The_Angry_Canadian
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Everything posted by The_Angry_Canadian
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Need some help: many script needed
The_Angry_Canadian replied to -NHS- Snip's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would suspect it has something to do with the code in the OnActivation of the triggers. Make sure you are not spawning INSIDE the trigger zone. -
Kill Messages SP
The_Angry_Canadian replied to tobmic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The only thing needed would be a way to define a variable that is attached to your playable unit. i didnt find a way to do that yet. Unless someones know a way to get the statistics. If you check your map and go under statistics, you see your killcount there. That must be accessible somewhere but i cant find it. -
AI Moving problem....
The_Angry_Canadian replied to R34P3R's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ho. Nice find. That is perfect for making a bunch of insurgents syssies flee in terror. -
set terrain grid
The_Angry_Canadian replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
According to that page of the wiki, http://community.bistudio.com/wiki/setTerrainGrid It is possible to change the terrain grid using radio triggers. So, you should be able to do what you are talking about. There is a demo mission at the end of the page. -
Need some help: many script needed
The_Angry_Canadian replied to -NHS- Snip's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Pleasure ! Let me know how it goes, i'm also interested in 1, 4 and 5 -
Limiting player respawns?
The_Angry_Canadian replied to Griffin64's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 Hours of fun. -
Need some help: many script needed
The_Angry_Canadian replied to -NHS- Snip's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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GPS tracking script
The_Angry_Canadian replied to rick rawlings's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would try that. "car" setMarkerPos [getPos car1 select 0, getPos car1 select 1]; I think the getPos on a car returns an array of lenght 3, [x,y,z] and setMarkPos needs an array of lenght 2, [x,y] Try that. -
help with map editing stuff
The_Angry_Canadian replied to WoodenSpoons's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what about having more than 1 spawn points ? how hard is it to set-up ? -
help with map editing stuff
The_Angry_Canadian replied to WoodenSpoons's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
My understanding was the the description.ext had to go in the mission folder. -
help with map editing stuff
The_Angry_Canadian replied to WoodenSpoons's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The file has to be named description.ext -
help with map editing stuff
The_Angry_Canadian replied to WoodenSpoons's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1- I still find the search feature of the forum very limited and havent found an anwser to the spawn points myself and I'm continuing my search. 2- No clue. 3-I have the steam version and the maps are in the ARMA2 folder, under missions. If you are using windows, it would be something like C:\Program Files\BIS\Arma2\missions If you ever find questions to your 2 first questions, be sure to post them ! SEARCH feature : http://forums.bistudio.com/search.php -
Locality issues in multiplayer
The_Angry_Canadian replied to Recoilless's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not sure if it will fix it, but add a ";" at the end. Are you calling that directly in a trigger or from an sqf file ? -
Kill Messages SP
The_Angry_Canadian replied to tobmic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@ work, compiling stuff ;) I can try tonight if someone didnt post any replies. -
Best way to get CAS in a mission?
The_Angry_Canadian replied to GunnDawg09's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How about having the A10 attack a target that you are using the laser on ? That must be possible since you do it in the campaign. -
Kill Messages SP
The_Angry_Canadian replied to tobmic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your murderous bastard ! :) you can use triggers attached to the unit and set the condition to !alive. The trigger will activate on the unit death. I guess you could spawn units and attach triggers to them using : trigname attachTo[unitname,[0,0,0]] for the counter, in the "on Activation" field, you could call a script that does something like _nbDeath = _nbDeath + 1 . But I dont know how you can have some kind of global variable. Perhaps an empty object with a property ? I dont know about that. -
Trigger a flare
The_Angry_Canadian replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you are using the version I've put, make sure you use the SQF file extension. -
Script: Sticky Satchel Charges
The_Angry_Canadian replied to Tajin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx Tajin, I started searching before you stuff and found that : http://www.armaholic.com/page.php?id=5843 Works great. Someone did the job of searching everything. But i'll keep yours to learn how to work with objects. It's a good example. -
Custom ammo crate contents?
