

Andy455
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Everything posted by Andy455
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Problem with stringtable / say / sideRadio
Andy455 replied to W0lle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could try doing: titles [] = {0, "localize 'str_voice_01'"} or maybe try removing the " " marks? -
created vehicle add eventhandler?
Andy455 replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As far as I know exec is used for .SQS files and execVM is for .SQF (Not sure though I remember someone telling me), so it might help if you change the EH to: _firedEH = _attack1 addEventHandler ["fired", "[_this] execVM 'bombcheck.sqf'"]; Also I see you have a hint format but you do not use the '%1'? You could just have it so it's like this : hint "A-10 is on Route"; P.S. after rereading your post I saw this: And was wondering if you had got it to work with only one A10 present at a time, as if you have multiple A10s then the variable you use to add the event handler may get overwritten. Not quite sure about any of that but its all I see that could cause a problem. -
ACE2 nuke airburst via trigger
Andy455 replied to Fox '09's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
All you need for that to work is the trigger & function call (which you have), you also need an object called myTarget such as an invisible H or game logic. Just place the object down and change the trigger activation to: ["ACE_B61_15", [(getPosATL myTarget select 0), (getPosATL myTarget select 1),100]] call ACE_fnc_NuclearAirBurst; That should create the nuclear airburst 100m above the objects location. You can change the 100 to the desired height. -
while loop doesn't appear to be being executed - little help please?
Andy455 replied to TurokGMT's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To check for a boolean you use: if(firebase) then {do stuff}; and to check if it is false: if !(firebase) then {do stuff}; Hope that helps -
Cant see where other players hit (ect. a wall)
Andy455 replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I guess BI have it so the particle effects for the impacts are created locally, you could maybe script around it by tracking the bullet or something but I'm not too great at that :( -
this addaction AI join squad. Multiplayer.
Andy455 replied to Minizzzile's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That is SQF, you can tell by the semicolons at the end of each statement. With SQS the semicolons represent comments (I think). -
How use chemlight as marker in the editor?
Andy455 replied to cool=azroul13's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is the chemlight added by script or is it thrown? If its added by script you could just name it something like chemlight1 then just setMarkerPos the marker to it. If its thrown then I reckon you would need a script or trigger running checking for the chemlight and then to setMarkerPos it. Maybe you could find the ammo classname for the chemlights & make a nearestObjects command to look for them? Wiki will have more info on that though. -
How to add kills from a spawned "bomb" to player
Andy455 replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well it depends on how the bombs are spawned, for example if they are with an addaction you could find who activated (the second parameter passed to script I think) the action then find out who was alive & near the bomb before it went off. You would then compare who was alive & near after it went off finding out who and what died, from that you could add score depending on what died. That was just an idea btw :) no idea if it would work -
Local Title/Hint
Andy455 replied to =101AD=Richard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm not too great at locality but if you put the hint or titleText into the onAct of a trigger, I use this for the condition: this && (local player) && (vehicle player in thisList) Beware that it isn't tested in a dedicated server environment so not sure how it would work. So in your case maybe you add an if statement with the above condition or something similar. Don't quite know but thats my 2 cents :) -
Chat commands
Andy455 replied to Hatsune Miku's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well to be honest I havent even looked at the DSI stuff, that could work but I'm not in a position to root around in Arma 2's files. You could also try and create a dialog but thats probably out of your scope at the moment. Ill have a look at that DSI stuff when I get home and report if I find a way. -
Removing standard weapons
Andy455 replied to RossCrispin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To remove all the default weapons and ammo from a unit you can put this into the unit's init field: removeAllWeapons this Then you will have to add magazines & weapons manually with the commands: addMagazine & addWeapon. You can get more info on those commands on the BIKI, although you will need to find the classnames of the weapons added (a good place to look would be the P:UKF addon thread on these forums). EDIT: damn too slow -
Chat commands
Andy455 replied to Hatsune Miku's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm not sure if thats even possible, I havent seen any script commands that would do that, why not use an action when the player is near the tank? Surely what would be easier. -
Unreadable Object ID's - Utes
Andy455 replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This thread could help you a fair bit, maybe use the search function next time? http://forums.bistudio.com/showthread.php?t=94115 -
How to do a "safe zone"?
Andy455 replied to Redcoalition's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Or how about setting the policemen to have no ammunition? You could also use the disableAI commands to disable their auto targetting / movement features. To make the terrorists not shoot at them you can just setCaptive true to both side, leave the player group as non captive. This should make the terrorists & policemen not shoot at each other while allowing the terrorists to shoot at the players (assuming you mean the invading team is players). -
SetWind Help
Andy455 replied to Roe-31stMEU-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Its proabably not quite what you want but I made a simple dialog to set the wind in missions (unfortunately it isn't tested on a dedicated server so if anyone can give feedback that would be nice ). http://forums.bistudio.com/showthread.php?t=94026 -
Show Classnames, Weapons, Magazines etc.
Andy455 replied to Cyborg11's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
or instead you could use the mapGridPosition command :) And really nice work on this one, its a really handy tool. -
nearestObject question
Andy455 replied to McArcher's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_crate should be the position at which the center of the search is performed, maybe you should use getpos _crate instead? -
Overview.html help
Andy455 replied to AnimalMother92's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here is an overview I am using for a campaign that is in development: <html> <head> <title>Operation Kibruli Freedom</title> </head> <body bgcolor="#FFFFFF"> <p align="center">by Andy455 - v0.1</p> <p align="center"><img src="overviewpic.jpg" width="512" height="256"></p> <p align="center">Brief description :)</p> </body> </html> I have the picture in the main folder, and note that dimensions are all 2^n (2,4,8,16,32 etc) but width and height can be different. -
Ai walking thru walls.
Andy455 replied to call_911's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could make a trigger over the area which tells each unit that enters the trigger area to move a random distance away, I think Charon did this when making The Undead Mod. I can't quite remember. -
Use the search function and search for 'blitzy' it will come up with multiple scripts that use attack dogs.
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Simulated Tracers
Andy455 replied to Fumbles -SW-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
These two scripts do pretty much exactly what you want: Flak Simulation script & INKO Simple Firing Script -
Close container doors
Andy455 replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
An alternative to digging around in the config files is to use Kronzky's vehicle info script: http://kronzky.info/turrets/vehinfo_ArmA2.zip You can have a look on his site on how it works :) -
Dynamic Object Compositions and 2D Editor
Andy455 replied to xsdmx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You would just replace 'east' with 'resistance'. -
Close container doors
Andy455 replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just put this into the container's init field: this animate ["DOOR_1_2",1]; this animate ["DOOR_1_1",1]; this animate ["DOOR_2_1",1]; this animate ["DOOR_2_2",1]; -
Parachute Ammo Box
Andy455 replied to seedo81's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The classnames for the ACE2 parachutes are: ACE_ParachutePack, & ACE_ParachuteRoundPack You can add them with addMagazine I think so it should be easy.