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Andy455

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Everything posted by Andy455

  1. This pretty much works for me: // HELP: Run this script from the INITIALIZATION box of the crate. // CODE: _ammo = [this] execVM "ammo.sqf"; // ************************************************** ************** // Get the crate parameter given _this = _this select 0; // Remove the stock items from the crate clearMagazineCargo _this; clearWeaponCargo _this; //WEAPONS// _this addweaponcargo ["ACE_ParachutePack",50]; _this addweaponcargo ["M9",15]; _this addweaponcargo ["M9SD",15]; _this addweaponcargo ["Colt1911",15]; _this addweaponcargo ["ACE_Glock17",15]; _this addweaponcargo ["ACE_Glock18",15]; _this addweaponcargo ["ACE_Flaregun",15]; _this addweaponcargo ["M16A2",15]; _this addweaponcargo ["M16A2GL",15]; _this addweaponcargo ["M16A4",15]; _this addweaponcargo ["M16A4_GL",15]; _this addweaponcargo ["M16A4_ACG",15]; _this addweaponcargo ["M16A4_ACG_GL",15]; _this addweaponcargo ["ACE_M16A4_Iron",15]; _this addweaponcargo ["M4A1",15]; _this addweaponcargo ["ACE_M4A1_GL",15]; _this addweaponcargo ["ACE_M4A1_GL_SD",15]; _this addweaponcargo ["M4A1_HWS_GL",15]; _this addweaponcargo ["M4A1_HWS_GL_camo",15]; _this addweaponcargo ["M4A1_HWS_GL_SD_Camo",1]5; _this addweaponcargo ["M4A1_RCO_GL",15]; _this addweaponcargo ["M4A1_Aim",15]; _this addweaponcargo ["M4A1_Aim_camo",15]; _this addweaponcargo ["M4A1_AIM_SD_camo",15]; _this addweaponcargo ["ACE_SOC_M4A1_Aim",15]; _this addweaponcargo ["ACE_SOC_M4A1_AIM_SD",15]; _this addweaponcargo ["ACE_SOC_M4A1_GL",15]; _this addweaponcargo ["ACE_SOC_M4A1",15]; _this addweaponcargo ["ACE_SOC_M4A1_GL_SD",15]; _this addweaponcargo ["ACE_SOC_M4A1_Eotech",15]; _this addweaponcargo ["ACE_SOC_M4A1_GL_13",15]; _this addweaponcargo ["ACE_SOC_M4A1_GL_EOTECH",15]; _this addweaponcargo ["ACE_SOC_M4A1_SD_9",15]; _this addweaponcargo ["ACE_SOC_M4A1_SHORTDOT",15]; _this addweaponcargo ["ACE_SOC_M4A1_SHORTDOT_SD",15]; _this addweaponcargo ["ACE_SOC_M4A1_RCO_GL",15]; _this addweaponcargo ["ACE_SOC_M4A1_GL_AIMPOINT",15]; _this addweaponcargo ["ACE_M4A1_ACOG",15]; _this addweaponcargo ["ACE_M4A1_ACOG_SD",15]; _this addweaponcargo ["ACE_M4A1_Aim_SD",15]; _this addweaponcargo ["ACE_M4A1_Eotech",15]; _this addweaponcargo ["ACE_FAL_Para",15]; _this addweaponcargo ["ACE_SA58",15]; _this addweaponcargo ["G36a",10]; _this addweaponcargo ["G36c",10]; _this addweaponcargo ["G36_C_SD_eotech",10]; _this addweaponcargo ["G36k",10]; _this addweaponcargo ["M1014",10]; _this addweaponcargo ["MP5A5",10]; _this addweaponcargo ["MP5SD",10]; _this addweaponcargo ["ACE_MP5A4",10]; _this addweaponcargo ["ACE_UMP45",10]; _this addweaponcargo ["ACE_UMP45_SD",10]; _this addweaponcargo ["M8_carbine",10]; _this addweaponcargo ["M8_carbineGL",10]; _this addweaponcargo ["M8_compact",10]; _this addweaponcargo ["MG36",10]; _this addweaponcargo ["Mk_48",10]; _this addweaponcargo ["M240",10]; _this addweaponcargo ["ACE_M240G_M145",10]; _this addweaponcargo ["ACE_M60",10]; _this addweaponcargo ["M249",10]; _this addweaponcargo ["ACE_M249Para",10]; _this addweaponcargo ["ACE_M249Para_M145",10]; _this addweaponcargo ["M8_SAW",10]; _this addweaponcargo ["M24",10]; _this addweaponcargo ["DMR",10]; _this addweaponcargo ["M107",10]; _this addweaponcargo ["M40A3",10]; _this addweaponcargo ["M4SPR",10]; _this addweaponcargo ["ACE_M4SPR_SD",10]; _this addweaponcargo ["M8_sharpshooter",10]; _this addweaponcargo ["ACE_M109",10]; _this addweaponcargo ["ACE_M110",10]; _this addweaponcargo ["ACE_M110_SD",10]; _this addweaponcargo ["ACE_TAC50",10]; _this addweaponcargo ["ACE_TAC50_SD",10]; _this addweaponcargo ["M136",10]; _this addweaponcargo ["SMAW",10]; _this addweaponcargo ["ACE_M32",10]; _this addweaponcargo ["ACE_M79",10]; _this addweaponcargo ["ACE_GlassesSpectacles",10]; _this addweaponcargo ["ACE_GlassesRoundGlasses",10]; _this addweaponcargo ["ACE_GlassesSunglasses",10]; _this addweaponcargo ["ACE_GlassesBlackSun",10]; _this addweaponcargo ["ACE_GlassesBlueSun",10]; _this addweaponcargo ["ACE_GlassesRedSun",10]; _this addweaponcargo ["ACE_GlassesGreenSun",10]; _this addweaponcargo ["ACE_GlassesLHD_glasses",10]; _this addweaponcargo ["ACE_GlassesLHD_glasses",10]; _this addweaponcargo ["ACE_GlassesTactical",10]; _this addweaponcargo ["ACE_GlassesGasMask_US",10]; _this addweaponcargo ["ACE_GlassesBalaklava",10]; _this addweaponcargo ["ACE_Earplugs",10]; _this addweaponcargo ["Laserdesignator",10]; _this addweaponcargo ["ACE_Rangefinder_OD",10]; _this addweaponcargo ["Binocular",10]; _this addweaponcargo ["NVGoggles",10]; _this addweaponcargo ["JAVELIN",10]; _this addweaponcargo ["STINGER",10]; _this addweaponcargo ["AK_107_kobra",10]; _this addweaponcargo ["AK_107_GL_kobra",10]; _this addweaponcargo ["AK_107_GL_pso",10]; _this addweaponcargo ["AK_107_pso",10]; _this addweaponcargo ["AK_74",10]; _this addweaponcargo ["AK_74_GL",10]; _this addweaponcargo ["ACE_Spottingscope",10]; _this addweaponcargo ["ACE_Wirecutter",10]; _this addweaponcargo ["ACE_ParachuteRoundPack",10]; _this addweaponcargo ["ACE_C4_M ",10]; _this addweaponcargo ["ACE_ACE_Sandbag_Magazine",100]; _this addweaponcargo ["ACE_USP",10]; _this addweaponcargo ["ACE_USPSD",10]; _this addweaponcargo ["ACE_P226",10]; //AMMO// _this addmagazinecargo ["ACE_15Rnd_9x19_USP",50]; _this addmagazinecargo ["ACE_15Rnd_9x19_USPSD",50]; _this addmagazinecargo ["ACE_Battery_Rangefinder",50]; _this addmagazinecargo ["HandGrenade_West",50]; _this addmagazinecargo ["HandGrenade_Stone",50]; _this addmagazinecargo ["Smokeshell",50]; _this addmagazinecargo ["Smokeshellred",50]; _this addmagazinecargo ["Smokeshellgreen",50]; _this addmagazinecargo ["SmokeShellYellow",50]; _this addmagazinecargo ["SmokeShellOrange",50]; _this addmagazinecargo ["SmokeShellPurple",50]; _this addmagazinecargo ["ace_flashbang",50]; _this addmagazinecargo ["ace_m84",50]; _this addmagazinecargo ["ace_m7a3",50]; _this addmagazinecargo ["ace_m34",50]; _this addmagazinecargo ["ACE_IRStrobe",50]; _this addmagazinecargo ["ACE_M86PDM",50]; _this addmagazinecargo ["ACE_M2SLAM_M",50]; _this addmagazinecargo ["30Rnd_9x19_MP5",50]; _this addmagazinecargo ["30Rnd_9x19_MP5SD",50]; _this addmagazinecargo ["ACE_25Rnd_1143x23_B_UMP45",50]; _this addmagazinecargo ["7Rnd_45ACP_1911",50]; _this addmagazinecargo ["15Rnd_9x19_M9",50]; _this addmagazinecargo ["15Rnd_9x19_M9SD",50]; _this addmagazinecargo ["ACE_33Rnd_9x19_G18",50]; _this addmagazinecargo ["ACE_17Rnd_9x19_G17",50]; _this addmagazinecargo ["20Rnd_556x45_Stanag",50]; _this addmagazinecargo ["30Rnd_556x45_Stanag",50]; _this addmagazinecargo ["ACE_30Rnd_556x45_T_Stanag",50]; _this addmagazinecargo ["30Rnd_556x45_StanagSD",50]; _this addmagazinecargo ["ACE_20Rnd_762x51_B_FAL",50]; _this addmagazinecargo ["ACE_30Rnd_762x51_B_FAL",50]; _this addmagazinecargo ["30Rnd_556x45_G36",50]; _this addmagazinecargo ["200Rnd_556x45_M249",50]; _this addmagazinecargo ["ACE_200Rnd_556x45_T_M249",50]; _this addmagazinecargo ["100Rnd_556x45_BetaCMag",50]; _this addmagazinecargo ["8Rnd_B_Beneli_74Slug",50]; _this addmagazinecargo ["ACE_8Rnd_12Ga_Slug",50]; _this addmagazinecargo ["ACE_8Rnd_12Ga_Buck00",50]; _this addmagazinecargo ["ACE_9Rnd_12Ga_Slug",50]; _this addmagazinecargo ["ACE_9Rnd_12Ga_Buck00",50]; _this addmagazinecargo ["5Rnd_762x51_M24",50]; _this addmagazinecargo ["ACE_5Rnd_762x51_T_M24",50]; _this addmagazinecargo ["20Rnd_762x51_DMR",50]; _this addmagazinecargo ["ACE_20Rnd_762x51_T_DMR",50]; _this addmagazinecargo ["10Rnd_127x99_M107",3]; _this addmagazinecargo ["ACE_10Rnd_127x99_T_m107",3]; _this addmagazinecargo ["ACE_5Rnd_25x59_HEDP_Barrett",3]; _this addmagazinecargo ["ACE_20Rnd_762x51_SB_M110",50]; _this addmagazinecargo ["ACE_20Rnd_762x51_S_M110",50]; _this addmagazinecargo ["ACE_20Rnd_762x51_T_M110",50]; _this addmagazinecargo ["ACE_5Rnd_127x99_B_TAC50",3]; _this addmagazinecargo ["ACE_5Rnd_127x99_S_TAC50",3]; _this addmagazinecargo ["ACE_5Rnd_127x99_T_TAC50",3]; _this addmagazinecargo ["100Rnd_762x51_M240",50]; _this addmagazinecargo ["1Rnd_HE_M203",50]; _this addmagazinecargo ["ace_1rnd_cs_m203",50]; _this addmagazinecargo ["ACE_6Rnd_40mm_M32",50]; _this addmagazinecargo ["FlareWhite_M203",50]; _this addmagazinecargo ["FlareGreen_M203",50]; _this addmagazinecargo ["FlareRed_M203",50]; _this addmagazinecargo ["ACE_SSWhite_M203",50]; _this addmagazinecargo ["ACE_SSGreen_M203",50]; _this addmagazinecargo ["ACE_SSRed_M203",50]; _this addmagazinecargo ["ACE_SSYellow_M203",50]; _this addmagazinecargo ["1Rnd_SmokeRed_M203",50]; _this addmagazinecargo ["1Rnd_SmokeGreen_M203",50]; _this addmagazinecargo ["1Rnd_SmokeYellow_M203",50]; _this addmagazinecargo ["1Rnd_Smoke_M203",50]; _this addMagazineCargo ["ACE_SSWhite_FG",50]; _this addMagazineCargo ["ACE_SSRed_FG",50]; _this addMagazineCargo ["ACE_SSGreen_FG",50]; _this addMagazineCargo ["ACE_SSYellow_FG",50]; _this addmagazinecargo ["M136",10]; _this addmagazinecargo ["SMAW_HEAA",3]; _this addmagazinecargo ["SMAW_HEDP",3]; _this addmagazinecargo ["ACE_SMAW_Spotting",30]; _this addmagazinecargo ["Pipebomb",30]; _this addmagazinecargo ["Mine",30]; _this addmagazinecargo ["ACE_Claymore_M",30]; _this addmagazinecargo ["ACE_BBetty_M",30]; _this addmagazinecargo ["ACE_TripFlare_M",30]; _this addmagazinecargo ["Laserbatteries",20]; _this addmagazinecargo ["JAVELIN",1]; _this addmagazinecargo ["STINGER",2]; _this addmagazinecargo ["30Rnd_545x39_AK",50]; _this addmagazinecargo ["30Rnd_762x39_AK47",50]; _this addmagazinecargo ["FlareWhite_GP25",50]; _this addmagazinecargo ["FlareGreen_GP25",50]; _this addmagazinecargo ["FlareRed_GP25",50]; _this addmagazinecargo ["FlareYellow_GP25",50]; _this addmagazinecargo ["1Rnd_HE_GP25",50]; _this addmagazinecargo ["SmokeShellRed",50]; _this addmagazinecargo ["SmokeShellGreen",50]; _this addmagazinecargo ["SmokeShell",50]; if (true) exitWith {};
  2. How about change his unit to Guerilla (armed civs)? otherwise you can just lock him in.
  3. if ((Gunner Vehicle) != UnitName) then {(Gunner Vehicle) action ["eject", (Gunner Vehicle)]}; That might do it, havent tested though.
  4. To add 5 mags I would use: {this addMagazine "MAGNAME"} forEach [1,2,3,4,5]; For the adding mags to ACE ruck here is an example from the wiki: ok = [player, "ACE_33Rnd_9x19_G18", 4] call ace_sys_ruck_fnc_API_PackMagazine;
  5. On a trigger's condition put this: ((getPos helo1 select 2) < 1) AND ((speed helo1) < 5) Make sure axis A & B are 0, the activation is 'None'. Also on the mission end type select the option where it says "End 1" EDIT: :'(
  6. @Splicer, Me too :) slowly getting there though @Rayers12, Yes they are supposed to be used in the init field, you can use any one of those and it should do the job. I hear that setting fuel to 0 works best but its up to you.
  7. Thanks, was kinda too lazy to do it myself ^^
  8. Any of these should do it: doStop this; this disableAI "MOVE"; this setFuel 0; EDIT: damn you Splicer :P
  9. Real Time Editor, any I find that whenever I place a unit on top of a building in 2D editor without any setPos he just stands on the roof no problem. The thing is getting the right values for Z when setPosing inside a building otherwise they get hurt :/
  10. Well removing it would make the script run on all machines and I think that would be bad :) can try it though and putting it at the end is as good as removing it completely.
