Bellicosity
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Posts posted by Bellicosity
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I would imagine 42 would have been a better choice for the main display
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I would just have the trigger double check its not an AI before killing them and if its an AI then have it doMove something like 50 meters towards the center of the allowed area.
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46 is the number of the default display and therefor often used to attach "keydown" eventhandlers. Other numbers can be defined in via config/description.ext when you create your own dialogs.Oh really ? Then what is this forum ? What are all the people in it and the 1478 Threads ? Aside from that there are other sites too.
You're complaining about lacking documentation ? I guess you've not looked at the bis-wiki or the comref. 95% of the documentation needed can very easily be found, if you actually search for it.
Good to know. Any meaning to the other 45 numbers?
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I too am still looking for an answer to this
---------- Post added at 06:15 AM ---------- Previous post was at 04:31 AM ----------
I found a pseudo solution to this. Dont start them in the tower. Do code like this on a trigger or something that fires once the mission has started (not init).
man doMove [(((nearestBuilding man) buildingPos 1) select 0) + 1, (((nearestBuilding man) buildingPos 1) select 1) + 1, (((nearestBuilding man) buildingPos 1) select 2)];
You'll notice two things. One, that you can streamline the code by pulling out the nearestBuilding part into a variable so its only called once. And two, that I am adding 1 to x and y. This is because otherwise they stand at the top of the ladder. Its basically an offset so they move off it. You'll want to change it based off the tower they are climbing up. It doesn't start them in the tower but at least they wont keel over
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Oh, is it strange to have an whole army hunting for cows and rabbits ? :DSounds like civilization as normal to me
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So of the few people before me who actually discussed code no one can tell me where they came up with 46? Or where I can find a list of displays and what each number means?
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Anyone know how to fix this anomaly?
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Go to 097054. There's two tower like objects there 245063 and 245062. Place an AI unit nearby with this in their init:
this setPos ((nearestBuilding this) buildingPos 1)
Watch if for a minute (at most), it normally only takes a few seconds.
The unit will just keel over dead. This happens in most every tower I have found, randomly. Why is this going on and what can I do to avoid it from happening?
I tried searching for this anomaly but considering 'AI' is too small to get searched for (btw, BI, you might want to fix that. AI shouldn't get filtered out) its incredibly hard to search and see if its happened and been fixed before. Considering that, I have added these words at the end to (hopefully) help whomever else goes searching for this problem in the future.
Bot Computer Death Dies Tower Building High Up Spontaneously Keals Keal Keel Artificial Intelligence
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Wow? All i asked was where did he get the number 46. And I looked on the wiki. Its a pretty magic number imho. I've seen it used a LOT but never definitely said '46 means this'
Or the other 45 values. I get you can make your own display as well and assign it a number but I haven't figured out where you guys are getting 46.
So before I posted, I had already scoured the wiki and didnt find it. Maybe its just that I didnt look in the right place, and if you find it in the wiki please link it to me. Otherwise can we quit with the flamebait for our good chum above us and just answer nicely?
I think a better answer would have been "its here on the wiki" with a link. If you dont know, thats a viable answer too, other than 'take a look on the wiki'. I've done searches on this forum and ofpec, I've looked in every display related link on the wiki here and nothing comes out and says what the number 46 means and when/where you can use it.
The guy who wrote the FLIR test uses it, you reference it here, and another member on ofpec that I saw used it as well. There is no list that I have found describing each display number and what it does. Maybe there should be? I dont know... cuz I dont even know what the first one I've found references.
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hey man.. chill down..you just need to learn how to search & use the availeble documentation.such as this forums seach function. Bis awesome wiki. which has lots of examples for most of the commands. you also got sites like ofpec.com armaholic.com.. + many more.
now back to your problem..
you say you want to open a dialog by pressing a button ?
well the code isnt that fancy and hard..
something like this should get you started..
ButtonNr = "the number for the button you want"
blah = (findDisplay 46) displayAddEventHandler ["KeyDown", " call {if (_this select 1 == ButtonNr) then { x = createdialog 'YOURDIALOG';}}"]
[/Code];
Where did you get the number 46?
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Any way to make the UAV shut up? If I disableAI "AUTOTARGET" it works but you cant target anything
EDIT:
Actually that does shut it up and you can still target things. Just when I tried it was insanely difficult to target things. Would point at tank A and target tank B way to the left of the screen.
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Couple of ways you could go about doing this. If you have a trigger call a function that just slowly fuels/rearms/repairs it would do it.
If its just one vehicle the above would be really easy, or a small location.
boat chase
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
while {true} do
{
dumbStupidAI doMove (getPos player);
sleep 1;
};
I would think code like that would do her? Might have to play with how long you sleep.