haroon
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Another Custom Sounds thread
haroon replied to weedman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
isn't it CfgSounds? Yours have CfgMusic -
How to use brackets ([], (), {}, "",'') properly in a script?
haroon replied to kyfohatl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No, brackets aren't that useless. If you type : getpos player select 0 move getpos man; you'll get errors. (getpos player select 0) move (getpos man); will work fine, however the below is the most appropriate : ((getpos player) select 0) move (getpos man); -------------------------------------------------------------- Another sample : 10*5 - 5 Sometimes it will return 0 instead of 45. (10*5) - 5 ensures that answer is 45 and 10*(5-5) ensures that answer is only 0 Correct me if anything is wrong. :) Regards, Haroon1992 -
How to use brackets ([], (), {}, "",'') properly in a script?
haroon replied to kyfohatl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
"STRING" [array] {code} _nearestLamp =nearestObject [getpos player,"StreetLamp"]; will also work. the "StreetLamp" here is NOT an object, but the CLASSNAME of the object. ClassNames are put in strings, that is quotes "" array1 = [1,2,3,4,5] >> this is an array containing 5 elements. index 0 of array1 will be 1 index 1 == 2 index 2 == 3 so, if you use : array1 select 0, the result will be 1 curly brackets {} are used to write codes inside. example : myCode = {player setdammage 1;hint "player is dead"}; call myCode; will kill player and show the message "player is dead" note : the semicolor ';' defines the end of a line. so myCode = {player setdammage 1;hint "player is dead"}; EQUALS TO myCode = { player setdammage 1; hint "player is dead"; }; NOTE : You must inset semicolor after the hint line if you write it in this style. But the first one is mostly used in the editor. (Well, someone else can explain you better about this as my native language is not english) Regards, Haroon1992 -
Custmizable Zombie Simulation by Haroon1992
haroon replied to haroon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for your positive feedback WoodyUk. :) Yes, it's still a WIP. And its NOT MP COMPATIBLE! (As i described in my first post, I need assistance in converting this into MP..) My test in MP (dedi) showed that everything is working fine except that the zombies are not saying the sounds and they are not playing the anims too. They stand next to a victim, and after some time.The victim falls dead. I've already implemented that in my script. But the Civies still go prone when someone fire at them! And it's been a very annoying issue for me. Please Check out this thread at armaholic : (Maybe you guys here can solve this out) http://www.armaholic.com/forums.php?m=posts&q=10757 Sorry this simulation currently not support spreading or infection. I am already thinking about it. It would be better if you provide more info about this. And what do you think about it? I mean is that realistic? (I think a zombie should be able to attack a littlebird crew as there is no doors) At least the zombies should flee away from heavy armor or light armor vehicles. In the future,I will be making the attacking system better, like adding filters to check the kind of vehicle they are attacking and checking if damage to crew is possible etc. Thrill I think mission makers are the one responsible to make a mission thrill-ful with atmosphere and fog and other things. (That's why I demonstrated that in the example mission) Sounds 90% of the sounds are edited voices of mine. (Heavily edited using Audacity,open-source sound program And the rest are from freesound.org) I still can't figure out how to stop the 'hearing of sounds from great distance.' (Is there any option in the description.ext to lower volume when away?) yes, that's the biggest problem of keeping it addon-free. (However, I'll do keep it addon-free) I am hoping if someone could make a Civilian Units Addon with Zombie Textures for this simulation. That addon should be stand-alone and should only contain units with zombie textures and anims, and has very high HP on hands and legs. So that if one wants more atmosphere he can use that addon and turn them to real zombies using this simulation. It will become the best zombie simulation as many things are highly customizable! (In Arma, if i remember correctly, there's an official zombie man, which is hidden and can only be seen with Editor Update....I suspect if there is one in A2) I think I quite don't understand what you meant. You mean the victims should be able to build a defence base ? and structures and roadblocks? Maybe an array with the desired objects to break through Or classnames of the objects the zombies can break through should be passed into the arguments array. But I think this one will be harder to do as well as unrealistic just because of the crappy destruction system of A2. You'll get a whole loads of smokes when just a small generator is destroyed! But I think I need more ideas (probably on scripting) about this one to make it. My current future plan : 1 . Infection System(will also include a var to disable it) 2 . More advanced victim fleeing. (this one is being tested right now, what i want to make is the victims to search for nearest fear object or ally and then flee to its position.) 3 . Flanking and surrounding behaviour of zombies. 4 . Make the zombies tougher and harder to die. 5 . Find a way to stop them from going prone when they heard gun-fire. and possible suggestions from the community Any ideas or suggestions are welcome........................... Regards, Haroon1992 -
Custmizable Zombie Simulation by Haroon1992
haroon replied to haroon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey, I just tested it and it works just fine. Maybe something happened with your download. Try re-downloading it.(Its just about 400 kb in size :D) Also thanks for your feedback! -
Ever played Invasion 1944 mods for Arma ? All soldiers got FUBAR in the first mission and after playing about 15 minutes, you get a lot of unarmed soldiers running around on the beach of Normandy........due to this silly equipment loss feature. I bet there could be a script or maybe someone can write so that the script immediately take note of the soldiers equipment as soon as the soldier gets into water...then restoring them after he gets out. (This way it will more realistic as you can filter equipment that can be loss from those that can't). My sample script : not tested , but should work fine. No filters is applied here, just a basic thing. call that using : _nul = [unitname] execVM "script.sqf"; An alternate way and probably a better way to check if a unit is in water is : if (getposASL _sol select 2 < 0 ) then {hint "Unit is in water"}; OR another way : if (getposATL _sol select 2 > 1) then {Hint "Unit is in water"}; getposASL select 2= height above sea level getposATL select 2= height above ground level.(Will be high in water because the ground is far below the unit)
