HateDread
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How to use execVM properly
HateDread replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Two problems: this addMagazine "30Rnd_9x19_MP5",5; doesn't work, as you'd need an array at the end. (Something like this addmagazine ["30Rnd_9x19_MP5",5]; but that only works with vehicle cargo). I.e. what you were trying doesn't work. And removeAllMagazines _soldier; doesn't exist. Removeallweapons takes out both weapon and magazines, unless it's a vehicle, then only magazines will go. I advise you to add -showscripterrors to your ArmA 2 shortcut's target line. Then you can see if you're doing it wrong. That's why I assumed it was right, as you hadn't indicated otherwise; now I know that's because you didn't know. Also; BIS Wiki, and specifically this section shall help you SO MUCH. Search using 'Control F' on this page for everything you need! http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 Happy scripting! Feel free to send any questions my way! And don't be afraid to post :) - HateDread. -
How to use execVM properly
HateDread replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry, that was my mistake; I didn't read over your commands exactly. For now, use this: -
How to use execVM properly
HateDread replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In init: In loadout.sqf: Basically, in the init line, you start with any variable (I prefer 'xhandler' - I used to say 'null' but that apparently messes with something. You need to use a variable that will not affect anything else. Use 'xhandler'.) for executing the script so there is no error by the engine (it doesn't like executing a script straight-up from an init line). The '[this]' part of it is the array the script 'owns', so to speak. In the script, '_this select 0' is pointing to the first part of this array (in this example there is only one 'part'). Therefore, '_this select 0' means 'Get the first part of the array' (which is 'this' in our init line: xhandler = [this] execVM "loadout.sqf" Arrays are done this way as it's a 'zero index'; it counts up starting from 0. The first element of an array is found with 'select 0', the 2nd element with 'select 1', and so on. _Soldier = _This select 0; assigns the variable local to the script ('_' before a variable means the variable is local ONLY to that script, and nothing else uses it, nor can they see it). So, within the script, whenever we say '_soldier', it picks the FIRST element from the array we run the script using (back in our init line), as '_soldier' is equal/set to '_this select 0'. By this, I mean; Init: Script: See how the bolded parts are linked as per my earlier explanation? Does this make sense? :D -
Searchlights and Suitable Perimeter Devices
HateDread replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for that, Kyfo; it'll be very useful! But do you know of any more directional style ones? I've got a perimeter set up, and I need light leading up to it (like, to see the zombies :p ). Kinda like the searchlights, but less powerful, static, etc. And Eggbeast... how would I go about getting those scripts/functions? -
Enforcing Quarantine?
HateDread replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay, using manually-activated triggers; Trigger One executing: {_x setVariable ["OUTSIDE", 1,true]} foreach allunits; Trigger Two executing: {_x setVariable ["OUTSIDE", 0,true]} foreach allunits; And the third using this to check: _ReturnVari = Player getVariable "OUTSIDE"; if (_ReturnVari == 1) then {player setdamage 1} else {hint "Negativekill"}; It works as intended. Firing the first trigger (setting outside to one), then the third to check it, results in a player death. Firing the 2nd trigger then the third equals 'negativekill'. Firing the first then the second then the third equals 'negativekill'. This means that they work individually, and the 2nd can successfully over-write the first, therefore the earlier code should work. This testing means the problem is with the trigger area, and the selecting of the units within it. From the earlier post of mine: This, as supported by my experiment, should have the 3rd line here over-writing the 2nd, meaning outside is set to 1 for all units, then set to 0 for all within trigger zone. Trigger executes xhandler = [this]execVM "TRIGGERSCRIPT.sqf"; so this should operate as _trigger. What part of this final script is going wrong? Is it foreach units _trigger; at the end? Is that written incorrectly? Cheers in advance! -
Scripting Tail Rotor Fail?
HateDread replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try using "ARTY_Sh_105_HE" as the weapon spawned. That usually works for artillery - might explode well enough on contact with heli? -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Alright, thanks. I look forward to v0.9. How does one lower the volume of the zombies' calls? Like, the sounds they make as they run around/at the player? I'd rather the attacks be more of a surprise. And I can't seem to get CHN_UNDEAD_NOZEDRADIO = true to work in the init.sqf. Will this update lead to better Ai navigation? I.e. not circling the player (like the dogs do), instead going straight for and attacking? -
Enforcing Quarantine?
HateDread replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is my first attempt at point 1. In trigger I manually activate (for now): xhandler = [this]execVM "InQuarantineCheck.sqf"; In InQuarantineCheck.sqf: This sets ALL units as Outside = 1, then sets all units within trigger as Outside = 0. I try to check this with another script: But even if all done within the trigger, the player is still killed. Despite the fact that it sound say 'Negativekill' and not kill the player. Any ideas? -
Enforcing Quarantine?
HateDread replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
But how do I specify that several entire factions cannot leave a marker? (Zombies become 'independent' side, plus civilians who must also not leave). And how do I pass this along to another unit which will then engage them? Btw, the player is not a sniper - he is inside, and he must escape out of the quarantine, so an insta-kill won't work. -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm sorry; I really mis-worded my post. I meant you preferred not to make any Zombie-textured models of OA (civilians and such), not that you refused to have the mod work in OA, or that it didn't, as I know it does (and I'm very glad). I'll find those guidelines and have a noob's crack at it :s Love the work so far. EDIT: I presume these are the guidelines? (-Scared-) For zombies: The type of the unit MUST start with CHN_UNDEAD_ or CHN_ZOMBIE_ followed by the name (with the exact letters) used in the typename of your custom uninfected unit. I don't even know where to begin, haha... EDIT: Also, Charon, will this new update (and it's new system) lead to better zombie building navigation, etc? So that we can't sit in the 2nd story of a house and be completely safe... OA brought many AI improvements for buildings... have they been translated to this mod? -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Charon, if you refuse to transfer this mod over to OA, may I suggest; - A clear guide/method for somebody to follow in order to do so. I mean how to generate 'zombie' versions of existing models. Have you considered doing one male zombie and one female zombie for each faction? That'd be not much work at all, I had hoped? This mod is so good, it really deserves attention by all the new players using OA. Regards, HateDread. EDIT: Even easier would be a single model for each gender, compatible with desert (colours), and looks middle-eastern. That sort of thing. -
Addon to Help Low-Vision Players?
HateDread posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hey all, (Taken from my thread in the Scripting section, here: http://forums.bistudio.com/showthread.php?t=102828 ) So that's what I'm after - a way to help my friend play ArmA 2. Does anyone have any ideas? Cheers. - HateDread. -
Addon to Help Low-Vision Players?
HateDread replied to HateDread's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks so much! How would I go about using type CAManBase? Or revealing all units nearby, etc? And do you know the classnames for the helper objects? I'm looking for sphere 100cm classname, but cannot find. Cheers. -
Addon to Help Low-Vision Players?
HateDread replied to HateDread's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Okay, thank you, I shall give that a try, for sure! Just to clarify - I run it once, as it's a 'while' loop, right? So I could execute the "VisionAssist.sqf" (for example) through the init.sqf? I'll look into that nearest object stuff. -
Scripting to Help Low-Vision Players?
HateDread posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey all, A particular friend of mine who owns ArmA 2 will not play due to his poor vision. He has a particular problem that means he can't wear glasses to correct his eyesight, either, so I'm thinking out-of-the-box here. Is there a way we can assist him? It would be nice to be able to attach a script to a specific player only. I'm thinking things that detect AI and somehow make them more obvious. Is that possible? Cheers. - HateDread -
Addon to Help Low-Vision Players?
HateDread replied to HateDread's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It's apparently due to some thing as a child where his eyes see very differently, therefore glasses can't fix it. It's some irreparable condition. What needs to be focused on is contrast. Be that bright colours against Takistan colours, straight lines against nature, etc. He can see contrast well. Hence the earlier stuff about coloured markers. -
Addon to Help Low-Vision Players?
HateDread replied to HateDread's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sweet, thank you! A few things: - How do I make it for all enemies, whether known about or not? The friend can't find the enemies to make them 'known about' without this, which needs him to find them, and so on and so forth in a circle. - How to make it adhere to multiplayer locality? If it's run as 'player' it'd spawn 4 seperate markers if there's four players, right? This leads to: - How do I make it so the markers appear for only one person's view? This one friend out of four players needs them, all others don't. If we can just get past these issues, it'd be even greater! Thank you so much. - HateDread. -
Secondary Ops Manager Module Discussion
HateDread replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can't help but repeat my question; maybe it needs Developer attention... But is there a way we can increase the way in which SOM can be used for a mission? By that, I mean; - A count of how many missions have been completed. So we can set a win condition, for, say, 10 SecOp missions, which leads to a victory. Some sort of count that we can use within a condition would be great. - A 'taskcompleted' style variable that works with SOM. Checking if it's most recent mission was completed, so we can add '1' to a count, every time it occurs (this is basically another way of doing the first suggestion). What I mean is, some sort of identifier attached to the SOM missions, so we can actually check if a task is completed/how many have been. For example; if 5 missions completed, a vehicle/weapon etc is unlocked and available for play, or a set of enemies spawn, etc, and if 15 are completed, it's a mission victory. This would greatly enhance the usage of SOM. Is there no way? - HateDread. -
Scripting to Help Low-Vision Players?
HateDread replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I do know how to execute a script :p And I've written a few for my own missions... I said "How do I execute it... or any other such 'attach' scripts, for that matter, for all units in a mission as standard?" Sorry, I should have made that clearer :) -
Scripting to Help Low-Vision Players?
HateDread replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay guys, now that I have bought OA, and so has my friend, I am wondering... How do I execute a script like this: Or any other such 'attach' scripts, for that matter, for all units in a mission as standard? Some way in which to load the script that attaches such a thing to every unit, specifically for my friend's viewing. Maybe in use with a trigger, and 'thislist' or whatever it is, which covers the whole map but specifies only troops, vehicles, etc? Or possibly different markers for different types. Hmm... Any ideas? -
Addon to Help Low-Vision Players?
HateDread replied to HateDread's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Okay guys, now that I have bought OA, and so has my friend, I am wondering... How do I execute a script like this: Or any other such 'attach' scripts, for that matter, for all units in every mission as standard? Some way in which to load an addon that attaches such a thing to every unit, specifically for my friend's viewing. Any ideas? -
Warfare in Editor?
HateDread replied to CTU24's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use a tool called de-pbo, I think. .sqf is opened in notepad :) -
if score becomes -5 then removeallweapons/kick/warn etc.
HateDread replied to daimyo21's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
player setdamage 1 That'll kill them. -
Secondary Ops Manager Module Discussion
HateDread replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Also, is there a way to use the taskCompleted command? Such as if the SOM enabled somebody to point to it's most recent mission, and check if it was completed, etc. -
Simple CountDown script
HateDread replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ooh, might be interesting for future reference, thanks Gaia... Also, to add to my list of earlier questions, here; How do I correctly display the timer for clients? Shk, I'm trying with your code "currentTime = timer1 getvariable "timer";" but I don't understand how to use it. Cheers.