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Everything posted by ffur2007slx2_5
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Arma 2 oa question editor talk to unit
ffur2007slx2_5 replied to mikemike664's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Put in trigger is suggested. Btw, did you name the soldier officer0? -
TFS - Tire Fix Script
ffur2007slx2_5 replied to neokika's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Lovely! Can't wait to see. -
Arma 2 oa question editor talk to unit
ffur2007slx2_5 replied to mikemike664's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
officer0 switchMove "AmovPercMstpSlowWrflDnon_talking"; -
Hunter Killer
ffur2007slx2_5 replied to Shakar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is the script I wrote before, maybe you can take a reference. /*FileName: WCRffsx_fnc_70mm_SP.sqf Author: WCR Effects: This is the script which can exert A10 use rockets covering a specific area. Usage: WCR70mm = [A10,BombingArea,0.2] execVM "WCRffsx_fnc_70mm_SP.sqf" Creating Date: 9Jan 2011 Version 1.82 Current Update Date: 9Jan 2011 */ Private ["_WCRffsx_A10","_WCRffsx_BombArea","_WCRffsx_Frequency","_AmmoNum","_WCRffsx_A10G","_WCRffsx_A10GA","_WCRffsx_A10GNum","_WCRffsx_Type"]; _WCRffsx_A10=_this select 0; _WCRffsx_BombArea=_this select 1; _WCRffsx_Frequency=_this select 2; _AmmoNum=14; _WCRffsx_A10G=group _WCRffsx_A10; _WCRffsx_A10GA=units _WCRffsx_A10G; _WCRffsx_A10GNum=count _WCRffsx_A10GA; _WCRffsx_Type=typeOf _WCRffsx_A10; if ((damage _WCRffsx_A10==0) && (_WCRffsx_A10 Ammo "FFARLauncher_14">=12) && ((getpos _WCRffsx_A10 select 2)>=5) && (_WCRffsx_A10GNum==1) && (!isNull _WCRffsx_A10) && ((_WCRffsx_Type=="A10_US_EP1")||(_WCRffsx_Type=="A10"))) then { _WCRffsx_A10 setDamage 0.05; if (alive _WCRffsx_A10 && (damage _WCRffsx_A10<0.1) && (_WCRffsx_A10GNum==1) && (!isNull _WCRffsx_A10)) then { _WCRffsx_A10 disableAI "AutoTarget"; _WCRffsx_A10 disableAI "Target"; _WCRffsx_A10G setCombatMode "BLUE"; _WCRffsx_A10 flyInHeight 500; _WCRffsx_A10 setpos [(getpos _WCRffsx_BombArea select 0),(getpos _WCRffsx_BombArea select 1)-3000,(getpos _WCRffsx_A10 select 2)]; removeAllWeapons _WCRffsx_A10; sleep 0.1; while {(alive _WCRffsx_A10) && (damage _WCRffsx_A10<0.1) && (_WCRffsx_A10GNum==1) && (!isNull _WCRffsx_A10)} do { _WCRffsx_A10 move [(getpos _WCRffsx_BombArea select 0),(getpos _WCRffsx_BombArea select 1)-500,(getpos _WCRffsx_BombArea select 2)]; sleep 0.1; if (_WCRffsx_A10 distance _WCRffsx_BombArea <=2500) then { _WCRffsx_A10 flyInHeight 550; while {alive _WCRffsx_A10} do { if ((damage _WCRffsx_A10<0.1)&&(_WCRffsx_A10 distance _WCRffsx_BombArea<=1225)) then { sleep 4.75; _WCRffsx_A10 setVectorDirAndUp [[0,10,-17],[0,10,0]]; _WCRffsx_A10 move getpos _WCRffsx_BombArea; _WCRffsx_A10 flyinheight 100; sleep 0.25; _WCRffsx_A10 allowDamage false; while {_AmmoNum>0 && (alive _WCRffsx_A10) && (_WCRffsx_A10GNum==1)&&(!isNull _WCRffsx_A10)&&(damage _WCRffsx_A10<0.1)} do { Launcher="R_Hydra_HE" createVehicle [(getpos _WCRffsx_A10 select 0)-10,(getpos _WCRffsx_A10 select 1)+4.25,(getpos _WCRffsx_A10 select 2)-14]; Launcher setDir getDir _WCRffsx_A10; Launcher setVectorDirAndUp [[0,10,-11],[0,10,0]]; Launcher0="R_Hydra_HE" createVehicle [(getpos _WCRffsx_A10 select 0)+10,(getpos _WCRffsx_A10 select 1)+4.25,(getpos _WCRffsx_A10 select 2)-14]; Launcher0 setDir getDir _WCRffsx_A10; Launcher0 setVectorDirAndUp [[0,10,-11],[0,10,0]]; sleep _WCRffsx_Frequency; _AmmoNum=_AmmoNum-2; if (_AmmoNum==0 && (alive _WCRffsx_A10) && (_WCRffsx_A10GNum==1) && (!isNull _WCRffsx_A10)) exitWith { _WCRffsx_A10 enableAI "AUTOTARGET"; _WCRffsx_A10 enableAI "TARGET"; _WCRffsx_A10 setVehicleAmmo 0.5; _WCRffsx_A10G setCombatMode "RED"; sleep 0.5; _WCRffsx_A10 allowdamage true; _WCRffsx_A10 flyInHeight 350; sleep 0.5; _WCRffsx_A10 setDamage 0; WaitUntil {isNull _WCRffsx_A10}; }; }; } else { }; sleep 0.1; }; } else { }; }; } else { if (true) exitWith { sleep 0.5; _WCRffsx_A10 allowdamage true; _WCRffsx_A10 flyInHeight 350; sleep 0.5; _WCRffsx_A10 setDamage 0; }; }; } else { if (true) exitWith { hintSilent "Rockets coverage support is not available at present, there're several reasons. \n1.Maybe the plane is damaged.\n2.If you can not run the script in MP, check whether you have disabled AI.\n3.You've already called for support and it can not be used for second time because A10 is short of rockets.\n4.You can not call the support again when you've already called it.\n5.Do not group the A10 who is going to run the script, you can regroup it when it has finished its task!"; sleep 0.1; }; }; -
Which part the time you spent at most in ARMA2?
