r.flagg
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Everything posted by r.flagg
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You might be able to use Tophe's Universal Crate Filler http://forums.bistudio.com/showthread.php?t=103525&highlight=universal+crate+filler You might not need it, but Kylania's site has a chart which shows how much cargo space vehicle's have. http://www.kylania.com/ex/ BTW - I've had similar interests as well, and look to accomplish it in various ways. I like to make sandbox type non-missions, where we just roam for a long time against respawning bad guys. So I look for various ways to have lots of resupply options (without just doing unlimited ammo, which isn't preferred). You might also be interested in General Carver's spare vest pouch; http://forums.bistudio.com/showthread.php?t=111113 And he also has a 2nd primary weapon script. And there is a generic chopper ammo drop-off script, but it's not 100% reliable http://forums.bistudio.com/showthread.php?p=1646609&highlight=cargo+drop#post1646609 And of course Cap'n Obvious would say another thing you can do is strategically and/or randomly place enemy vehicles around that have ammo in them. Stuff like that. I"m always looking for neat ways to do it. Oh, and if playing with AI, and you don't mind an addon, be sure to use Robolo's continuation of ASR_Rearming, so the bots will reload themselves.
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radio trigger working offline, but not on listen server
r.flagg posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wanted to set a radio trigger so that when I entered any gas station on the map, I could call for a choice of two vehicles. (sort of like spawning vehicles in Borderlands). I got it to work when I was playtesting offline, but when my friend hosted us on listen server, it didn't work. :mad: First off, I have set the radio messages to null in an init line of an object, so that they are 'off' at mission start. Then, my main trigger is named vtrig1 , and it is covering the gas station building, and it is activated by Blufor present. So condition line just says "this". Activation line says: 3 setRadioMsg "Call for HMMV SOV"; 4 setRadioMsg "Call for HMMV M2"; (Deactivation reads; 3 setRadioMsg "Null"; 4 setRadioMsg "Null";) Than I have two more triggers, one for radio charlie, and one for radio delta.. they are the same, just that they call different vehicles. Charlie says: Condition - triggerActivated vtrig1 Activation - _veh = "HMMWV_M998A2_SOV_DES_EP1" createVehicle (getMarkerPos "vspawn1a"); It's just a fun Borderlands-inspired feature I thought we could use in a sandboxy type mission where we just roam around. I've seen suggestions to use addactions instead of radios, but the addaction menu tends to get really full, especially since I'm hoping to be able to call two different vehicles, and I already have revive, and missile launch, and GTDHDR... I understand that radio triggers are for squad leaders only (or players with radios)... but that's Ok with me. I just don't know why it worked offline, and not on listen server. Is this normal issue with radio triggers? -
2nd player can't see tasks in COOP?
r.flagg replied to Thats_Life 2.0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When I see stuff like this, it confuses the heck out of me. Because I too only play SP/Coop.. and I still use 'Mikey's Briefing Template v0.02' (because that's what I found when I started). It reads like this - tskobj2 = player createSimpleTask["Destroy the Chopper"]; and I can see tasks no matter which member of my squad I select. And when my friend hosts us in a coop game, he can see them too. Sure, I've run into issues sometimes, like when I had an addaction 'collect evidence' task ( and shk helped me iron it out, by using a collectevidence.sqf ) but most of the time they work. :confused: BTW- I know I should start using something like shk's taskmaster, but I'm old, lazy, and change is bad. -
Can I trigger a game logic?
