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Andy455

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Everything posted by Andy455

  1. unit action ["NVGoggles", unit]; unit action ["IRLaserOn", unit]; Untested but I think it will work :)
  2. Andy455

    Language Detection

    This might help you: http://community.bistudio.com/wiki/Stringtable.csv_File_Format#Different_sounds_under_different_languages Not too good with stringtables myself so I'm not sure its useful to you.
  3. Just ejecting normally will make you use a non controllable parachute, however it wont look like A T10 parachute (round one). If you want a round one you could either use ACE as kylania said or you could script a solution with the round cargo parachutes.
  4. This could help you: http://www.ofpec.com/ed_depot/index.php?action=details&id=429&game=Arma2 You may have to change some of the values in the script for it to work with the BMP but the bulk of it is there.
  5. http://forums.bistudio.com/showpost.php?p=1424860&postcount=7 Markers & line breaks for .xml in that post :)
  6. This is how I do multiple language briefings: briefing/clientInit: player createDiaryRecord ["Diary", [localize "STR_DIARY_BLU_SUPPORT", localize "STR_DIARY_BLU_SUPPORT_DESC"]]; player createDiaryRecord ["Diary", [localize "STR_DIARY_BLU_EXECUTION", localize "STR_DIARY_BLU_EXECUTION_DESC"]]; player createDiaryRecord ["Diary", [localize "STR_DIARY_BLU_MISSION", localize "STR_DIARY_BLU_MISSION_DESC"]]; player createDiaryRecord ["Diary", [localize "STR_DIARY_BLU_SITUATION", localize "STR_DIARY_BLU_SITUATION_DESC"]]; player createDiaryRecord ["Diary", [localize "STR_DIARY_BLU_BRIEFING", localize "STR_DIARY_BLU_BRIEFING_DESC"]]; extract of stringtable.xml: <Key ID="STR_DIARY_BLU_BRIEFING"> <English> Briefing </English> </Key> <Key ID="STR_DIARY_BLU_BRIEFING_DESC"> <English> Description for briefing</English> <French> Description in french </French> </Key> <Key ID="STR_DIARY_BLU_SITUATION"> <English> Situation </English> </Key> <Key ID="STR_DIARY_BLU_SITUATION_DESC"> <English> Description of situation </English> <French> Description in french </French> </Key> <Key ID="STR_DIARY_BLU_MISSION"> <English> Mission </English> </Key> <Key ID="STR_DIARY_BLU_MISSION_DESC"> <English> Description of mission </English> <French> Description in french </French> </Key> <Key ID="STR_DIARY_BLU_EXECUTION"> <English> Execution </English> </Key> <Key ID="STR_DIARY_BLU_EXECUTION_DESC"> <English> Description of execution </English> <French> Description in french </French> </Key> <Key ID="STR_DIARY_BLU_SUPPORT"> <English> Support </English> </Key> <Key ID="STR_DIARY_BLU_SUPPORT_DESC"> <English> Description of support </English> <French> Description in french </French> </Key> This works 100% for me, the xml is missing project / package name because I didn't want to paste a huge blob of code. Hope this helps ;)
  7. The only thing I can think of is that uh1 land "GET OUT" should be uh1 land "GETOUT". No idea if that can cause a CTD though.
  8. Firstly as you are using: _sam_cas land "LAND"; have you added a helipad at your location? As on the wiki it states: For the artillery script, what exactly doesn't work? It is much easier for us to help you if we know which part isn't working.
  9. Fairly sure it's something like: y = "SafeZoneY + SafeZoneH"; Will have to check my scripts later.
  10. Well the title says it all; how can I get the side of a unit via config? The reason for this is that I need to know the side of dead units / renegades / captive units and when using: "SIDE unitName" it will return civilian or something that the unit clearly isnt. I know I have to use the getText command or something similar I just have no idea how to navigate through the config files to the value that I want. Thanks in advance :)
  11. If you look here you can find the different gametypes supported in the mission browser, your mission would most likely come under 'Team'.
  12. Maybe instead of player you could try: _unit = _this select 0; waitUntil {alive _unit};
  13. Ye I wouldnt do that Kiki, as far as I know setting civs as hostile to any side will cause unexpected behaviour. For example the engine makes it so people dont keep attacking bodies by setting their side to civilian, also empty vehicles are set to civilian.
  14. Not entirely sure what you are trying to do here, but to add 5 points to whoever is within 5m I would make a script kind of like this (untested): if (isServer) then { _objects = (getPos flag1) nearObjects ["Man",5]; _blu = []; { if (side _x == WEST) then {_blu = _blu + [_x]}; } forEach _objects; {_x addScore fcp} forEach _blu; }; As I said this is untested and it wont work if people are in vehicles, if you want it to work with people in vehicles you will have to modify it a fair bit.
  15. HALO_init.sqs is built into the game but if you unPBO the air2.PBO you can easily find it: _HALOunit = _this select 0 _HALOunitaltitude = _this select 1 ;// Set the unit pos in the air _HALOunit setpos [getpos _HALOunit select 0, getpos _HALOunit select 1, _HALOunitaltitude] ;// Run player or AI script ~0.05 ? (_HALOunit == player) : playsound "BIS_HALO_Flapping"; setAperture 0.05; setAperture -1; _HALOunit switchMove "para_pilot"; [_HALOunit] exec "ca\air2\halo\data\Scripts\HALO.sqs" ? ! (isplayer _HALOunit) : [_HALOunit] exec "ca\air2\halo\data\Scripts\HALO_AI.sqs" exit Just find yourself a good unPBOing tool and you can see how BIS made a lot of the built in scripts / modules...
  16. Andy455

