jw custom
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Everything posted by jw custom
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I wish to learn editing by reverse engineering. How does one get the part of a file
jw custom replied to Rex Ursus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So you wanna open other peoples missions up in the editor. Well use the link i provided and download unPbo. Now unPbo the mission you wanna look at and open it in the editor! -
I wish to learn editing by reverse engineering. How does one get the part of a file
jw custom replied to Rex Ursus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What is you wanna do? You wanna edit the editor :confused: You wanna edit or look in other peoples missions? If it is the last then you should take a look here: http://community.bistudio.com/wiki/ArmA:_Community_Tools -
Trigger a flare
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Do something like this: [b]alarmStop = false;[/b] [b]alarmOn = true;[/b] while {[b]alarmOn[/b]} do { [b]if ([color="Red"]alarmStop[/color]) exitWith {};[/b] // Random values used to select flares and positions. myRandomVar = round(random 100); randomX = round(random 200); randomY = round(random 200); randomZ = round(random 150); // Height in meters. initialZ = 250; // Start at this position. initialX = getPos flaretrap select 0; initialY = getPos flaretrap select 1; // Where we are actually going to drop the flare. dropPosX = (getPos flaretrap select 0) + randomX; dropPosY = (getPos flaretrap select 1) + randomY; dropPosZ = initialZ + randomZ; if (myRandomVar <= 50 ) then { if( myRandomVar <= 25 ) then { flare = "F_40mm_white" createVehicle [dropPosX, dropPosY, dropPosZ]; } else { flare = "F_40mm_red" createVehicle [dropPosX, dropPosY, dropPosZ]; } } else { if( myRandomVar >= 75 ) then { flare = "F_40mm_green" createVehicle [dropPosX, dropPosY, dropPosZ]; } else { flare = "F_40mm_yellow" createVehicle [dropPosX, dropPosY, dropPosZ]; } }; sleep 15; }; sleep 40; }; I have high lighted the edited parts. Set the alarmStop boolean to true the same place where you stop the alarm when intruders are not detected anymore, then flares will stop too. -
Can anyone recommend me a good joystick for flying?
jw custom replied to gho-t's topic in ARMA 2 & OA - GENERAL
Ahhh Falcon 4.0 and my cheap ass M$ Sidewinder joystick brings up good memories :biggrin: -
Drop down in dialog & map in dialog
jw custom replied to Toasted Duckie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your gonna be spanked for that :p Can't answer you questions, but i would like them aswered aswell :) -
True, but without any protection they are begging to get the game hacked. Even the poorest hacker got a chance :eek:
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Island Panthera for ArmA 2
jw custom replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm looking forward to make missions on that map :cool: -
Island Panthera for ArmA 2
jw custom replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I dont see any buildings on this picture there ain't in your video :confused: Maybe i'm blind :o -
Island Panthera for ArmA 2
jw custom replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It's fine here. Does it show up as New Skooma on your map? -
Trigger condition countSide thisList
jw custom posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to check from a triggers condition if theres less than 4 east units left within a trigger area. I tried this but with no luck. ({alive _x} east countSide thisList < 4) How do i do this? -
Trigger condition countSide thisList
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the tip. Thanks man that was exactly my problem it was set to NONE, i've spend several hours on that lol :p -
Island Panthera for ArmA 2
jw custom replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looks great, thanks for the update/upgrade :cool: -
Very nice, thanks for sharing :cool:
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cannot find the EMPTY category
jw custom replied to keimosabe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When you open the unit dialog set Control to Non playable and then under Side you can select empty :) -
Help with a couple of things
jw custom replied to keimosabe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It does work but not sure if it works on all objects though! -
Still confused about isServer!
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you so much for your patience, this has been a problem for me understanding but now i'm progressing. It's REALLY appreciated :cool: Thanks to all who took the time and replied :) -
Still confused about isServer!
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks :) So i can have this in my init.sqf spawningDone = false; publicvariable "spawningDone"; and this in my serverside only spawn script at the end: spawningDone = true; publicvariable "spawningDone"; and have a trigger checking if spawningDone = true and if true showing a message which all clients see? -
How do I insert simple vehicle respawn script into a spawned (createvehicle) init
jw custom replied to CombatComm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try this: _veh setVehicleInit "veh = [this, 600, 0, 0, FALSE, FALSE] execVM ""vehicle_respawn.sqf""; "; processInitCommands; -
Panthera :cool:
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Still confused about isServer!
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Could you please show me how to do my example using publicVariable? Is this what you mean? publicvariable "getMsg"; getMsg = false; *EDIT* What i'm trying to figure out is how to pass a variable from server to client. I have a script that is run server side which spawn some vehicles. At the end it does a waituntil !alive vehicles and then i would like to pass a variable to clients letting them know all vehicles is out! -
Still confused about isServer!
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok thanks its starting to clear up a little bit for me now :D Yet another question: I have this variable: getMsg = false; in my init.sqf and i got this: if (getMsg) then { hint format["Hello world"]; getMsg = false; }; running in a script on a client. If i set getMsg = true; from server only will the client running the above script then get the message "Hello world"? After the the message i set getMsg = false; again but it's done client side so will this be updated globally so server knows its set to false again? -
New island projects - what do you want?
jw custom replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I would love a jungle map but with AI pin pointing you with deadly accuracy through heavy vegitation it would be a pain. So i vote for "Big residental areas" :) -
Island Panthera for ArmA 2
jw custom replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hehe well bridge issues or not your map still rock -
New Sound Mod in the making, slowly but surely
jw custom replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thats awesome news This sure is something i've been waiting eagerly for :cool: