Big_Daddy
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Everything posted by Big_Daddy
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cant find official missions to edit
Big_Daddy replied to Archamedes's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
it's in the addons directory. missions.pbo -
Tv Guided Bombs/Missiles
Big_Daddy replied to nuxil's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
any thoughts as to why the first bomb goes backwards? -
Force kneel?
Big_Daddy replied to stephen271276's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
amovpknlmstpsraswrfldnon gesundheit. heh.. Where do they come up with some of this stuff? I know some of it comes from Czech but come on... -
Tv Guided Bombs/Missiles
Big_Daddy replied to nuxil's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think I'm starting to understand his questions. (weird, I know) He's asking how to lock the bomb onto a target. You can't. -
How to check a units ammo count?
Big_Daddy replied to bascule42's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try _count = plane ammo "Mk82BombLauncher_6" -
Setting wild life to enemy
Big_Daddy replied to xealot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
And you can't set prob of presence via script. -
Setting wild life to enemy
Big_Daddy replied to xealot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
mmMMmmm.. bbq.. :) -
Setting wild life to enemy
Big_Daddy replied to xealot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
createGroup createUnit Use create group for the enemy side (east/west) then use createUnit for whatever animals you want. ie: _grp = creategroup east; "Goat" createUnit [getpos animalspawn1, _grp] -
Equipment Script Problem
Big_Daddy replied to IndeedPete's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_ammo and _weapon have to be initialized before the if.. _reaper = _this select 0; _magazineCount = round(random 5); private ["_ammo","_weapon"]; if (_reaper == hunter) then { _ammo = "5x_22_LR_17_HMR"; _weapon = "huntingrifle"; } else { _ammo = "8Rnd_9x18_Makarov"; _weapon = "makarov"; }; removeAllWeapons _reaper; for [{_i=1}, {_i<_magazineCount}, {_i=_i+1}] do {_reaper addMagazine _ammo;}; _reaper addWeapon _weapon; _reaper selectWeapon _weapon; if (_reaper == hunter) then { while {alive _reaper} do { if (!someAmmo _reaper) then { for [{_i=1}, {_i<_magazineCount}, {_i=_i+1}] do {_reaper addMagazine _ammo;}; sleep 1; }; }; }; -
Setting wild life to enemy
Big_Daddy replied to xealot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, how are you creating the animals? via script, or via the Ambient wild life module? If via script, you can make the animals whatever side you wish. then they will be on that side. And AI will attack them if that side is enemy. The trouble with making CIV an enemy with: east setfriend [civilian, 0]; is that east will not only attack animals, but empty vehicles, houses, everything around them that isn't east. -
Setting wild life to enemy
Big_Daddy replied to xealot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
why don't you tell us what your trying to do? -
Setting wild life to enemy
Big_Daddy replied to xealot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thats about the only way. -
Is isServer broken
Big_Daddy replied to bangtail's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The exitwith exits the current cycle. so, if the script is a plain script i.e. nothing fancy: if (isserver) exitwith {}; player sidechat format ["Hi my name is %1",name player]; Then it will exit the script and do nothing. But if you start nesting things, like foreach, or while or anything else that causes it's own cycle, exitwith will exit THAT cycle. Usefull if you are wanting to pass information back to your script without calling a function, or something simple. i.e.: if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"}; private "_name"; {if (Name _x == "Big Daddy") exitwith {_name = VehicleVarName _x;}} foreach AllUnits; _name = call compile _name; _playername = toLower (name _name); switch(_playername)do { case "big daddy": { _nic = [_name, nil, rremoveAllWeapons, ""] call RE; {_nic = [_name, _name, "loc" + "per",raddmagazine, "100Rnd_556x45_BetaCMag"] call RE;} forEach [1,2,3]; _nic = [_name, _name, "loc" + "per",raddWeapon, "m8_sharpshooter"] call RE; {_nic = [_name, _name, "loc" + "per",raddmagazine, "10Rnd_127x99_m107"] call RE;} forEach [1,2,3,4,5,6,7,8]; _nic = [_name, _name, "loc" + "per",raddWeapon, "m107"] call RE; {_nic = [_name, _name, "loc" + "per",raddmagazine, "SMAW_HEAA"] call RE;} forEach [1,2,3,4]; _nic = [_name, _name, "loc" + "per",raddWeapon, "SMAW"] call RE; {_nic = [_name, _name, "loc" + "per",raddmagazine, "pipebomb"] call RE;} forEach [1,2]; _nic = [_name, _name, "loc" + "per",raddweapons, "binocular"] call RE; _nic = [_name, _name, "loc" + "per",raddweapons, "NVGoggles"] call RE; }; }; btw this is a work in progress... It won't exit your script. but exit that cycle. and continue on with the rest of the script. This is why they say it shouldn't be used. Because if you are new to scripting, and just think that it will exit the script all together, your wrong. You have to watch where you use it. -
Tv Guided Bombs/Missiles
Big_Daddy replied to nuxil's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Are you kidding me? I love this script.. We use it daily. (play on a private server where there arn't many players) so if nobody is around to laser for you.... It's great.. I guess my only complaint is... The first bomb that you release is always facing the wrong direction. You'd have to turn the bomb around to face the enemy, but by that time your lost all momentum. and the bomb just falls. it's fine once you've dropped the first bomb. Even if you reload, your still good. But crash, and get in a new plane. First bomb is trashed again. -