The_Angry_Canadian replied to Griffin64's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Are you sure you didnt do anything else ? I copy pasted the code in a file called crate.sqf and tried nul0 = [this] execVM "crate.sqf"; or even _nul0 = [this] execVM "crate.sqf"; and the crate is empty. If I put the AK_Gold in it, it works ( in the init line of the crate. ) --------- EDIT ---------- Meh.... nul0 = this execVM "crate.sqf"; No [ ] around this ... -
Script: Sticky Satchel Charges
The_Angry_Canadian replied to Tajin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How can you get those stachel ? I've looked into the ammo boxes and in the 5 boxes I spawned, none add statchels ?! How can you have 1 ammo box with ALL the weapons / ammo / etc. -
Trigger a flare
The_Angry_Canadian replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Played around with it and consulted the wiki : in the arry after createVehicle, you need coordinate x,y,z and to do an assignment, you have to do : ( getPos flaretrap select 0 ) + RandNum The only missing things where parenthesis. You can also make the script easier to read by using variables :) Now, this script will spawn flares at different height and coordinates. Pretty cool effet ! while {true} do { // Random values used to select flares and positions. myRandomVar = round(random 100); randomX = round(random 200); randomY = round(random 200); randomZ = round(random 150); // Height in meters. initialZ = 250; // Start at this position. initialX = getPos flaretrap select 0; initialY = getPos flaretrap select 1; // Where we are actually going to drop the flare. dropPosX = (getPos flaretrap select 0) + randomX; dropPosY = (getPos flaretrap select 1) + randomY; dropPosZ = initialZ + randomZ; if (myRandomVar <= 50 ) then { if( myRandomVar <= 25 ) then { player sideChat "White"; flare = "F_40mm_white" createVehicle [dropPosX, dropPosY, dropPosZ]; } else { player sideChat "Red"; flare = "F_40mm_red" createVehicle [dropPosX, dropPosY, dropPosZ]; } } else { if( myRandomVar >= 75 ) then { player sideChat "Green"; flare = "F_40mm_green" createVehicle [dropPosX, dropPosY, dropPosZ]; } else { player sideChat "Yellow"; flare = "F_40mm_yellow" createVehicle [dropPosX, dropPosY, dropPosZ]; } }; sleep 15; }; -
Trigger a flare
The_Angry_Canadian replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The idea behind using the random number to change the position is to learn how to edit variables. I would like to know how I could translate : Take position of flaretrap and add 10 meters in x, and then, add 15 meters in y. -
Trigger a flare
The_Angry_Canadian replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great ! I tested the exact same script in my mission and it spawned random flares. Has I said in my previous post, changing the spawn position of the flare using the random number would also be nice, but I dont know how to do that yet. -
Locality issues in multiplayer
The_Angry_Canadian replied to Recoilless's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think you have to use the isServer argument. if alive && isServer Ref : http://community.bistudio.com/wiki/isServer -
Trigger a flare
The_Angry_Canadian replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There you go. This fires a random flare ( out of the 4 colors ) , every 10 seconds. Possible amelioration would be to use the random number to change the position of the flare. Do you know how to do that? like [getPos flaretrap select 0] + myRandomNumber In the trigger, on activation : _xhandle = execvm "flare.sqf"; player sideChat "Starting Random flares script."; while {true} do { myRandomVar = round(random 100); player sideChat "The number is :"; player sideChat format["%1",myRandomVar]; if (myRandomVar <= 50 ) then { if( myRandomVar <= 25 ) then { player sideChat "White"; flare = "F_40mm_white" createVehicle [getPos flaretrap select 0, getPos flaretrap select 1, 250]; } else { player sideChat "Red"; flare = "F_40mm_red" createVehicle [getPos flaretrap select 0, getPos flaretrap select 1, 250]; } } else { if( myRandomVar >= 75 ) then { player sideChat "Green"; flare = "F_40mm_green" createVehicle [getPos flaretrap select 0, getPos flaretrap select 1, 250]; } else { player sideChat "Yellow"; flare = "F_40mm_yellow" createVehicle [getPos flaretrap select 0, getPos flaretrap select 1, 250]; } }; player sideChat "Sleeping 10 secs"; sleep 10; };