jw custom
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Everything posted by jw custom
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What game campaign have you gone back to complete multiple times?
jw custom replied to jeza's topic in OFFTOPIC - Games & Gaming
I have played through Grim Fandango many times, amazing game. -
Ultra Simple Patrol Script
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The parameters: nul = [this, 500, 'nameOfMarkerForGroup1ToRandomlySpawnWithin', 'nameOfMarkerForGroup1ToPatrol', 500, 'AWARE', 100, 'LIMITED', 'FILE',0,0] execVM 'USPS.sqf' The 500 (blue) means that the group will be random placed within a 500m radius using the (red) marker name as center. So if you place yourself next to the patrolling group in the editor the chance they will be next to you at mission start is slim. -
Ultra Simple Patrol Script
jw custom replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So you have 3 groups which will be patrolling each their own marker area? If thats what you are asking then yes just do what you did in your post. In leader of group 1's init put -> nul = [this, 500, 'nameOfMarkerForGroup1ToRandomlySpawnWithin', 'nameOfMarkerForGroup1ToPatrol', 500, 'AWARE', 100, 'LIMITED', 'FILE',0,0] execVM 'USPS.sqf' In leader of group 2's init put -> nul = [this, 500, 'nameOfMarkerForGroup2ToRandomlySpawnWithin', 'nameOfMarkerForGroup2ToPatrol', 500, 'AWARE', 100, 'LIMITED', 'FILE',0,0] execVM 'USPS.sqf' In leader of group 3's init put -> nul = [this, 500, 'nameOfMarkerForGroup3ToRandomlySpawnWithin', 'nameOfMarkerForGroup3ToPatrol', 500, 'AWARE', 100, 'LIMITED', 'FILE',0,0] execVM 'USPS.sqf' -
I wasn't sure where to post this so if it's in the wrong area then please delete/move it. So my question is: is it allowed to edit/modify bis content for use in a mod? Like edit .paa files and use them?
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SSD upgrade worth it to add performance?
jw custom replied to Guster's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I wouldn't say i'm getting a better performance as such after getting a SSD, but all the texture popping is gone which makes it all worth it for me, not to mention no sound from the drive :) -
select random array value
jw custom replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
or like this: _POW = POW_Array select floor(random(count POW_Array)); -
Okay thanks. So i understand that i'm modifying stuff from ArmA2 / OA which requires both games and the stuff stays in ArmA 2 / OA all is fine. Correct?
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spawn random item in buildings within a given radius
jw custom replied to thedog88's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Feel free to use it as you please. No credits needed, all i know i've learned from this community :cool: -
spawn random item in buildings within a given radius
jw custom replied to thedog88's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here try this: http://www.filedropper.com/spawnobjectschernarus_1 -
spawn random item in buildings within a given radius
jw custom replied to thedog88's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah theres a few errors, first you cant spawn weapons with createVehicle but with addWeapon to a weaponHolder, doh :p This should work: private ["_houseList","_i","_c","_ranNum","_items","_loot"]; _items = ["USBasicAmmunitionBox","RUOrdnanceBox","LocalBasicAmmunitionBox","LocalBasicWeaponsBox"]; _trig = _this select 0; _spawnSize = _this select 1; _debug = _this select 2; _houseList = getPos _trig nearObjects ["House",100]; _i = 0; { _c = 0; while { format ["%1", _x buildingPos _c] != "[0,0,0]" } do {_c = _c + 1}; if (_c > 0) then { _ranNum = floor(random _c); _item = _items select floor(random(count _items)); _loot = _item createVehicle [0,0,0]; _loot setPos (_x buildingPos _ranNum); if (_debug) then { _marker = format ['_marker%1',_i]; _mkr = createMarker[_marker, getPos _loot]; _marker setMarkerType 'hd_dot'; _marker setMarkerSize[1, 1]; _marker setMarkerDir 1; _marker setMarkerColor 'ColorOrange'; _marker setMarkerText ''; _i = _i + 1; }; }; sleep 0.123; } forEach _houseList; So if you wanna place items/weapons/mags on the ground you would need something like this with the above: _loot = "WeaponHolder" createVehicle [0,0,0]; _loot addWeaponCargoGlobal ["AKS_74_kobra",1]; _loot setPos (_x buildingPos _ranNum); -
spawn random item in buildings within a given radius
jw custom replied to thedog88's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here it select a random gun from the items array: private ["_houseList","_i","_c","_ranNum","_items"]; _items = ["glock17_EP1","Makarov","M9","M9SD","MakarovSD","Colt1911","revolver_EP1"]; _trig = _this select 0; _spawnSize = _this select 1; _debug = _this select 2; _houseList = getPos _trig nearObjects ["House",100]; _i = 0; { _c = 0; while { format ["%1", _x buildingPos _c] != "[0,0,0]" } do {_c = _c + 1}; if (_c > 0) then { _ranNum = floor(random _c); _item = _items select floor(random(count _items)); _loot = _item createVehicle [0,0,0]; _loot setPos (_x buildingPos _ranNum); if (_debug) then { _marker = format ['_marker%1',_i]; _mkr = createMarker[_marker, getPos _crate]; _marker setMarkerType 'hd_dot'; _marker setMarkerSize[1, 1]; _marker setMarkerDir 1; _marker setMarkerColor 'ColorOrange'; _marker setMarkerText ''; _i = _i + 1; }; }; sleep 0.123; } forEach _houseList; -
ArmA Operation Arrowhead graphics looks bad.
