weasello
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Posts posted by weasello
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It looks like directSay doesn't "say" what you put in quotes.
unit_name directSay "testing";
will actually play the pre-defined message labelled "testing" - it won't say the word "testing." That's if I'm reading the comref docs correctly:
Sends the message to the direct channel. The message is defined in the description.ext file or radio protocol.
so my question is - how do you define the message in description.ext?
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Here's a really simple one I whipped up, based off of the EVO-style teleport-from-flagpole:
// Written by Weasel [PXS] - andy@andymoore.ca
// Teleports a person to the marker "teleportDestination". You can place this marker anywhere on the map.
// The marker can also be moved (see associated script: Teleport To Vehicle Location).
//
// To use: Add this script as an action on an item. EG:
//
// this addAction ["Teleport","teleport.sqf"]
// Get a random direction
_dir = random 359;
// Move the person 15 meters away from the destination (in the direction of _dir)
player SetPos [(getMarkerPos "teleportDestination" select 0)-15*sin(_dir),(getMarkerPos "teleportDestination" select 1)-15*cos(_dir)];
exit;
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Pieced this together from a few different places. :)
// Written by Weasel [PXS] - andy@andymoore.ca
// This script rearms, refuels, and repairs vehicles.
// Vehicles must be less than height 2 (typically landed, if air vehicles) and must remain in the
// trigger area for 3 seconds. It then drains all fuel, repairs, rearms, and refuels.
//
// Setup a trigger area to activate this (F3 in map editor) with the following settings:
//
// Trigger REPEATEDLY, BLUFOR, PRESENT
// Name: Rearmlist
// Condition: this;
// Activation: {[_x] execVM "rearm.sqf"} foreach thislist;
//
// Warning: If this trigger area overlaps another trigger area (such as ammo-transport Scripts), sometimes
// things don't work as planned. Keep this seperate if you can.
_unit = _this select 0;
// Don't start the script until the unit is below a height of 2, and make sure they hold that
// height for at least 3 seconds.
WaitUntil{(getPos _unit select 2)<2};
sleep 3;
if((getPos _unit select 2)>2 || not (_unit in list Rearmlist)) exitWith{};
_unit setFuel 0;
_unit VehicleChat "Repairing...";
sleep 15;
_unit setDammage 0;
_unit VehicleChat "Rearming...";
sleep 10;
_unit setVehicleAmmo 1;
_unit VehicleChat "Refueling...";
sleep 5;
_unit setFuel 1;
_unit VehicleChat "Finished.";
if(true) exitWith{};
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Hey everyone!
This is my first mission - 5th (and hopefully final) revision. My squad (Phoenix Soldiers, PXS) has been helping me test it out for balance.
I recommend a team of talented and strategically-minded individuals for this one - it's TOUGH!
A quick rundown/explanation:
- A simple extraction mission "goes bad" with an unfolding story
- Lots of action for heli pilots, infantry, and vehicles
- Approximate playtime 1 to 2 hours
- Blackhawk can hoist vehicles
- Huey can load ammo on the ship and unload it in the field (ammo supply loading is on the rear aircraft lift)
- Middle aircraft lift is used for refuel and rearming
- Weather starts off bad but clears up after 30 mins
- Recommend no-AI and no-respawn, play on veteran mode for realism. :)
Once you get in-mission check the tasks for more instructions and plot.
Feel free to unpack the PBO and see how I did things or borrow ideas. I learned a lot of the scripting from the forums!
Download: http://www.andymoore.ca/arma2/utesraid.zip
feedback welcome!
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bump... anyone?
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Can someone tell me what I'm doing wrong here?
I have a similar setup - a satphone trying to put onto a table. Table is called "table1", satphone is called "satphone1". Code in satphone's init:
satphone1 attachTo [table1,[0,0,1]];
I also tried putting "this" in place of satphone1 but nothing is working. The satphone just sits on the ground as per normal. :/
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Yep sure is possible.
Make a new squad in the map editor, and set the leader (for your brother) as "playable". Then Save>Export to Multiplayer. done!
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For other commands there is an ASL (above sea level) variant - getHeight, getHeightASL - perhaps there is a flyInHeightASL or similar value?
Random placement
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
That should do the trick. :) Requires a marker named "spawnCenter" obviously.