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Big_Daddy

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Everything posted by Big_Daddy

  1. Big_Daddy

    Flying Objects

    What happened when you tested the tables with nothing on them? did they fly up, or stay still? If they flew up, then you might need to raise your tables a few inches, and let them drop down as well.
  2. <sigh> my bad.. I could have sworn one of the parameters were a range to choose when the addaction appeared. But to redeem myself how bout this? base_antenna = createVehicle ["Land_Antenna", [(getPos pos_target select 0) - 9, (getPos pos_target select 1) -1, getPos pos_target select 2], [], 0, "NONE"]; _barrel = createVehicle ["Barrel4", [(getPos pos_target select 0) - 9, (getPos pos_target select 1) -1, getPos pos_target select 2], [], 0, "NONE"]; _barrel attachTo [base_antenna,[0,0,-2]];_barrel addAction ["Deconstruct FOB", "uncreate_base.sqf"]; deleteCollection _barrel;
  3. couldn't you just make the addaction area larger on the antenna as well?
  4. Big_Daddy

    Making AI blind

    can you make them unconscious instead of sleeping?
  5. heh, thanks.. I'm kind of a scrounger..
  6. Kronsky has a great script/map that lets you put anything you want into it, walk up to it, and it gives you all information needed. Look here
  7. yeah, I started tinkering as well.. I got the M107 to lock on to air/ground vehicles. but didn't get the bullet to track.. it's likely that only certain config's are read for different base classes. Here's what I came up with... Class CfgPatches { class weapon_upgrade { units[] = {}; weapons[] = {}; requiredAddons[] = {"CAWeapons","CAWeapons2"}; }; }; class CfgAmmo { class BulletCore; class BulletBase: BulletCore { }; class B_127x99_Ball: BulletBase { }; class B_127x99_Ball_noTracer: B_127x99_Ball { canLock=2; hit = 1000; <- changed to determine hit or not. :) indirectHit = 50; indirectHitRange = 8; maneuvrability = 14; simulationStep = 0.002; trackOversteer = 0.85; trackLead = 0; airLock = 1; irLock = 1; cost = 10000; timeToLive = 15; sideAirFriction = 0.75; maxSpeed = 750; initTime = 0.25; thrustTime = 2; thrust = 1050; fuseDistance = 50; whistleDist = 16; maxControlRange = 4000; explosive = 0.4; visibleFire = 0.07; audibleFire = 0.07; airFriction = ""; muzzleEffect = "BIS_Effects_HeavySniper"; explosionEffects = ""; }; }; class Mode_SemiAuto; class Mode_FullAuto; class Mode_Burst; class CfgWeapons { class RifleCore; class Rifle: RifleCore { }; class m107: Rifle { canLock = 2; laser = 1; }; };
  8. [color="Red"]_[/color]camera cameraEffect ["internal","[color="Red"]back[/color]"] camDestroy _camera ^- space inbetween them
  9. Well sure, using the UID would be more secure. I didn't really have to worry about it cause we play on a private server.
  10. Try this out... I was tinkering with one of the tomahawk scripts out there, adding a Slim Pickins view. :) _veh = _this select 0; _camera = "camera" camCreate (position _veh); _camera cameraEffect ["external","back"]; _camera camSetTarget [(position _veh select 0) + (sin (getdir _veh)*90000),(position _veh select 1) + (cos (getdir _veh)*90000),-90000]; _camera camSetPos [(position _veh select 0),(position _veh select 1), (position _veh select 2) + 5] ; _camera camCommitPrepared 0; showCinemaBorder false; [_veh,_camera] spawn { _veh = _this select 0; _camera = _this select 1; while {camCommitted _camera && ((damage _veh) < 0.8) } do { _camera camCommand "Manual Off"; _camera camPreparePos [(position _veh select 0),(position _veh select 1), (position _veh select 2) + 5] ; _camera camPrepareFocus [-1,-1]; _camera camCommitPrepared 0; _camera camCommand "Manual On"; sleep 0.01; }; player cameraEffect ["TERMINATE", "BACK"]; camDestroy _camera; };
  11. Just out of curiosity, which missile did you use? And I'm sure you know, but for others Here are some good reads to help. Namely CfgAmmo, and CfgWeapons Config References.
  12. It has something to do with running it local. When I put it on a dedicated server, there isn't a respawn limit. I dunno...
  13. you can try something like this: flag setdir ([flag, getpos unit] call BIS_fnc_dirTo) make sure you have the funtions module added to your map. You don't need to sync it to anything, just add it. If that points away from the unit, swap the flag, and the unit.
  14. I'm working on the same thing.. What I've found so far, is you can execute a script that isn't in the map pbo. It saves you from having to update every map everytime you want to change something in the script. I'm working on the best way to run the script, right now I just have it in a radio trigger for testing: null=[] execVM "\rearm.sqf"; notice the \ before the script name. that tells it in the root of the server. i.e. where the arma2.exe is. rearm.sqf: private ["_playername"]; _playername = toLower (name player); switch(_playername)do { case "big daddy": { removeAllWeapons player; {player addmagazine "10Rnd_127x99_m107";} forEach [1,2,3,4,5,6,7,8]; player addWeapon "m107"; {player addmagazine "SMAW_HEAA";} forEach [1,2,3,4]; player addWeapon "SMAW"; {player addmagazine "pipebomb";} forEach [1,2]; player addweapon "binocular"; player addweapon "NVGoggles"; }; case "another player name": { removeAllWeapons player; {player addmagazine "10Rnd_127x99_m107";} forEach [1,2,3,4,5,6,7,8]; player addWeapon "m107"; {player addmagazine "SMAW_HEAA";} forEach [1,2,3,4,5,6,7,8]; player addWeapon "SMAW"; {player addmagazine "pipebomb";} forEach [1,2]; player addweapon "binocular"; player addweapon "NVGoggles"; }; }; So far, this works great. I'm when finished I'll add it to the init.sqf, and when my guys join, they'll have their favorite load outs, and not have to spend time choosing their weapons.
  15. Try: SADGUN1 = CHOPSAD1 createUnit ["USMC_Soldier_Pilot", [0,0,0], [], 0, "CAN_COLLIDE"]; SADGUN1 moveinturret [sADCHOP, 0]; SADGUN2 = CHOPSAD1 createUnit ["USMC_Soldier_Pilot", [0,0,0], [], 0, "CAN_COLLIDE"]; SADGUN2 moveinturret [sADCHOP,1] ; But yes, using the functions to create a populated chopper is best.
  16. it depends on how your using the UAV. If you have it set up to where YOU can view the camera. (UAV Module, synchronized to you,terminal,UAV) then no, the "gunner" that you remote control will not fire on anything without you actually clicking the fire button. Now, if you place a UAV in the editor, flying with a pilot, and a gunner. It acts just like a plane.
  17. Well yeah, a S&D marker will be fine, as long as it's large enough, and you remove all ground based weapons (lgbs etc) maybe even the cannon. Maybe script in a dotarget comand.
  18. Big_Daddy