r.flagg replied to Toasticuss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just recently went through the same thing using that crb script from Wolfy. Since you're asking in this thread, I assume you're using a trigger to call that game logic... from an sqf? Here's what my "crbsquad1_spawn.sqf" looks like, and it seems to work; waitUntil { crbsquad1 }; 0 = [position crbsquad1_logic, "Infantry", 100, ["BIS_TK_INS"]] execVM "crB_scripts\crB_taskPatrol.sqf"; which looks pretty much like your 1st example. So maybe the problem is with your trigger or something else? If you wish, feel free to look at/use this spawntest mission folder I have, where I was figuring out how to spawn UPSMON squads and crb squads by trigger (up till now I've been loading whole map up with enemies right from start of mission. now I"m calling them as I need them.) I'm no expert, but this seems to be working. Select the player at bottom of list in lobby, and you'll spawn in the area where spawn testing setup is at. https://sites.google.com/site/rflaggtoc/wip-missions/Spawn20Test.Takistan.7z?attredirects=0&d=1 -
trigger or unlock gamelogic
r.flagg replied to Skagget's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did the same thing with the BIS_Effects_Burn. I used the explanation found in this post ... http://forums.bistudio.com/showpost.php?p=1689596&postcount=11 -
Chopper/aerial taxi script
r.flagg replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I love you man. Seriously though - thank you for being so generous with your time. -
Chopper/aerial taxi script
r.flagg replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Turns out I had not fully tested this. Again, I wish to only activate the chopper taxi after trigger is satisfied (which is working fine), AND after revive/respawn - but only for player named s1. this seems to be working for me... if ( (ChopperTaxiAdded) && (player == s1) ) then {[slick1] execVM "scripts\heloGoTo\heloGoTo_init.sqf"}; But... after the trigger is satisfied, if other team members also get revived / respawned, than s1 ends up with multiple instances of the "call extraction chopper" in his action menu. Every time a teammate gets revived, a new instance shows up in the action menu. If anyone can help I would be very grateful. https://sites.google.com/site/rflaggtoc/wip-missions/Revive20Taxi.Takistan.7z?attredirects=0&d=1 -
Sniper scan direction script
r.flagg replied to x239's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here ya go; http://forums.bistudio.com/showthread.php?t=102815 -
Disable prone when wounded...
r.flagg replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I use legheal.sqs, by Celery; http://forums.bistudio.com/showpost.php?p=1684574&postcount=8 And here's what it might look like in revive_init, to keep it active after revive/respawn; NORRNCustomExec1 = "nul = [player] exec 'legheal.sqs'; "; -
Great Island. Love the atmosphere/look. Can anyone tell me what the ID# is for the big tower at "Seraja"? I know it should be obvious, but I think(?) I've tried the various numbers around that area, and still I can't seem to get it right. Please and thank you. Edit: same question I guess for the building which covers the underground lab entrance. I just thought destroying the tower, and the lab entrance would be neat mission objectives. But unless I'm doing something wrong, they seem to be totally indestructible.
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Generic, re-usable, ammo/weapons drop-off script
r.flagg replied to wokstation's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This was my experience as well. From my experience, it was at least half the time, heli comes in and just hovers over our heads, and that's it, doesn't drop or leave. -
Chopper/aerial taxi script
r.flagg replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
psvialli, I'm not seeing the same thing on my local testing. I only have it for s1. Perhaps we're doing something different? (if you're seeing this on a dedi server test, please disregard, I only play/test on a listen or alone). norrin, I'm wondering if you would consider adding the ability to either call for extraction, or simply call for an ammo drop? If you feel that's beyond the scope of this script I understand, just thought I'd ask. (I read somewhere that you previously coded a ammo drop type of script, but I've searched a lot and haven't found it) -
ARMA 2: Private Military Company 1.00 released
r.flagg replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Same here. Downloaded, but won't run. -
ARMA 2: Operation Arrowhead, version 1.56 - Patch released
r.flagg replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Is this version OK for Steam users? Or should we wait for Steam to auto-patch? -
Mission Ends After Exiting Helicopter?
r.flagg replied to ArmAddict's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi. Just a suggestion from another newbie mission creator... you might want to go ahead and post a link to the mission itself. That way anyone who is willing to help you can grab it and look it over. I don't think there is enough info here in your thread to answer your question. For example, google offers free sites. I use one to share my missions with friends. Or rapidshare, or whatever. -
AI chopper does ammo drop to player ?
