splatsh
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Everything posted by splatsh
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Mapclick, setPos on group. How?
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh, thank you, I just added one " and all worked good, then I change the P1 to player. So here is my code now. onMapSingleClick "this, {_x setPos _pos; onMapSingleClick """"} foreach units group player";"; Thanks for a fast answer, and help. -
Mapclick, setPos on group. How?
splatsh posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is what I have in editor. On player init field: group this setGroupId["Alpha"]; And then I have one mapclick thing: onMapSingleClick "this, P1 setPos _pos; onMapSingleClick """";"; This one is moving the soldier that name is P1 to that mapclick spot. But how to move the entire group that are linked to the player? I have tryed onMapSingleClick "Alpha, Alpha setPos _pos; onMapSingleClick """";"; and onMapSingleClick "this, Alpha setPos _pos; onMapSingleClick """";"; And that is not working. So howto do it? -
AI reacting on flare
splatsh replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to set up this to work with Ambient Combat Manager? Is that possible? -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
splatsh replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the fast answers =) -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
splatsh replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
And that is default with mouse scroll? If it is then I dont get that option to activate my monitor... Thats why I ask. And now I am only have CBA and ACE addon. -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
splatsh replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks, but how do I get to the ACE_HuntIR_monitor? I have fired one ACE_HuntIR_M203 up in the air, I wait, and see the small parashute, and now, how do I get to the monitor. What button is it on, how do I get to see that HuntIR monitor? (I have the HuntIR monitor with and on me) -
NV Goggles not allowed for Opfor - how to?
splatsh replied to Vincent Vega's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So, how to remove nvgoggles for EAST AI ? (Singleplayer mode.) I want to play as west, and have east as my enemy, then I want to remove all units that have nvgoggles on them. How to? Thanks. -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
splatsh replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
HuntIR monitor, is that one gone, I cant get it to work. Please tell me how I can use it. If it still in use by ace 2? -
Module, synchronizeObjectsAdd when get killed?
splatsh posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If I place one SOM module in editor, and name it "som1". And place one ACM module in editor and name it "BIS_ACM" And then synchronize them to my player. Do I need to "synchronizeObjectsAdd" to them when I get killed and respawn? -
Mobile respawn, how to, this is what I have so far?
splatsh posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to easy setup a mobile respawn. This is what I have so far, but I want to make my mash tent to be my respawn point. How to do it? I have this in my "description.ext" respawn="BASE"; respawndelay = 10; I have one trigger that is activated by radio to build my mash tent with. if(!isNull base) then { deletevehicle base; }; waitUntil {alive player}; base = "MASH" createVehicle (position player); base setvehiclevarName "respawn_west"; sleep 2; base setVehicleInit "this setVehicleVarName 'respawn_west'"; But I am not respawn at that tent, when I tryed my mission and got killed I was respawned at my dead body after 10 sec. So what is wrong and how do I make my mash tent to be a respawn point? Thanks -
Mobile respawn, how to, this is what I have so far?
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you I got it to work now with your help. Thanks. -
Mobile respawn, how to, this is what I have so far?
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry, I cant get it to work, can someone be nice and make one sample for me. I want to build a mash tent with a trigger set up to activate on radio "Build respawn tent" On Activation: null0 = [] execVM "build_spawn.sqf" build_spawn.sqf if(!isNull base) then { deletevehicle base; base = "MASH" createVehicle (position player); base setvehiclevarName "MobileSpawn"; base setVehicleInit "this setVehicleVarName 'MobileSpawn'"; }; Now when I play, I can setup that tent anywhere. And I want to respawn there to, but I cant get the respawn to work. I am only respawn at my dead body. How to set up so I can respawn at my mash tent (MobileSpawn) Please, please make one sample so I can see all. Thanks. -
Oh, thanks you, I have missed that one. Thank you for a fast answer =)
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How to make all Arma 2 (USMC) soldiers be replaced with Binks 09 US Army soldiers, is there no replace files?
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Editor wizard, use other that original soldiers, how to?
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So, there is no one that know how to add more west soldiers and more east soldiers in anything made by editor (wizard and sector controll)? -
How to let a engineer repair stuff, like cars? I have placed a engineer and a damaged car, but I cant repair it. Is there any script for this or what?
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HiFi - Single Sound Modules (Weapons BETA released!!)
splatsh replied to Mark XIII (DayZ)'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Should I delete HiFi and HiFi_extras folder, then go with all others (HiFi_ace, HiFi_air, HiFi_sfx, HiFi_weapons_long, HiFi_vehicle_weapons)? -
Random weather & Dynamic weahter.
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, that looks cool and heavy. How do I use it? Copy & paste to my init.sqf file? And how do I run it with diffrent settings? (My german is not that good, and I did not find any read me.) I found something.... Is this right? I have paste this code into my init.sqf file: [6, 8, 20, "Mixed"] execVM "weather.sqf"; -
Random weather & Dynamic weahter.
