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Jan_F_W

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Everything posted by Jan_F_W

  1. I encountered this as well
  2. I have encountered that the IDs of buildings (currently I have seen this for the houses in the town "Gvozdno") are different than before. This may mean that scripts using e.g. "nearestObject XYZID" will have to be matched to the new ObjectIDs Anyone else had this encounter?
  3. Thanks! I will give it a try; if I find out something I will post here
  4. no one knows? How can I resolve the "player ID" so that I can perform actions with the player by just having his player name?
  5. Jan_F_W

    FLIR v1.0

    Why not also create a FLIR portable Nighvision item based on this infrared view? The nighvision integrated in arma is using an image intensifier so why not have a second device with infrared view?
  6. Jan_F_W

    Little Birds in ArmA2

    created a pretty entertaining mission with the littlebirds, please check here: http://forums.bistudio.com/showthread.php?p=1382314#post1382314
  7. sure thing^^ any volunteers?:confused:
  8. Thanks again! The script was ment to let the unit wait for a random time and then get its waypoints assigned. In a MP match I was pretty sure that this caused the AI units to not follow this command all the time but just at random...
  9. Many thanks for the update! :) Would -in a script which runs on every client- a command like "_secondsToWait = random 20 ~_secondsToWait" cause asynchronity?
  10. what scripts would this be? For respawn scripts, waypoint scripts and resupply scripts it doesnt make sense to let them run on client side also, does it?
  11. Is there any reason to not use the isServer command? Where is the advantage of not using isServer (are there any examples where it does not make sense to use it)?
  12. Thanks! Cannot use to find them though ;)
  13. Does anybody know what weapons the MI-8 MTV-3 AttackChopper from the Russians uses? I would like to remove the rockets from the pods by script...
  14. thanks :) how can I vote anyways?
  15. I would like to add a parameter for a respawn script where the side for a newly created group can be determined something like this did not work: working with static side "EAST": "_group = createGroup EAST;" not working: _groupParameter = _this select 0; // parameter is well passed in here... _group = createGroup _groupParameter; does not work^^ ---------- Post added at 07:35 PM ---------- Previous post was at 07:26 PM ---------- just found out that the parameter for the groups CANNOT be passed in the function as string so it has to stand without quotes in the execVM call.. without quotes.
  16. sounds good but unfortunately I dont get it working: once the unit is in the helicopter the command e.g. "_unit moveInTurret [_vehicle, [1]];" triggered by Event "GETIN" does not make the unit move to that turret so the other AIs do not get in the chopper since they alredy find the Gunners seat to be not empty
  17. Well, no perfect solution but I managed to set the gunner position directly by "moveInTurret" command - they will not run to the heli but are directly being "beamed" inside the chopper - however its better than having no gunners. I called the following on a 3 triggers for 3 different soldiers Trigger condition: alive mi1 && alive g14 if true then command: [g14, mi1, 0] exec "Scripts\assignAsGunner.sqf"; "mi1" is the helicopter MI8 MTV-3 "g14" is the name of one of the three soldiers for the 3 gunner positions "0" is the gunner position assignAsGunner.sqf script: _unit = _this select 0; _vehicle = _this select 1; _position = _this select 2; sleep 1; _unit addVehicle _vehicle; _unit moveInTurret [_vehicle, [_position]]
  18. could be, i will give it a try and report here
  19. thanks for clarifying, much appreciated!
  20. this is the init of the mi-8: respawnScript=[this,6,12,-1,"initScript_Respawn=[this] execVM 'Scripts\init_MI-8.sqf'"] execVM "Scripts\t-respawn.sqf"; initScript_firstTime=[this] execVM "Scripts\init_MI-8.sqf" content of "Scripts\init_MI-8.sqf": _unit = _this select 0; _unit removeWeapon "57mmLauncher"; _unit removeMagazine "96Rnd_57mm";
  21. thanks for your help :) however i still cannot get the magazine or weapon removed from the mi8. i used this so far called from a script (unit is correctly passed to the script): _unit = _this select 0; _unit removeWeapon "57mmLauncher"; _unit removeMagazine "96Rnd_57mm"; and also _unit = _this select 0; _unit removeWeapon "57mmLauncher"; _unit removeMagazine "57mmLauncher";
  22. for the mi8 mtv-3 there is only one weapon listed ("PKT_3"), there seems to be no effect when removing this weapon - how can I find out how the rockets are named and the rocketpod itself?
  23. too bad :( anyways, many thanks for your prompt reply, this will save me a lot of time to try :bounce3:
  24. Hi guys, how can I remove a weapon from a vehicle (not sure if this is possible at all). E.g. I would like to have the Black Shark Chopper not have rocket pods on the side...
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