Random artillery around units
Big_Daddy replied to Kristian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I guess the first question is, do you just need the explosions or are you wanting the actual units sitting at the guns, firing? Just the explosions are easy, no modules, just some scripting. -
Multiplayer Framework
Big_Daddy replied to TemichSablin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It isn't a module, it's a uhh. framework. :) You don't add it to the map, certain things add it to the map. Anything that might use it. But if you want to initialize it yourself... if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"}; Throw that infront of the script that you'd like to use the MPF in. Now you can call all the neat little doodads that it offers. Like a say command in one of my scripts. _nic = [objNull, _dog, rSAY, "dog_01"] call RE; -
Tv Guided Bombs/Missiles
Big_Daddy replied to nuxil's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You need to add the #include TVS\TVS.HPP to your description.ext file In the right spot. -
Cos,Sin,Tan - Math Problem With Directions
Big_Daddy replied to nullsystems's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
which are you having the issue with? putting the object 1 meter infront or facing the player? fire setpos [(getpos player 0) + ((1)*sin(getdir player )), (getpos player select 1) + ((1)*cos(getdir player))]; fire setdir (getdir player) - 180 fire setpos (getpos fire) -
uhmm. that line should have allready been in there... My current guarddogs.sqf if (Isserver) then { _leader = _this select 0; _leader2 = objNull; _leader2 = _this select 3; if (!isnull (_leader2 select 0)) then { _leader = _leader2 select 0; }; if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"}; _side = side _leader; _grp = creategroup _side; _random = round(random 4) +3; for "_i" from 1 to _random do { _type = round(random 1); _breed = "Pastor"; switch (_type) do { case 0: { _breed = "Pastor"; }; case 1: { _breed = "Fin"; }; }; //_dog = _grp createUnit [_breed, getpos _leader,[],20,"none"]; _dogname = format ["k9%1",round (random 1000)]; call compile format ['"%2" createUnit [getpos _leader, _grp,"%1=this; this setSpeedMode ""full"";this disableAI ""AUTOTARGET"" ; this disableAI ""TARGET"" ; this setCombatMode ""BLUE"";this setbehaviour ""aware""",1]',_dogname,_breed]; _dog = call compile format ["%1",_dogname]; _dog setVariable ["_sound1", "dog_01"]; _dog setVariable ["_sound2", "dog_02"]; [_dog,_leader] spawn { _dog = _this select 0; _leader = _this select 1; while {alive _dog} do { _near_humans = []; _alive_humans = []; _distance = 1000; _neareast = objNull; _near_humans = position _dog nearEntities ["man",100]; //{if ((side _x != side _leader) && (side _x != side _dog)) then {_alive_humans = _alive_humans + [_x];_dog knowsabout _x;}}forEach _near_humans; {if ((side _dog)getFriend (side _x) <0.6) then {_alive_humans = _alive_humans + [_x];_dog knowsabout _x;}}forEach _near_humans; if (count _alive_humans >0) then { _nearest = _alive_humans select 0; _distance = (position _dog) distance (_nearest); if ((_distance > 75) && (_distance < 100)) then { _nic = [objNull, _dog, rSAY, "dog_02"] call RE; _dog dowatch _nearest; }; if ((_distance > 50) && (_distance < 75)) then { _nic = [objNull, _dog, rSAY, "dog_01"] call RE; _dog domove position _nearest; _dog setspeedmode "FULL"; }; if ((_distance > 15) && (_distance < 50)) then { _nic = [objNull, _dog, rSAY, "dog_01"] call RE; _dog domove position _nearest; _dog setspeedmode "FULL"; }; if ((_distance > 10) && (_distance < 15)) then { _dog domove position _nearest; _dog setspeedmode "FULL"; }; if (_distance < 10) then { _nic = [objNull, _dog, rSAY, "dog_maul01"] call RE; _dog domove position _nearest; _dog setspeedmode "FULL"; [_nearest, _dog] execvm "scripts\dogattack.sqf"; }; }; sleep 2; //_dog domove position _leader _dog domove [(getpos _leader select 0) - ((random(10)+30)*sin(getdir _leader - 180)), (getpos _leader select 1) - ((random(10)+30)*cos(getdir _leader - 180))]; _dog setspeedmode "FULL"; }; }; }; };
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Tv Guided Bombs/Missiles
Big_Daddy replied to nuxil's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use it all the time.. Make sure you have the tvs directory, and you have the #include "TVS\Tvs.hpp" in your description.ext -
camera + variable
Big_Daddy replied to VanhA-ICON's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
sounds like you've forgotten a _ or added one. Likely when you delete the camera, or trying to change the scene. Check your camera variables. if your using _camera you likely forgot the _ on one of them. -
Well, right now, it's better than that... ((side _dog)getFriend (side _x) <0.6) Make sure your guarddogs.sqf has that in there.. As for east/west.. that's the problem. East/west arnt' the only things out there. For the longest time the dog's were civ's . so it would literally eat itself.
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Spawned units kill eachother?
Big_Daddy replied to RonnieJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
that's cause your spawning west AI in east bodies. :) put east in there. Enemy3 = [getmarkerPos "Enemy3", side player, (configF -
Prevent units from moving
Big_Daddy replied to PorkyJack's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
try this forceSpeed 0; -
Having a squad leader on a bluefor side tells the AI civilians to attack opfor.. It won't do anything to a player as he isn't AI. Doesn't affect the enemy they still see civ's. What is the end result you are looking for? Player Priest that is enemy of Opfor? Or just friendly to Bluefor? by default civ's are friendly to everybody. The same as setcaptive true