Binesi
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You can also import some layouts with this. You cannot import a full map you have made but if you have some particular pieces of it - for example, maybe you configured a tent with tables and objects on top of them, etc - you can import that into RTE. Just read that thread and you will see I've given two tips on how to do this. i0n0s, I'm definitely interested in helping with development if I can. You have my email address from my earlier bug report (...@kinsman.org)
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I found RTE also works well together with this. Instead of saving out RTE templates you can create standard BIS compositions. I've already used RTE to edit and fix the default BIS compositions and make a dozen or so new ones. As the BIS compositions are used in Domination and a large number of other missions this is an easy way to improve and extend those missions.
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The answer how to create your custom object compositions
Binesi replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Very nice. I've already made a dozen new compositions (and fixed some of the default BIS ones) using this. Another trick if you are also using RTE. Make another version of the object mapping script and add this to the last line: {_x call ION_RTE_pAddObject;} forEach _newObjs; Now when you use a composition all the objects will be added to RTE so you can edit them in real time and even save them back out into the mission.sqm. This is a great way to edit the existing BIS compositions. -
try: this setVectorUp [0,0,1] If that doesn't work I can give you a few other methods.
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The answer how to create your custom object compositions
Binesi replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Very nice. I have been looking for a good solution to do this. One question though, or maybe a feature request. In some of the BIS compositions they do a bit more then just setting the position of an object. For example this is from a script in the campaign missions: _group_6 = createGroup _center_0; _unit_13 = objNull; if (true) then { _this = _group_6 createUnit ["USMC_Soldier_Pilot", [10434.267, 1932.4336, 2.0980835e-005], [], 0, "CAN_COLLIDE"]; _unit_13 = _this; _this setVehicleVarName "BIS_BMaddox"; BIS_BMaddox = _this; _this setVehicleInit "this setRank ""Sergeant""; this setIdentity ""Maddox""; this setBehaviour ""CARELESS""; this setCombatMode ""BLUE""; group this setGroupId [localize ""str_callsign_starforce""]"; _this setUnitAbility 0.60000002; _this moveInDriver _vehicle_524; if (false) then {_group_6 selectLeader _this;}; }; Would it be possible to extend your solution to capture the object's init? I assume it is a variable somewhere. This would allow for things like grass cutting as you can create a helo H that has an init to spawn a deletion of itself, which is how I usually handle getting grass out of the way. This would also give enough functionality to put in real units and do any number of odd or complex setups. *EDIT* Oh, also - one trick for people using this. If you already have some layouts which you've created in the editor you can transfer them into this pretty easily. Just move whatever it is you want to map close to 0,0,0 (the lower left hand corner of the map). Then copy that mission.sqm into a new folder with a ".render" extension. Load that up with the render map and there is your composition. -
Mouse disappears, 1.04 and 59210, but not 1.03
Binesi replied to CarlGustaffa's topic in ARMA 2 & OA - BETA PATCH TESTING
Just want to confirm I am also getting this bug with 1.04. Alt-tab out of the editor and back will sometimes make the mouse disappear. -
I must say about this mod... if I had to choose only one this is it. Atmosphere and fun factor +50% Great work. Now if only those burning objects would actually look burnt. I wonder if their is a simplified way of doing it? Like layering another shader on top of the existing textures.
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I like the coding. Looks pretty clean. It's like a very lightweight warfare. Something like this could also layer over a more traditional mission to create a sort of hybrid background war with static content to flesh it out. Except the swarms of vehicles spawning out of thin air... that's a bit jarring on reality. What might be interesting is a modification of this which only spawns lighter units and uses paradrops to deploy them. It would add an additional element of protecting your airspace to allow the transports to make it to their drop points.
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AWP Warfare [www.awpaholica.com]
Binesi replied to gossamersolid's topic in ARMA 2 & OA - USER MISSIONS
Interesting. Although from reading the changelog I see tweaks rather than substantial new scripting or the adding of any major features. Seems like it should be named something like "Warfare BE, AWP version". But if Benny isn't complaining... -
AI Defend Bunker
Binesi replied to -WH-Wallace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I should have another version of that above script out soon that will man bunker positions in addition to static weapons. The later script, the "loose" on will at least go into a crouch position to shoot over some low fortifications but it won't deliberately sit inside the bunker. For now you have two choices. First is name the bunker something - for example "BUNKER". Next put this in the init of a unit which you to man it: this setPos (BUNKER buildingPos 1) Experiment with buildPos 2, 3,4 and so one to see how many and which positions you want to use. Second option is you can place units directly in the bunker where they should be with the editor. Use setUnitPos in their init to give them the right stance (for example setUnitPos "UP") and then use this forceSpeed 0 to lock them in place. If the bunker is a bit off the ground use: this setPos [(getPos this select 0),(getPos this select 1),0.3] The 0.3 is the part you can change to go higher or lower. Using 0.3 will raise the unit up about 1/3 of a meter. For the second story of a bunker you will need to use a larger number there. -
Is there any way of generating lots of civilian road traffic?
Binesi replied to light23's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
setMarkerPos Move the UPS marker for that civ unit to another city. Perhaps you could do this on a random schedule. -
Script: Sticky Satchel Charges
Binesi replied to Tajin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Interesting... Is that sleep necessary? I'd rather do this as a call. Doing it execVM is a bit slow for using on "fired". -
Automatically syncing First Aid modules to any spawned unit
Binesi replied to chotaire's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You are not going to get units spawned by the ACM to sync with FA. I haven't seen that ACM or FA has any code to account for that. You could mod the ACM to do it or do something like trawling through allUnits on a timely schedule and try to synchronize the entire list, perhaps using a set variable to see if they are already synced. Not a really efficient solution though. -
Improved BIS_fnc_taskDefend
Binesi replied to Binesi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hahaha, Wolffy - as you mentioned before our coding style is really similar. The logic you are using is not much different at all from what I have been working on. Thanks for that, I'll see if I can push forward with this script again. It was starting to get a bit too hamfisted with workarounds and I need to clean it up. -
Is there any way of generating lots of civilian road traffic?
Binesi replied to light23's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The problem with the BIS function is that it doesn't take into accounts roads or any kind of logical pathing so if you use this the car will just as likely get stuck driving against a fence or a rock or some other cross country obstacle. It doesn't look very good at all. Actually if you aren't going to use too many vehicles you could try using Kronzky's UPS script. I think it does take in account roads and has special handling for civilians. They will just drive around endlessly and will look fine if no one pays too much attention. If I get some time I would like to write something that both takes in account roads and also picks logical start and end points. For example you could pick one building to start from and another building in the same city or another to be your destination. After the vehicle arrives the passenger will exit and enter in the building door looking fairly believable. You will also need some code that sets a variable on cars which are in use by civilians so you can remove them from the pool if a player starts using it. Another thing to keep in mind is group limits. If you use waypoints to move around a civilian it will have to be a group by itself and will eat up one of the 144 total possible groups you can have in ArmA. I think if I scripted it I would put them all in one group and use doMove commands.