jw custom replied to Septura's topic in ARMA 2 & OA - TROUBLESHOOTING
Like stated on bis site: -
spawn random item in buildings within a given radius
jw custom replied to thedog88's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes. Yes in this example it spawn US Basic Ammunitionbox, "MtvrRefuel" would spawn a fuel truck. This example is just for testing i havent finished it yet. As it is now it will select one random position per house(if it got any positions) and place a ammobox. Let me know you needs and i will edit it to do so. In this example i executed it from a trigger but it can be done from anywhere. I did see it and already posted there. I actually started making my own "items" mod as i need other stuff like ammoboxes without "Rearm at US Basic Ammobox" action etc. Here's an example mission -> http://www.filedropper.com/spawnobjectschernarus Start spawn with radio alpha. A marker is created where a ammobox is spawned. -
spawn random item in buildings within a given radius
jw custom replied to thedog88's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm using this in my wip zombie sandbox mission: _houseList = getPos _trig nearObjects ["House",200]; { _c = 0; while { format ["%1", _x buildingPos _c] != "[0,0,0]" } do {_c = _c + 1}; if (_c > 0) then { _ranNum = floor(random _c); _crate = "USBasicAmmunitionBox" createVehicle [0,0,0]; _crate setPos (_x buildingPos _ranNum); }; sleep 0.123; } forEach _houseList; -
Arma Role Playing Items - ARP Mod
jw custom replied to thedog88's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Please stop reading it right now, i'm watching adult content on the internet, arghh you already know :p Thanks, i will post some ideas soon :) -
Arma Role Playing Items - ARP Mod
jw custom replied to thedog88's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Freaking awesome :cool: :cool: :cool: I'm in progress making a sandbox zombie survival mission and searched high and low for small objects/items like these... was just about to make a request. Did you read my mind? :p Many thanks. -
Couple of problems with randomization and variables
jw custom replied to tryteyker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Create a group first: _unit2spawn = _units select floor(random(count _units)); _grpAlpha = createGroup east; _unit2spawn _unitArray select floor(random(count _unitArray)) createUnit [getMarkerPos "Spawn", _grpAlpha, "machinegunner = this", 1, "PRIVATE"]; I can't remember if you still need to have a unit placed somewhere on the map before being able to spawn, if it dont work then try that. -
Couple of problems with randomization and variables
jw custom replied to tryteyker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_unit2spawn = _units select floor(random(count _units)); _unit2spawn will be a random selected unit from the _units array. -
WarFX : Blastcore
jw custom replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Noticed a script error while mission testing - http://i49.tinypic.com/2z6z4b7.jpg -
Spec ops - The Line & journey into darkness
jw custom replied to fraczek's topic in OFFTOPIC - Games & Gaming
I was this [<->] close to pick up this title for ps3 today after reading in this thread but bailed out... is the story really that good? -
Medal of Honor - Warfighter
jw custom replied to CameronMcDonald's topic in OFFTOPIC - Games & Gaming
I bought it for PS3.... zzzZZzz boring! -
Why would i pay for a new OS just to spend time on tweaking it to look like my current OS :confused: I liked my Windows XP but directx/games forced me to upgrade, i guess i'll upgrade again when i'm forced too :( Fully agree.
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Realtime immersive - Militar simulator cryengine
jw custom replied to minimalaco's topic in OFFTOPIC
So thats Battlefield 3.5 ? -
ShackTac Movement addons
jw custom replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think your answer is here: -
Then you're doing something wrong...