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, that looks easy, thanks =) This is what I got in my init.sqf now: skipTime (random 24); 60 setRain random 1; 60 setFog random 1; -
A.C.E. Advanced Combat Environment - Public Beta *2*!
splatsh replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Please write a link to find this Updater Consule. (I am now using Six Updater - GUI that is open up a webpage, there I syncronize and update my addons.) -
ACE No Stamina dont work, or?
splatsh posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to disable ace stamina system? Does the stamina module work OK? I cant get it to work ok. If I add a No stamina module it does not work. If I add the same module and group or sync it with me it does not work. If I add line "ACE_NoStaminaEffects = true;" inside init it does work, BUT the rucksack system does not work then, I cant pack or unpack stuff to rucksack then. But if I remove line "ACE_NoStaminaEffects = true;" then I can pack and unpack stuff to my rucksack... So, how to disable stamina system, and still have ace rucksack system with pack and unpack stuff still working? Any idea? -
A.C.E. Advanced Combat Environment - Public Beta *2*!
splatsh replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I need to ask: If I have downloaded your first release, and then update today with "Six Updater - GUI" Do I need to download or do anything else to have up to date files on ACE2? (Like download anything of beta 2 stuff) -
Save item inside rucksack, howto?
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have tested and I did make one new code to respawn with rucksack and weapons. But this code is just for players, (me, one person) How to make all in my squad to use this code? // player_reloaded.sqf while {true} do { waitUntil {!alive player}; _weapons = weapons player; _magazines = magazines player; _ruckType = player call ACE_Sys_Ruck_fnc_FindRuck; _ruckMags = player getVariable "ACE_RuckMagContents"; _ruckWeps = player getVariable "ACE_RuckWepContents"; waitUntil {alive player}; _p = _this; removeAllItems _p; removeAllWeapons _p; {_p addMagazine _x} forEach _magazines; {_p addWeapon _x} forEach _weapons; player setVariable ["ACE_weapononback", _ruckType, true]; player setVariable ["ACE_RuckMagContents", _ruckMags, true]; player setVariable ["ACE_RuckWepContents", _ruckWeps, true]; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _p selectWeapon (_muzzles select 0); }; }; -
Save item inside rucksack, howto?
splatsh posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am using this code to save my weapons and magazine and my rucksack. I am saving this to my respawn. while {true} do { waitUntil {!alive player}; _weapons = weapons player; _magazines = magazines player; waitUntil {alive player}; _p = player; removeAllItems _p; removeAllWeapons _p; {_p addMagazine _x} forEach _magazines; {_p addWeapon _x} forEach _weapons; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _p selectWeapon (_muzzles select 0); }; }; But how do I save what I have inside my rucksack? -
Save item inside rucksack, howto?
splatsh replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am no good in script and code, but what I have now is working OK for me. This is what I have: Initfield on every man: null = [] execVM "player_getName.sqf"; gear=compile preprocessfile "squadGear.sqf"; [this] call gear; null = [] execVM "player_reloaded.sqf"; null = [] execVM "ruck_reloaded.sqf"; player_getName.sqf // player_getName.sqf while {true} do { waitUntil {!alive player}; _Name = Name Player; waitUntil {alive player}; _p = player; {_p setName _x} forEach _Name; }; squadGear.sqf private["_u"]; _DumpAmmo={ waituntil{!isNull _this}; _u= _this; removeallweapons _u }; _Add_Team_Spec_Leader={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_VTAC_RUSH72"; _u addweapon "ACE_HuntIR_monitor"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addMagazine "ACE_HuntIR_M203"; _u addMagazine "ACE_HuntIR_M203"; _u addmagazine "SmokeShell"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "1Rnd_HE_M203"; _u addMagazine "SMAW_HEAA"; _u addMagazine "SMAW_HEAA"; _u addweapon "M16A4_ACG_GL"; _u setVariable ["ACE_weapononback", "SMAW"]; _u selectWeapon "M16A4_ACG_GL"; [_u, "ACE_Battery_Rangefinder", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_30Rnd_556x45_T_Stanag", 10] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_HuntIR_M203", 8] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "pipebomb", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SmokeShell", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SMAW_HEAA", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; _Add_Team_Spec_Medic={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_Rucksack_MOLLE_ACU_Medic"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_30Rnd_556x45_T_Stanag"; _u