Big_Daddy
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Posts posted by Big_Daddy
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See, that's weird. Cause thats all we play on is a dedicated server. And we've never had issues with the UAV. Now understand that if someone comes in after you've launched the UAV, they cannot control that UAV. But they should be able to control the next one that is launched.
Did you notice the init of the UAV module? that's important as well. Everyone on west has access. If you don't have that, then yes, you'd not be able to control the UAV. (UAV has been destroyed)
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try:
_nic = [objNull, unit, rprocessInitCommands] call RE;
and you only have to run it once.
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didn't have it listed there, but you do have the processInitCommands, right?
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well.... I use a script for teleporting using on mapclick. I allow the shift click (actually bypass shift click cause people were teleporting while flying. funny stuff)
Couldn't a script be written that bypasses everything else, and just blocks shift click? Then run that script at player init? (the else at the bottom of the script is for getting ontop of buildings)
_pos = _this select 0; _shift = _this select 1; _alt = _this select 2; //hint format ["%1 - %2 - %3",_pos, _shift, _alt]; if (_shift) exitwith {}; //<- This allows the bypass if (!(_alt)) then { player setPosATL [_pos select 0, _pos select 1,(_pos select 2)+5]; } else { _cone = "RoadCone" createVehiclelocal [_pos select 0, _pos select 1, (_pos select 2)]; _obj= nearestObject [_cone, "Building"]; deletevehicle _cone; _array = boundingBox _obj; _max = _array select 1; _max = _obj modelToWorld _max; _height=_max select 2; _height = ceil _height; player setPos [_pos select 0, _pos select 1,_height]; player allowDamage false; sleep 15; player allowDammage true; }; -
Latest version of UAV script.
/* ========================================================= Default values of all settings are: nul = this addAction ["Launch UAV", "uav.sqf",[xvec1,100,BIS_uav_1,"xvec2,xvec1",MQ9PredatorB,west],0,false] 1: spawn vehicle/building 2: spawn height 3: Name of UAV Module - ie BIS_UAV 4: units to be syncronized with Names, "xvec2, xvec1" 5: Version of UAV - MQ9PredatorB 6: side/group ========================================================= */ private ["_vec_array","_myarray"]; _myarray = _this select 3; _spawloc = _myarray select 0; _spawhei = if (count _myarray > 1) then {_myarray select 1} else {100}; _uavMod = if (count _myarray > 2) then {_myarray select 2} else {BIS_UAV_1}; _units = if (count _myarray > 3) then {_myarray select 3} else {xvec1, xvec2}; _uavType = if (count _myarray > 4) then {_myarray select 4} else {MQ9PredatorB}; _grp = if (count _myarray > 5) then {_myarray select 5} else {"west"}; _vclname="MyUAV"; _vec_array = [[getPos _spawloc select 0, getPos _spawloc select 1, (getPos _spawloc select 2) +_spawhei], random 360, _uavType, _grp] call BIS_fnc_spawnVehicle; _vcl = _vec_array select 0; _vcl SetVehicleVarName _vclname; _vcl Call Compile Format ["%1=_vcl;PublicVariable ""%1"";",_vclname]; _initCmd=format["this addMagazine ""4Rnd_Sidewinder_AV8B"";this addWeapon ""SidewinderLaucher""; this disableAI ""AUTOTARGET"" ; this disableAI ""TARGET"" ; this setCombatMode ""BLUE"";this setBehaviour ""careless"";%1 synchronizeObjectsAdd [%2,%3];",_uavmod,_vcl,_units]; _vcl setVehicleInit _initCmd; processInitCommands; clearVehicleInit _vcl; Player sideChat "UAV has been Launched"; -
You don't..
The reason the map kept saying that you needed the addon after you removed it is inside the mission.sqm at the top, the addon was still listed. You'd just have to delete that entry.
Also, with steam, you have to check 2 places for command line options.
First, the actual icon.
Second, In Steam Games, Properties on Arma 2, Set launch Options.
For myself. I have all the options I use for programing, and playing, listed in the Second area.
-nosplash -world=empty -winxp -maxmem=2047 -noPause
Then in the programing icon I have:
D:\Steam\Steam.exe -applaunch 33900 -window -showScriptErrors
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Well, do you have a plane flying?
_plane = _this select 0;
This line tells what plane is there to attach the bombs too.
_nil = [myplanename] execVm "carpet.sqf";
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Kronsky has a cool script that lets you get the information your looking for.
Add whatever your wanting to his sample mission, preview it, and walk up to it. You'll get the exact info you are looking for. It works for buildings/vehicles.
Whatever the script tells you, place that into the init of the object on your mission.
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that's what' he's saying. Ondoubleclick. if you set that for everyone. then the normal double click for just "text" isn't allowed. You'd have to script in to have a marker created, the text in the marker etc etc. then you can script whatever you wanted.
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it's because it sends several every time a unit gets hit. if your doing a hint, you may only see the last time it was fired. try sidechat.. you'll see all of them.
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Go right ahead... Happy to have it out there.
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You'd have to add an Eventhandler for HandleDamage
Now when that fires, you'll get several being fired. One of them, I believe the first is for the head.
Just do some searching. You'll find several posts on how to use the event handlers, and handledamage in particular.
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Pappy? your answer is in Nuxil's link as well. Look for Kylania's link for Translations
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Anyupdate? It works flawlessly..
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disconnected.sqf
_id = _this select 0; _name = _this select 1; _pos = getpos _name; hint format ["%1 just left, Last postion was %2",_name,_pos];
What are you trying to do?
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I've played around with your script some.
I don't think there will be a way to reliably get the index number. You'll have to check to see if the unit is carrying hand grenades, mines, and satchels as that is included in the actions. You'd have to get that from magazines. And add it in. Only issue is where to add it. You can't add it at the beginning, or the end i.e. _weapons + _mags.
From the limited testing I did, it seemed index 3-4 depending on the primary weapon used was the hand grenades.
Possibly, if your remove all weapons, then add them back in a certain order. Something like:
grenades
satchels
mines
magazines
Primary weapon
Secondary weapon
Pistol
night vision
compas etc
Then you could add the mags + _weapons, check to see if it has a muzzle (grenades, satchels, mines) then add the modes to that but only if it has a muzzle.
so:
grenade - 0
grenade - 0
grenade - 0
satchel - 1
primary weapon single - 2
primary weapon burst - 3
secondary weapon single - 4
pistol - 5
night vision - 6
etc
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Look in iclient.sqf
round line 86:
// if the array is empty, anybody can fly, // just add the type of players that can fly if you want to restrict to certain types // for example: d_only_pilots_can_fly = ["SoldierWPilot","SoldierWMiner"]; // this includes bonus aircrafts too d_only_pilots_can_fly = [];
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looks like your mixing sqs and sqf.
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uhmm. every part of the game is in there. every object, map, everything.
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it's in the addons directory. missions.pbo
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any thoughts as to why the first bomb goes backwards?
Help with MP UAV Script
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
That has nothing to do with karmichael's (or mine) scripts.
That is an error generated from the UAV module itself. It happens when you tell the UAV module to add an entire side using:
BIS_uav_1 setvariable ["rules",[west]]
When the UAV module goes through and adds everything it needs to be synchronized to, it tries to synchronize to the WEST side. it errors, but it still works.