r.flagg posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi. I've been searching for awhile for a script which allows human players to call an AI chopper to drop us some ammo (or whatever). I have found various things, but _so far_ everything I've found seems to have some sort of issues attached to it. For example, I found an example script on kylania's site which uses basic BIS stuff, but since they haven't updated it to OA, I guess you get drops w/o parachutes. Which seems odd. Plus they seem to just drop out of nowhere. I found a BTK load/drop supply script which looks nice, but appears to be for a human to operate the drops to other humans. I found one by user named Workstation which seemed to be just what I was looking for, but it has issues too. (sometimes chopper just comes in and hovers, no drop, .. and other issues I think) I read in a post somewhere that norrin had coded something like this as well, but so far I was unable to locate that one. And if I recall correctly, the SSM module doesn't work after revive/respawn. Anyone have suggestion for me? I would be very grateful. -
Chopper Land at Smoke
r.flagg replied to stupidwhitekid75's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's something by the ever-helpful shk that I bookmarked for possible future use. Maybe you can use it now. http://forums.bistudio.com/showthread.php?t=103874&highlight=irstrobe -
Chopper/aerial taxi script
r.flagg replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Excellent! Thanks so much norrin! -
Chopper/aerial taxi script
r.flagg replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try copy/paste this to proper section of your revive_init: NORRNCustomExec1 ="execVM ""scripts\heloGoTo\heloGoTo_init.sqf"";"; // Exec1 occurs following being revived NORRNCustomExec2 =""; // Exec2 occurs when you team kill NORRNCustomExec3 ="execVM ""scripts\heloGoTo\heloGoTo_init.sqf"";"; // Exec3 occurs when you spawn at base Fair warning, I've only tested this on my own computer. I don't have a dedicated server, or access to one. What I'm doing is remove (or comment out) the lines in the init, and don't put it on the heli either. Instead, make your trigger, and put it all on the activation field. null = [slick1] execVM "scripts\heloGoTo\heloGoTo_init.sqf"; s1 setVariable ["NORRN_taxiHeli", slick1, true]; What I'm still testing/figuring out, is combining all of the above. I'd like to have it work only after trigger activated, but still in combination with revive/respawn. So if I die before trigger activated it's not available, but every time I die after trigger is activated it remains with me. It might be fine as is, but still testing. Minor issue I've seen so far is that if I get revived before trigger activated, I get a hint that says extraction added, even though it's not available on my action menu yet. Still tweaking. (same disclaimer about dedi servers, I just play listen server with a friend). -
make Stoplights actually show lights?
r.flagg posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I found Stoplight01 and 02 in editor, and I'm wondering if there's anyway to actually make them show as lit up? Even if it's just always red, or always green, or whatever. Anyone know how? Or has anyone seem them working somewhere I can refer to (I don't typically play the official missions, I just make my own with revive)? Or do they not work at all? -
make Stoplights actually show lights?
r.flagg replied to r.flagg's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for the replies, I appreciate it. Sadly, I haven't yet succeeded. I did find this this setObjecttexture [0, ""]; but despite all my searching so far, I can't find anything to put between the quotes. -
make Stoplights actually show lights?
r.flagg replied to r.flagg's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I see. So I'm looking for a way to trick the stoplight (via it's init?) to make it think it's nighttime. Thanks for the tip. I'm searching. I tried to reverse-butcher this bit 'o script I found on kylania's site http://www.kylania.com/ex/?p=87 no luck yet -
Trigger - Create a marker?
r.flagg replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That worked for me last time, but now I'm working on a different mission (still in Takistan), and I keep getting the result of 0,0,0. :confused: I can't figure out what I'm doing differently. It's probably something obvious and silly, but I can't figure it out. Does anyone know why I'd be getting nothing but 0's for this? (I want to use it so I can learn how to use the spawn group business in UPSMON) -
Billowing smoke, permanent
r.flagg replied to scajolly's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Another option is to do a search for BIS_Effects_Burn There's more than one way to implement it, but it can give a nice high-in-the-sky smoke visual. Tip: depending on how you use it though, watch out for "nil". That'll burn you. Use "null" instead. -
A few scripting problems I'm running into
r.flagg replied to NGagedFX's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to remove the vehicle identification squares friendly and enemy, from the map when using the ULB / TerminalBackpack.sqf ? I wish to use the ULB for recon, to find bad guys, and/or downed choppers, etc... but when using the ULB, and looking at the map (to give it a waypoint)... I can already see where everything is at due to these vehicle identification rectangles or squares (not sure what they are called). Any help removing that info from the map would be much appreciated.