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Everything posted by RazorX

  1. is there a good script for following. I want a unit to follow another unit (like in a group formation) but I want both units to be in separate teams. Any ideas? I'm currently using something simple including this: _unit domove (_target modelToWorld [0,-8,0]); sleep 3; in a loop the example above was created for vehicles
  2. Can anyone explain in details, please? What is the general purpose of using this command?
  3. This one's a bit annoying. I want a person to go to a precise location [x,y] (I've tried already by using DoMove, MoveTo, CommandMove), but the person always stops about a meter away from that position. How can I fix that (except teleporting him to that position).
  4. I.E. i want to return false (or a number) if the unit is covered behind a building or is behind the observer. I'm currently using knowsAbout but it has some issues like the value still stays highest even if the unit has gone out of the field of view. Any ideas?
  5. That's what I thought about, but the tricky part is, this must be executed on many units at the same time. Performance is crucial. But there must be a built-in function for calculating the view of a unit - hell, the game would not work without it :P
  6. How to make such overlayed text in game fixed over an object like in the UAV training mission? I've dePBO'd the mission, checked inside scripts and .ext file but can't get anything to work. Any help?
  7. IMO requires modifying the unit's FSM inside the pbo. Not tested
  8. This guy gives me the creeps :D
  9. "Land_A_BuildingWIP" createVehicle position; If I remember it right, check it out
  10. RazorX

    Add action help

    Works for any unit, not necessarily leader
  11. Nope, you're wrong. movingEnable is used just to move (drag) the dialog within the dialog screen
  12. You're right in 1 aspect - that's the simplest way if you really don't care what track is playing. In other cases script it. And also look in the module's source, you'll find something interesting :P Also, the module plays the tracks randomly, modify the loop and make them play in any order you want. I just dislike giving me a simple tool which I can't modify when in only few lines of code I can make something exactly what I want
  13. Yep, but tell you the truth, ArmA2 engine is a bit irritating when it comes to media. You need to know the length of tracks. The script may look something like this script.sqf ArrayOfTracks = [.......]; ArrayOfTrackLengths = [.......]; //must be in the same order as above while {true} do { _index = floor random (count ArrayOfTracks); playMusic (ArrayOfTracks select _index); sleep (ArrayOfTrackLengths select _index); }; It's the simplest solution
  14. You mean another total conversion system. I assume you still don't have a team. Well, DIY :P Good luck
  15. I doubt the mess version. Note that the effects of lethal doses of radiation are observed within up 6 weeks. Holy shit, it's a huge amount of time in agony. To kill a human within a period of minutes requires tremendous amount of gamma particles, such radiation never existed even in regions of Chernobyl. Most of you don't know about the accident in Chelyabinsk, read about it and you will know that Chernobyl was only a little disaster in comparison to that. Bleedings what you mentioned takes place after at least 2 days after being irradiated, mainly from digestive system, rarely from skin - the skin must have been damaged earlier or take at least 1000R and still the deformations are observed at least after a week. The skin turns red after a couple of hours after being irradiated but this effect lasts only up to 24 hrs, after a week the skin stars to turn dark red and deformations start. Gastric mucosa is being completely destroyed and the organism can't take any nourishment, there is a huge body mass loss. Radiation destroys the immune system, even light wounds are sources of infection. After a long period of time people often die of leukemia. After a month first signs of cancer can be observed. In all this I mean that killing a human by radiation in a period of minutes is simply impossible. Computer games like Stalker or any other of this kind showing radiation killing in seconds are simply imaginary and have nothing to do with reality. During first months after the Chernobyl explosion only 31 people died of radiation sickness, most of them were the scientists which were inside the power plant and they didn't died instantly though. Just stop watching too many sci-fi movies and take some books instead. If you want to implement a realistic radiation, you have to use realistic lengths of time, sorry.
  16. Just wait, I'm finishing my radiation script with Geiger counter function including sounds for my project :) I'll up it when it's ready. Very apocalyptic experience when combined with zombies mod
  17. How to force player to walk? ForceWalk works, but the player still can sprint. How to prevent that? Any ideas?
  18. RazorX

    Help with detecing a shot

    So you're doing something wrong. Check everything. AllowDamage or HandleDamage must work when used properly
  19. IMO UnitCapture is only good in cut scenes. Hell, I hate scripted and predictable behavior - perfect for dumb asshole fans of CoD and MoH :P
  20. _unit = _this select 0; //must be a unit, not a vehicle _target = _this select 1; //must be a vehicle scopeName "notFollow"; for "_a" from 0 to 1 step 0 do { _unit domove (_target modelToWorld [0,-5,0]); waituntil {unitReady _unit}; //prevent crashing into the car that is being followed when not moving if ((position _unit distance position _target) < 12) then { vehicle _unit setvelocity [0,0,0]; } else { //stop following while the unit is too far away if ((position _unit distance position _target) > 1000) then { breakTo "notFollow"; }; }; }; I've written this code. It makes a unit follow another unit (written for vehicles). It's a pretty good script, works well if both units are AI units. Has some bugs but I really think it's the best of the simple solutions. Feel free to modify it, the loop is infinite and you need to script more events when you want the chase to end. For now the only condition to exit the loop is when the followed vehicle is 1km away from the follower.
  21. http://forums.bistudio.com/showthread.php?t=112731 Same problem :P For now doMove is the best solution or try the script posted in the thread above
  22. I think domove is best. Works great on units, but when used on vehicles, the driver slows down after doMove is issued to calculate new route to the target. With 3- or 2-second sleep it means, the driver slows down pretty often, so that's the first bug when used on drivers of vehicles. The first vehicles drives normally but the one that follows it drives a bit too slow to catch up to it. And I can't extend the sleep time because the results will be worse. EDIT _unit = _this select 0; //must be a unit, not a vehicle _target = _this select 1; //must be a vehicle scopeName "notFollow"; for "_a" from 0 to 1 step 0 do { _unit domove (_target modelToWorld [0,-5,0]); waituntil {unitReady _unit}; //prevent crashing into the car that is being followed when not moving if ((position _unit distance position _target) < 12) then { vehicle _unit setvelocity [0,0,0]; } else { //stop following while the unit is too far away if ((position _unit distance position _target) > 1000) then { breakTo "notFollow"; }; }; }; New script written, works almost perfectly ;)