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jw custom

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Everything posted by jw custom

  1. I have played through Grim Fandango many times, amazing game.
  2. 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.
  3. 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'
  4. 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?
  5. 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 :)
  6. or like this: _POW = POW_Array select floor(random(count POW_Array));
  7. jw custom

    Modifying BIS content

    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?
  8. Feel free to use it as you please. No credits needed, all i know i've learned from this community :cool:
  9. Here try this: http://www.filedropper.com/spawnobjectschernarus_1
  10. 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);
  11. 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;
  12. 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.
  13. 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;
  14. 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 :)
  15. 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.
  16. 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.
  17. _unit2spawn = _units select floor(random(count _units)); _unit2spawn will be a random selected unit from the _units array.
  18. jw custom

    WarFX : Blastcore

    Noticed a script error while mission testing - http://i49.tinypic.com/2z6z4b7.jpg
  19. 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?
  20. jw custom

    Medal of Honor - Warfighter

    I bought it for PS3.... zzzZZzz boring!
  21. jw custom

    Windows 8 : Will you buy it ?

    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.
  22. jw custom

    Realtime immersive - Militar simulator cryengine

    So thats Battlefield 3.5 ?
  23. jw custom

    ShackTac Movement addons

    I think your answer is here:
  24. Then you're doing something wrong...
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