ideea what you just said :|, but.... i saw something in a dialog
class BusStop {
icon = "\ca\ui\data\map_busstop_ca.paa";
color[] = {0, 0, 1, 1};
size = 10;
importance = 1 * 10 * 0.05;
coefMin = 0.25;
coefMax = 4;
i dont have any \ca\ui\data\ path in my CA addon so i think i might have something to
do with ARMA 1- ARMA 2 . i gues.... i am not good with dialogs and gui stuff, so.... i
realy need some help
-
ok i have made a lot of changes to the script, made it better and complex, i am going to update it soon, as for this problem thx for feedback and i will fix it.
Thx again i will release another version with a respawn menu and .. some other things
-
i need some help with a script please.
The script is a dialog from here and its like a respawn menu.
The dialog works fine but... it gives me a error when it starts
this is from my arma.rpt
Warning Message: No entry 'mpmissions\__cur_mp.utes\description.ext/SPWN_RespawnDialog/SPWN_RespawnList.ScrollBar'. Warning Message: No entry 'mpmissions\__cur_mp.utes\description.ext/SPWN_RespawnDialog/SPWN_RespawnList.autoScrollRewind'. Warning Message: '/' is not a value Warning Message: No entry 'mpmissions\__cur_mp.utes\description.ext/SPWN_RespawnDialog/SPWN_RespawnList.autoScrollDelay'. Warning Message: '/' is not a value Warning Message: No entry 'mpmissions\__cur_mp.utes\description.ext/SPWN_RespawnDialog/SPWN_RespawnList.autoScrollSpeed'. Warning Message: '/' is not a value Warning Message: No entry 'mpmissions\__cur_mp.utes\description.ext/SPWN_RespawnDialog/SPWN_RespawnList.maxHistoryDelay'. Warning Message: '/' is not a value Warning Message: No entry 'mpmissions\__cur_mp.utes\description.ext/SPWN_RespawnDialog/SPWN_RespawnMap.colorOutside'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'mpmissions\__cur_mp.utes\description.ext/SPWN_RespawnDialog/SPWN_RespawnMap.colorRailWay'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'mpmissions\__cur_mp.utes\description.ext/SPWN_RespawnDialog/SPWN_RespawnMap.maxSatelliteAlpha'. Warning Message: '/' is not a value Warning Message: No entry 'mpmissions\__cur_mp.utes\description.ext/SPWN_RespawnDialog/SPWN_RespawnMap.alphaFadeStartScale'. Warning Message: '/' is not a value Warning Message: No entry 'mpmissions\__cur_mp.utes\description.ext/SPWN_RespawnDialog/SPWN_RespawnMap.alphaFadeEndScale'. Warning Message: '/' is not a value Warning Message: No entry 'mpmissions\__cur_mp.utes\description.ext/SPWN_RespawnDialog/SPWN_RespawnMap.Task'. Warning Message: No entry '.icon'. Warning Message: '/' is not a value Warning Message: No entry '.color'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry '.size'. Warning Message: '/' is not a value Warning Message: No entry '.coefMin'. Warning Message: '/' is not a value Warning Message: No entry '.coefMax'. Warning Message: '/' is not a value Warning Message: No entry '.importance'. Warning Message: '/' is not a value Warning Message: No entry '.iconCreated'. Warning Message: '/' is not a value Warning Message: No entry '.iconCanceled'. Warning Message: '/' is not a value Warning Message: No entry '.iconDone'. Warning Message: '/' is not a value Warning Message: No entry '.iconFailed'. Warning Message: '/' is not a value Warning Message: No entry '.colorCreated'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry '.colorCanceled'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry '.colorDone'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry '.colorFailed'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'mpmissions\__cur_mp.utes\description.ext/SPWN_RespawnDialog/SPWN_RespawnMap.CustomMark'. Warning Message: No entry '.icon'. Warning Message: '/' is not a value Warning Message: No entry '.color'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry '.size'. Warning Message: '/' is not a value Warning Message: No entry '.coefMin'. Warning Message: '/' is not a value Warning Message: No entry '.coefMax'. Warning Message: '/' is not a value Warning Message: No entry '.importance'. Warning Message: '/' is not a value Warning Message: Variable 'spwn_display' does not support serialization and should not be stored in the mission namespace. Warning Message: Variable '_control' does not support serialization. Call 'disableSerialization' in the current script (maybe 'mpmissions\__cur_mp.utes\Dialogs\Respawn_Dialog.sqf') if you need to use it. Creating debriefing ErrorMessage: File C:\Users\Lucian\Documents\ArmA 2\missions\TEST-DIALOG.utes\Dialogs\Respawn_Dialog.hpp, line 0: .SPWN_Button: Undefined base class 'RscButton'
and here is a download link for the dialog
can anyone tell me how can i fix it, how can i fix the error, please
aaaa, i forgot to mention this is a arma 1 script
-
:D well .... it works? doesnt matter.. for me at least
Good luck!
-
i think he is a newbie, and he just wants something simple no fuss and scripts called and
variables, if he wants friendly units he can use mine if enemyes ... well that is what you
guys just gave him. i know beacuse every time i search the forums for something, some
guys make monologue and i or some of us can understand nothing... so you look for
something simple..
-
use this:
mine setTriggerStatements["this","null= [thislist select 0] execVM ""mine.sqf""", ""];
it will work you will see.

US Support
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
i have updated the script to 1.2.
check the Changelog
Keep providing suggestions.