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA - GENERAL
No wonder BIS works hard on improving online gaming experience than adding new elements to editor. lol! -
Which part the time you spent at most in ARMA2?
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA - GENERAL
Good, I planning to do it. Btw, from the poll I find that different from Chinese players, most guys here spend most time on multiplayer while in China, most guys prefer editing and playing downloaded addons in SP mode. -
Which part the time you spent at most in ARMA2?
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA - GENERAL
Amazing, OFP server still alive? So does it mean there're still a few people play OFP nowadays? Btw, I enjoy scripting and testing based on origional version because too many mods or addons makes me hard to find the unit I want in editing dialoge. Most addon makers prefer to configurate their works with new categories which makes the list very large if you downloaded too many. -
How much RAM does the typical ArmA player got?
ffur2007slx2_5 replied to TheForumTroll's topic in ARMA 2 & OA - GENERAL
I've installed 4GB RAM but my system is wnidow XP 32bit who can't recognize 4GB RAM but only 3.25GB instead. -
Steam - opinions and experiences survey
ffur2007slx2_5 replied to maruk's topic in ARMA 2 & OA - GENERAL
Whatever, it will be okay as long as all custom mods and official updates can be conveniently installed. -
=BTC= Armament System
ffur2007slx2_5 replied to giallustio's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Good. -
What am i doing wrong with SecOps?
ffur2007slx2_5 replied to aussieterry84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Same here. Can't find details on wiki how to use them together. -
More animations on holding miscellaneous weapons
ffur2007slx2_5 posted a topic in ARMA 2 & OA - SUGGESTIONS
I find that there are really very few miscellaneous weapons like suitcases, guiding sticks ect. I used to see some VBS1 trailers that some engineers and deck men holding such kind of tools make the game looks better, so I just think it should be great if BIS can add some miscellaneous weapons other than pistol, rifle or launcher. lol.:D -
This remind me the Need For Speed: ProStreet.
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More animations on holding miscellaneous weapons
ffur2007slx2_5 replied to ffur2007slx2_5's topic in ARMA 2 & OA - SUGGESTIONS
Yep, you got the point, always killing people unarmed or armed makes me feel boring, so it should be fantastic if player or AI can take something else. Some guys sitting on the ground playing cards or holding a bottle of water drinking are also welcome.:D -
Block area from entry
ffur2007slx2_5 replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I used to find a invisible wall in cfgClasses but sorry to say I forget its class name. Can you remember that when you're playing the Red Harvest, Your movement was limited on the aircraft carrier in the first mission, some parts of the deck are unavailable, I suggest you unpack this official mission and take a look.:D -
Difficulty options comparison table
ffur2007slx2_5 replied to Hanzu's topic in ARMA 2 & OA - GENERAL
How to understand this sentence? Does it mean I can use CamShake in Regular but not in Easy mode? -
Sun reflection on scope optics?
ffur2007slx2_5 replied to Saint Warrior's topic in ARMA 2 & OA - GENERAL
Yep, the game just designed to be like that. -
Dynamic Force Balancer (DFB)
ffur2007slx2_5 replied to P.Denton's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good job. -
ARMA 2: OA release candidate build 78473
ffur2007slx2_5 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
:D lol! -
CLY Holster
ffur2007slx2_5 replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Good, I'll take a try. lol. -
Block area from entry
ffur2007slx2_5 replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you can create invisible wall and you can also delete it once the condition is met. -
ARMA 2: OA release candidate build 78473
ffur2007slx2_5 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Although I haven't tested it (Prefer beta patch which is removeable and I have to face too much risk once the near coming official release patch can't be updated based on this one), I still feel quite satisfied with the current animation speed. It is a good idea to let players play more comfortable but I don't wanna to see the game become unrealistic! Actually, I'd appreciate if BI can complete the animation, e.g. We can see the whole process when a soldier get in the tank and closed the hatch, rather than disappear immediately. lol. -
"ThingEffectLight" doesn't work
ffur2007slx2_5 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wanna to create a light resource like the decoy dropped from plane, I tried "ThingEffectLight" but in vain, "Flare" works but too bright. So does anyone know anymore light resources? Thanks first. -
Getting addon unit info
ffur2007slx2_5 replied to Major_Dandelion's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hint format ["%1",side zombia]; Genearly speaking, zombia belongs to CIV but they have been scripted so their rating is nagative, they turns to be enemy to all sides in gameplay. -
Helo Extraction Help (check unit if true instead alive)
ffur2007slx2_5 replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey, it's too tired to type such long code, try to use forEach syntax.