    Making Actions Private

    This will help you understand the for loop much better than I could.
  17. For height you would use (getPosASL heli1 select 2) because (getPosASL heli1) will return an array of: [X (left - right) co ordinate of heli1, Y (forward - backward) co ordinate of heli1, Z (up - down) co ordinate of heli1] and you only want to get the HEIGHT (Z) of the object you use select 2 to get the third element of the array.
  18. Andy455

    Making Actions Private

    An alternative would be to use the optional condition part of the addAction command, for example this would go in a units init field: _actionId = this addAction [("<t color=""#8A8A8A"">" + ("Check Score") + "</t>"), "flagcheck.sqf", [], 0, false, true, "", "local this"]; At least I think that would work when your alive, also that checkspawn.sqf doesnt look right I think this should work: _unit = _this select 0; for [{_i=0},{_i<=10},{_i=_i+1}] do { _unit removeAction _i; }; waitUntil{alive _unit}; if(local _unit) then { _unit addAction [("<t color=""#8A8A8A"">" + ("Check Score") + "</t>"),"flagcheck.sqf"]; };
  19. sound[] = {\sound\track1.ogg, [color="Red"]1[/color], 1.0}; That is the volume I think, increase that number to increase the base volume of the sound.
  20. Junker read what he said, he is asking how to make the box in scenarios screen go green (completed) not the task boxes in game. And to RCMW, I think you have to make a key or something then activate it with the activateKey command. More info on keys HERE.
  21. A lot of your questions have been answered on these forums, all you need to do is look... Anyway ill try to help: About the destroyers not appearing; they spawn at the sea floor level so you wont see them, to make it spawn at sea level you have to use setPos for example: this setPos [(getPosASL this select 0), (getPosASL this select 1), -2]; To set the height at which a helicopter (or plane) will fly at use the flyInHeight NUMBER command. To damage the helicopter so its engine turns off you can use the setDamage NUMBER command. 0 = full HP & 1 = dead To get a heli to spawn in the air just spawn a manned heli with its special setting to 'Flying', also give it a name for future reference. Then in each of your playable group leaders init lines you could put something like {_x moveInCargo heliName} forEach units group this; To make text appear you can simply use the sideChat command. To do find out how to use voice you can simply use this forums search function others can explain better than I can. For the cutscenes there are many camera scripting tutorials on this forum and also on other sites such as youtube or OFPEC Hope I helped :)
  22. ray243, your first question has been answered in the post that was linked earlier. Your second I don't quite understand so would you mind rephrasing it? Your last question can be accomplished by using a simple addMagazine command: CivName addMagazine "PipeBomb"
  23. _thisList will give you a null as far as I know, try removing the '_' because I am sure that thisList does work as I have used many times before. Example condition: this && (player in thisList) so in your case you could try something like: this && ((adminSlot1 in thisList) OR (adminSlot2 in thisList))
  24. You could create a looping script that adds the weapons again after a short period, one such script is this one: Ammobox re-filler by ArMaTeC.
  25. To stop damage altogether just put: this allowDamage false; into the ammo crate's init field and it will not be destroyed.
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