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After i patched ArmA to 1.18..... my soldier started transforming into a bird about 10 minutes from start-up:eek: Sometimes it won't happen.. But its happening occasionally that I have to save my mission every 1 minute to avoid being transformed into a stupid bird and lose all mission status... Help me...this is a critical bug (especially when playing missions which only allows one save or no save):mad: Thanks in advance Haroon
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Display enemy number within trigger with hint
haroon replied to Egosa-U's topic in ARMA - MISSION EDITING & SCRIPTING
I once tried this ,but it only showed the initial number of enemies in the area.... I can't find a way to update the num of enemies in the trigger numenemys=east countside thislist;hintsilent format ["%1",numenemys] I think you mis-used hintsilent instead of hintsilent format. -
S.T.E.A.L.T.H [Rahmadi] BETA Ver-0.6 [I invite you to test]
haroon replied to haroon's topic in ARMA - USER MISSIONS
Sorry everyone ,that mission is no more available.... (It was considered crap) I am now working on two missions (one in custom island and the other in Rahmadi) The Rahmadi version is a horror-like mission (I think you all know what creatures you will be expecting in that mission,BRAINz!) -
S.T.E.A.L.T.H [Rahmadi] BETA Ver-0.6 [I invite you to test]
haroon posted a topic in ARMA - USER MISSIONS
Sorry mission is cancelled! -
In my opinion,ArmA 2 is good I don't care whether its popular or not.... Its me who wants to play the game.... I won't feel anything if no one is playing it or huge people are playing it (I will neither feel sad nor happy) The reason I love OFP/ArmA/ArmA 2 is that these games give the player the chance to edit and make missions/mods/addons... Look at those mods for ArmA in Armaholics,like the Invasion 1944 D-Day thoes mods change the whole gaming experience (even the interface,the loading screen for example) So its like you get multiple gaming experience from a single game (if you play that Invasion 1944,you'll feel like you are playing a WW2 game) On the other hand,most of the contents in either these three games can be edited (I once un-packed the Scripts.pbo in OFP and changed the script which runs the splashing screen at start up) Each time I start the game,I heard my own voice saying "Welcome to Operation Flashpoint" and a message "Greetings Haroon" All I want to say is these games are more interactive than any other games on the market..................................................................................
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Hi everyone, I am having a problem too...... My Graphic Card is ATi R4670 1Gb DDRIII When i try to set the PostProcessing Effects on High in both ArmA and ArmA II,the game crashes randomly after about 20 mins from the change of PP. And nothing happens when it is at "Low" I found an article stating that the R4670 is one of the best one to choose in Low-End Cards...... I bought it ,expecting that I could play ArmA with the Med Settings...but to my surprise,ARMA runs smoothly on all setting Maxed out @ 1024x768 ,except VD just at 500 and AA at "Low". And it brought more surprises,I can even play ARMA II on all settings maxed out except those described in ARMA. But FPS in ARMA II is not very much ,just around 15-28 (40-60 in Utes when exploring alone). Is this causing because of my CPU? Yes,my CPU is out-dated,very out-dated,everyone here is now using Dual Cores...which i cannot afford right now (i spent all of my money on R4670) And i know that my mobo can't take Dual/Quad Core Processors...... Guys have you any idea of a combination of a good cheap mobo and a processor? My System Specs are as follows: Intel Pentium 4 Prescott 2.66 Ghz MSI 915G Combo 2 2 x 1Gb DDRII (533 Mhz) MSI R4670/HD4670 1Gb (DDRIII) 450Watt Standard PSU Windows XP Pro (32 - bit)
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As IceBreakr said,first you have to press F2 ,then drag a line from and to the civilian and soldier. Notice that the Civilian grouped with the soldier is changed. If you grouped him with an East Soldier,and if he has weapon,he'll fire at the WEST. You can also group a WEST and a EAST soldier... In that case,the side depends on the leader of the group (if leader is EAST,then side is EAST,which means the WEST soldier being grouped will engage WEST men.) Normally,EAST men don't kill Civilian (not sure in OFP:RES),so you can group civils to WEST to make EAST shoot them automatically. Haroon
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missing cams effect as featured in OFP
haroon replied to bondiman's topic in ARMA - MISSION EDITING & SCRIPTING
Those cam effects are gone with ofp,ArmA don't have them and i never HEARD of such addon in the community....... You should better learn Cam Scripting... It take only a few days to learn that... http://www.opflashpoint.org/features.php?v=18 Good Luck... -
No Offense to you 33BO11OF00, but many many peoples have already learnt the thing what you've described as BREAKING NEWs ! But i APPRECIATE you,for discovering that yourself (I found it in one of the official mission!) "1" objstatus "DONE" - green check "2" objstatus "DONE" - second obj,green check (up to "6" as you can define 6 objectives) "1" objstatus "FAILED" - failed "1" objstatus "HIDDEN" - hide the objective (very useful in some missions) "1" objstatus "SHOW" - show HIDDEN obj,(only for use if you applied HIDDEN to that same obj) Also, you describe "end#4" but that seems to be incorrect. There is an option something like #lose1 or #lose in the drop down menu.Select it and THEN when the conditions met,you'll LOSE the mission. Also,there is one more NICE thing that you can do with triggers! That is SOUNDING the alarm, trigger properties : Act : EAST AXIS A and B : desired alarm zone(e.g over a village) Detected By WEST in the effects tab, select sound,and then "alarm" By that trigger ,when an EAST unit is detected/spotted by a US/WEST unit in THAT trigger AREA,then the alarm will be activated!