  11. Well your main problem is that you have put: if (!isServer) exitWith{}; at the start of the script so none of the clients actually do the globalChat command on their machine. Thats all I can see, although I wouldnt put that much trust in me since I have only recently started scripting.
  12. Im not sure about A since you said flyInHeight doesnt work but for B you could just use: waitUntil {(getPos HELI select 2) <= 5}; //BAIL OUT CODE
  13. Its not that hard to create your own with that information that he gives you, just read Mike84's (I think) briefing How To guide and you can then create it yourself. Briefing guide: http://www.ofpec.com/forum/index.php?topic=33468.0
  14. Here: http://rapidshare.com/files/334161099/IEDTest.utes.zip, I made a mission with the several ways I personnally use when creating IEDs What they do: The first one (from the left) is one that will create a bomb on the car when the engine is turned on. The second is a combo of two ARTY shells and one LGB, it is activated by blufor with some timers. The third is a simple spawn 1 LGB on the car as soon as a bluefor unit gets within 10m. The last one is like IceBreakr described, if you kill the Russian guy before the blufor man gets within 10m of the car, it will not explode. All I can think of at the moment :), PM me if you have any questions about it
  15. moving = true does it for me :) I have been trying to get the circular 'slider' in my mission, does anyone know the style to use for it?
  16. _misFlare3 attachTo [_bomb3, [-10,0,0]][color="Red"];[/color] EDIT: In my testing I found that the semicolon didnt actually help, maybe its just a flare problem? You could probably get around this by spawning a light on the bomb? lightAttachObject
  17. I'm not sure how to do that, although the default isnt exactly hard to find: its just MyDocs\Arma 2 (or Arma 2 Other Profiles)\missions\MissionName.Island
  18. A bit offtopic now but I meant that for IceBreakr :P For OP: firstly create an object that you would like to become an IED such as a car, bucket or some other thing & name it "IED1". Then create a trigger on the car (with a radius of 10) so that it activates from your faction of choice (Blurfor, Opfor etc), then in the activation box you can put this: _IED = "Bo_GBU12_LGB" createVehicle (getPos IED1); This means that once the trigger is activated by your chosen side it will create an LGB in the car causing it to explode and killing whoever set it off. You can change the size of the explosion by changing the classname of the bomb to: (Huge) - "BO_GBU12_LGB" (Large) - "Sh_105_HE" (Medium) - "R_57mm_HE" (Small) - "G_40mm_HE" You can also add some other options such as timers like IceBreakr said for some extra realism.
  19. No there is no need for example mission I think I just misread what he was saying :) I thought he wanted a scripted bomb that he could place while ingame and then it would go off when something goes near it. I can do simple IEDs fine, I just create a LGB on it with a trigger.
  20. Hi there, I am trying to create a dialog that sets the direction of a specified object, I would like to know whether I could get a circular 'compass' like the one when creating a unit to appear in my dialog. I have tried to rip open 'addons\ui\config.bin' and find it in there but all I can see is the actual compass model object for dialogs. Can anyone help me?
  21. Oh ok sorry, I'm not quite sure how to script that im afraid. Though I do know that the ACE2 mod has various mines such as the bouncing betty & claymores, maybe you could use those or find the scripts associated with them in the PBOs?
  22. Ever thought of satchel charges? :P Or do you mean a different model?
  23. I heard some people use Audacity to convert to ogg files. Since I havent messed around with voice acting yet I can't help you there :(
  24. Try getting the server to run the script? Im not that great with all this locality stuff...
  25. In my HMMVW (M240)'s init field: this addMagazine "1350rnd_30mmap_a10"; this addWeapon "GAU8"; You can repeat the addmagazine command as many times as you like for more ammo.
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