addmagazine "ACE_m34"; _u addmagazine "SmokeShell"; _u addmagazine "SmokeShell"; _u addweapon "ACE_M4A1_ACOG"; _u setVariable ["ACE_weapononback", "SMAW"]; _u selectWeapon "ACE_M4A1_ACOG"; [_u, "ACE_30Rnd_556x45_T_Stanag", 20] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SmokeShell", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_m34", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; _Add_Team_Spec_MG={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_Rucksack_MOLLE_ACU"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "100Rnd_762x51_M240"; _u addmagazine "SmokeShell"; _u addMagazine "SMAW_HEAA"; _u addweapon "ACE_M240G_M145"; _u setVariable ["ACE_weapononback", "SMAW"]; _u selectWeapon "ACE_M240G_M145"; [_u, "100Rnd_762x51_M240", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SmokeShell", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_m34", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SMAW_HEAA", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; _Add_Team_Spec_AT={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_Rucksack_MOLLE_Wood"; _u setVariable ["ACE_weapononback", "ACE_Rucksack_MOLLE_Wood"]; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "SMAW_HEAA"; _u addmagazine "SMAW_HEAA"; _u addmagazine "SMAW_HEAA"; _u addmagazine "SmokeShell"; _u addweapon "ACE_M4A1_ACOG"; _u addweapon "SMAW"; _u selectWeapon "ACE_M4A1_ACOG"; [_u, "SMAW_HEAA", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "30Rnd_556x45_Stanag", 6] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; _Add_Team_Spec_AA={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_Rucksack_MOLLE_Wood"; _u setVariable ["ACE_weapononback", "ACE_Rucksack_MOLLE_Wood"]; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "30Rnd_556x45_Stanag"; _u addmagazine "Stinger"; _u addweapon "ACE_M4A1_ACOG"; _u addweapon "Stinger"; _u selectWeapon "ACE_M4A1_ACOG"; [_u, "Stinger", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "30Rnd_556x45_Stanag", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; _Add_Team_Spec_Sniper={ waituntil{!isNull _this}; _u= _this; _u addweapon "ACE_Rucksack_MOLLE_Wood"; _u addmagazine "ACE_20Rnd_762x51_T_M110"; _u addmagazine "ACE_20Rnd_762x51_T_M110"; _u addmagazine "ACE_20Rnd_762x51_T_M110"; _u addmagazine "ACE_20Rnd_762x51_T_M110"; _u addmagazine "ACE_20Rnd_762x51_T_M110"; _u addmagazine "ACE_20Rnd_762x51_T_M110"; _u addmagazine "30Rnd_9x19_MP5"; _u addmagazine "30Rnd_9x19_MP5"; _u addmagazine "ACE_m34"; _u addmagazine "Smokeshell"; _u addmagazine "Smokeshell"; _u addweapon "ACE_M110"; _u setVariable ["ACE_weapononback", "ACE_MP5A4"]; _u selectWeapon "ACE_M110"; [_u, "ACE_m34", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "SmokeShell", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "ACE_20Rnd_762x51_T_M110", 10] call ACE_Sys_Ruck_fnc_AddMagToRuck; [_u, "30Rnd_9x19_MP5", 10] call ACE_Sys_Ruck_fnc_AddMagToRuck; }; if(!isNil "a1")then{ _u=a1; _u call _DumpAmmo; _u call _Add_Team_Spec_Leader; }; if(!isNil "a2")then{ _u=a2; _u call _DumpAmmo; _u call _Add_Team_Spec_Medic; }; if(!isNil "a3")then{ _u=a3; _u call _DumpAmmo; _u call _Add_Team_Spec_Sniper; }; if(!isNil "a4")then{ _u=a4; _u call _DumpAmmo; _u call _Add_Team_Spec_MG; }; if(!isNil "a5")then{ _u=a5; _u call _DumpAmmo; _u call _Add_Team_Spec_AT; }; if(!isNil "a6")then{ _u=a6; _u call _DumpAmmo; _u call _Add_Team_Spec_AA; }; player_reloaded.sqf // player_reloaded.sqf while {true} do { waitUntil {!alive player}; _weapons = weapons player; _magazines = magazines player; waitUntil {alive player}; _p = player; removeAllItems _p; removeAllWeapons _p; {_p addMagazine _x} forEach _magazines; {_p addWeapon _x} forEach _weapons; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _p selectWeapon (_muzzles select 0); }; }; ruck_reloaded.sqf // ruck_reloaded.sqf _hasruck = false; _ruckType = ""; _ruckMags = []; _ruckWeps = []; while {true} do { if (alive player) then { _hasruck = player call ACE_Sys_Ruck_fnc_hasRuck; if (_hasruck) then { _ruckType = player call ACE_Sys_Ruck_fnc_FindRuck; _ruckMags = player getVariable "ACE_RuckMagContents"; _ruckWeps = player getVariable "ACE_RuckWepContents"; //hint format ["%1", _ruckType]; }; } else { waitUntil {alive player}; sleep 1; if (_hasruck) then { player addWeapon _ruckType; player setVariable ["ACE_RuckMagContents", _ruckMags, true]; player setVariable ["ACE_RuckWepContents", _ruckWeps, true]; }; }; sleep 1; }; I have only tryed this one time, and it worked, I spawned with my weapons and with rucksack and with my items inside the rucksack. Maybe someone could build a more simple and more useful code than my code here...