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Syncing commands together, help !?
haroon replied to Black Mesa's topic in ARMA - MISSION EDITING & SCRIPTING
You can learn great things about mission editing here. Check out this for your current problem link : http://www.armaholic.com/forums.php?m=posts&p=59353#59353 My answer : Syncronisation is not 100% trust-able,sometimes it make errors........ Just make a move waypoint where the vehicle is supposed to be waiting... in the condition. put : unitname in thewaitingvehiclename eg : soldier1 in thiscar1 so that the vehicle will move to next wp only when soldier1 entered it. My Knowledge about sync... Click WP A and drag the line over WP B and release the mouse.Now WP A and WP B are synced. Now the important point is : WP A ,which is the WP being clicked (the starting point of the line) is the WAITING WP. So WP A will WAIT until WP B is activated. so if car1 has to wait.then car1's wp will be WP A. Good Luck, If you feel unclear,contact me over PM. -
Will that work with patch 1.46?
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Oops, latest version! Then i am not going to be able to test that.......................................... I am using OFP:Cold War Crisis with Red Hammer,which is at patch 1.30...:D Haroon1992...............................
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First Strike -The Battle At Desert Island.... A mass scale SP battle that i've created.......[but still being beta tested on OFPEC] Lines are : "Roger, we're on the way" (Radio reply from chopper being called for Air Strike) "Uh...we're low on fuel and ammo, we'll not be available for some time" (radio from chopper to re-arm and re-fuel itself) "We are ready" (radio by chopper) Only these lines are needed now............I believe you'll help me... These lines are radio messages and should be distorted..... I like the official radio voice in the mission "Battle Fields" which is "This is Papa Bear to all squads,I repeat this is PapaBear to all squads,you're approaching the enemy positions ,contact is imminent ,out" (Not for recording!) Haroon1992....................
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My first ever made OFP mission..... Link : First Strike Version 1.02 Scroll down the page to download the mission Haroon,
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For this, you have to UnPbo the mission and change the description.ext [add the desired weapon classes] and then re-pboing the file. You can find the missions under the "Missions" folder in root directory of OFP. Besure you placed the re-pboed file again in the "Missions" folder after you've added the weapon classes... UnPbo tool [Choose only one!] ArmAUnpbo [works for OFP too] Pbo Decryptor [Ofp Tool] ------------------------------------------------------------- Pbo Tool [Choose only one!] Make Pbo [This one is the easiest one i found] Pbo Tool Win Pbo ------------------------------------------------------------------ Pbo GUI[This one do both packing and unpacking] --------------------------------------------------------------- Description.ext Editor Chris OFP Editor [A description,briefing and overview Editor] ArmA Edit [A tool which can be used both for ArmA and OFP, best scripting tool for me!,and it can also do description.ext] Enough? Or want more? Haroon1992....................
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I wonder how to create such a .fsm file? Is there any Editor/Tools for it?? And tut...for it will be nice :D
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haroon1992
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Why? Can't you use the Editor before times?:j: With what version the mission is being created? And also what kind of mission, SP?MP?COOP? Also,you should post the decryptions of the mission along with this thread... Creating a thread just to show "I am working on a mission and its called unknown" is not something good... Just an Advice... If SP, you may ask help from me.... If MP, you may ask help from others....:D
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Point at any unit to make it join you group.
haroon replied to seba1976's topic in ARMA - MISSION EDITING & SCRIPTING
Script updated to suit your need... Now ,Only groups with 1 or 2 units will join you...