Big_Daddy
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Everything posted by Big_Daddy
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you'd put: null = execvm "c4only.sqf"; into the init of whatever objects you want to only be destroyed by satchels.
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Creating composition templates
Big_Daddy replied to CrazyAce's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahh. You have to create a center then group then you can add a unit. -
Spawned units kill eachother?
Big_Daddy replied to RonnieJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is the player on the east side? -
Creating composition templates
Big_Daddy replied to CrazyAce's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, there kind of is.. You can use the Alt-E editor, place a cone or something in the middle, (ground zero) place your other items around it. Save it. Then you'll have the info you need to make your calculations for w/e-n/s placement. Also, your azimuth. -
Createcenter command bugged ???
Big_Daddy replied to charon productions's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
From the wiki You need to set the new sides friendly status using the setFriend command, once you have created your Center. Otherwise the newly created AI will not engage you, if you're on the opposing side -
Spawn injured pilot at random crash site?
Big_Daddy replied to stephen271276's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nul = [] spawn { sleep 5; "USMC_Soldier_Pilot" createunit [[(getpos chopperName select 0) + 10,(getpos chopperName select 1) + 10,0],(createGroup WEST),"jon = this"]; jon setdamage 0.6; // first aid.. FAcenter = createCenter sideLogic; FAgroup = createGroup FAcenter; //for healing faais = FAgroup createUnit ["AlternativeInjurySimulation", [0, 0, 0], [], 0, ""]; faais synchronizeObjectsAdd [jon, leader player]; //for dragging fabc = FAgroup createUnit ["BattleFieldClearance", [0, 0, 0], [], 0, ""]; fabc synchronizeObjectsAdd [jon, leader player]; }; Info from Here -
Creating composition templates
Big_Daddy replied to CrazyAce's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That script is to place the already defined Composition's. If your wanting to create your own, you can do it via script. Take a look at the Manhattan mission. They create that base from scratch. Also, you can depbo the modules.pbo and look in DynO\data\scripts\compositions.. Look how they create them. Then run the edited script that Armaholic provides to look at your newly created Compositions. -
Creating group with BIS_fnc_spawnGroup
Big_Daddy replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
spawnvehicle Returns: Array: 0: new vehicle (Object). 1: all crew (Array of Objects). 2: vehicle's group (Group). so.. _gunner = gunner (guard_aa_0 select 0); _gunner reveal _target; _gunner doWatch _target; _gunner doTarget _target; -
Player loose added Action
Big_Daddy replied to Socrate's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Search is a powerful thing... From one of my other posts... this addAction ["Call Blitzy","scripts\blitzy.sqf",[],0,false]; this addeventhandler ["killed", {_this execVM "scripts\blitzyaction.sqf"}]; blitzyaction.sqf waitUntil {alive player}; player addAction ["Call Blitzy","scripts\blitzy.sqf",[],0,false]; if (true) exitWith {}; -
WTF dedicated issues making me nuts....
Big_Daddy replied to Pappy60's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
mp framework is your friend.. Your calling the MPF script taskhint without useing MPF. so your missing the string to make the call local, and persistent for JIP. _nic = [nil,player,"loc"+"per",rsetTaskState,tskobj_2,"SUCCEEDED"] call RE; _nic = [nil,player,"loc"+"per",rtaskHint,tskobj_2,"SUCCEEDED"] call RE; _nic = [nil,player,"loc"+"per",rsetcurrenttask ,tskobj_3] call RE; -
ahh. see, then that's just an explosion. it's not an attack. I suppose in your trigger, you could script them to find cover.
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the _victem is nothing more than an object. set whatever _victem is, and he'll go right to it.