    Creating items in buildings

    the 3d editor and the 2d editor don't work exactly the same way. The 3d editor saves 2 files, one file contains the xy coordinates, whereas the other file saves the z coordinates. Best thing to do would be to change the z by hand. Try: this setposatl [this getposatl select 0, this geposatl select 1,(this getposatl select 2) + 5] Inside the init of the items your trying to place. Play with the numbers until you have the right height.
  19. Yeah, I think the vehicle has to have a weapon to begin with. A "gunner" position (could be the driver/pilot as well, as long as they have a "gun")
  20. Heh... one thing I do know about is editing Domination. :) i_common.sqf ~ line 391 it's in seconds.. #ifndef __TT__ d_para_timer_base = 1800; <- this one if playing 2 teams #else d_para_timer_base = 1800; <- this one if playing anything else. #endif
  21. Drive an ammo truck up to it...
  22. generally in the characters.pbo file. If your talking Men,and not animals. File called config.bin use elietness to open the pbo, and to read the bin. (or save the config.bin as config.cpp and use your favorite text editor with search functions :)) I searched for LeftHandMiddle1 and here is what is listed with it: leftWrist = "LeftHand"; leftShoulder = "LeftShoulder"; leftHand[] = {"LeftHandThumb3","LeftHandThumb2","LeftHandThumb1","LeftHandIndex3","LeftHandIndex2","LeftHandIndex1","LeftHandMiddle3","LeftHandMiddle2","LeftHandMiddle1","LeftHandRing3","LeftHandRing2","LeftHandRing1","LeftHandRing","LeftHandPinky3","LeftHandPinky2","LeftHandPinky1"}; leftArmPoints[] = {"LeftShoulder","lelbow","lelbow_axis","lwrist"}; rightArmToElbow[] = {"rightArm",0.5,"rightArmRoll",0}; rightArmFromElbow[] = {"rightForeArm",0,"rightForeArmRoll",0.5}; rightWrist = "rightHand"; rightShoulder = "rightShoulder"; rightHand[] = {"rightHandThumb3","rightHandThumb2","rightHandThumb1","rightHandIndex3","rightHandIndex2","rightHandIndex1","rightHandMiddle3","rightHandMiddle2","rightHandMiddle1","rightHandRing3","rightHandRing2","rightHandRing1","rightHandRing","rightHandPinky3","rightHandPinky2","rightHandPinky1"}; rightArmPoints[] = {"rightShoulder","relbow","relbow_axis","rwrist"};
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