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Help getting Unit Name using Player Name
Big_Daddy posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, here is a question I'm throwing out to the group... I'm trying to get a unit name (name from the editor) I'm assuming it will include: String = vehicleVarName objectName I just don't know how to make the syntax. _name = vehicleVarName (name player == "Big Daddy"); Something like that.. Thanks Edit: I'm trying to run this from the server. Keeping it off local boxes. -
Help getting Unit Name using Player Name
Big_Daddy replied to Big_Daddy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's what I'm trying to do... I have a script that switch/cases the persons' name. Then runs a rearm script on the person. Now, that's not so tricky... right? I'm running the script outside the .pbo.. from the root of the server. [] execvm "\rearm.sqf"; Now, it's working great, if the .sqf is in the game root of my local machine. (or the other guys).. But, I don't want to have to send them updated scripts everytime. So I want to run it from the dedicated server. Which will be my machine while testing and the leased dedicated server. if (isserver) then {execvm "\rearm.sqf"}; That way, it runs from the dedi server, and not try to run locally. hence my guys will not need updated scripts locally. Now the script I had before just called player and if player wasn't local it exited. but now player won't be local. so I need the name of the unit. Now I know the easiest way would be to lock down units. Big Daddy uses unit BigD.. or something like that. But we have medic's, engineers, etc.. Here's what I have for running it local. I've started to update it with the mp framework so it works from the server. but don't know how to finish it.. Edit: Seems to be working after doing some testing.. Just need to put it on the dedicated server.. -
Help getting Unit Name using Player Name
Big_Daddy replied to Big_Daddy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No, Sigh.. that didn't work. but thanks for the try. -
Getting object's aiming position
Big_Daddy replied to Pint0 Xtreme's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is this for a player? or anybody? screentoworld if it's a player. other than that.. dunno -
Is it possible to FORCE teamswitch by trigger activation?
Big_Daddy replied to CombatComm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
how would you go about creating the cut scenes? do you have that part yet? If you do, then put it in a say cutscene.sqf then in the trigger, or however you call it. _null = execvm "cutscene.sqf"; Just like you call the briefing.sqf. But since your scripting it (however your using selectplayer) put the cutscene info into that. -
Complicated trigger manipulation (most likely not possible)
Big_Daddy replied to CombatComm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what' Chef is saying is edit (using a text editor) the mission.sqm file, and manually changing the side of a unit. once edited if you pbo the mission and run it, it will run that way. BUT... if (after manually changing sides of a unit) you open the mission.sqm file (in the arma editor) one of 2 things will happen. the game will crash big time, or the units will just transition back to their original sides. -
Is it possible to FORCE teamswitch by trigger activation?
Big_Daddy replied to CombatComm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The briefing can be run whenever. If you put it in the init.sqf it runs at the beginning. But you can call a "briefing" whenever, can also be called whatever. The briefing is nothing more than a sqf for adding tasks, and showing you pretty pictures, and movies. -
What i put are examples. this addEventHandler ["fired", "hint format['fired - %1',_this select 3]"] would need to be modified to run the script that you write, and would go into the init of the unit your working with. _muzzle = _this select 3; if (_muzzle == "PipeBombMuzzle") then {pipelayed = true}; Would be in the script that you call from the addevenhandler.
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heh, generally they'll do that anyway.. :)
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Cobra, this is the 3rd time you've asked. I know nobody is giving you the answers, because it's not the easiest thing to do. The only way I can see it happening is if you: add a fired event handler to the player to run a script this addEventHandler ["fired", "hint format['fired - %1',_this select 3]"] this one does a hint telling you what muzzle fired. for a pipe bomb it's PipeBombMuzzle, it happens when you place the pipe bomb. in that script check to see if the muzzle used is "PipeBombMuzzle" ie: _muzzle = _this select 3; if (_muzzle == "PipeBombMuzzle") then {pipelayed = true}; Then in your conditions of your trigger this && pipelayed && player in thislist Guys, help me out if I'm missing something. resources: addevenhandler fired
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Complicated trigger manipulation (most likely not possible)
Big_Daddy replied to CombatComm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
heh. and that's the LAST time you edit that mission in the editor. If you need to make changes to the mission, change the units back to west (or original side) -
Doors on buildings
Big_Daddy replied to EddiePrice's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
well, it will actually do the work for you, you may have to import the script into a chern map instead of utes. give it a try.. -
Is it possible to FORCE teamswitch by trigger activation?
Big_Daddy replied to CombatComm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Couldn't you do all the cinematic stuff/breifing etc. then selectPlayer?