charon productions
Member-
Content Count
724 -
Joined
-
Last visited
-
Medals
Everything posted by charon productions
-
Location of static weapons config
charon productions replied to charon productions's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thanks Gnat. I have found it. BI have put the definitions into the config.bin of the weapons addon and did not make a separate vehicle addon out of it like "tracked" or "air". That`s why i did not find it in the first place. Cheers, Charon -
Location of static weapons config
charon productions posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Forum search did not get results concerning the actual location of the class definitions of the static weapons. They are listed here in their config hierarchy: http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles but no mention on which addon they are hidden in. Anyone knows where to find them? -
How to? No icons on the in-game map.
charon productions replied to Kittytoaster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
These icons are hard-coded. No way to access/change them. I`d like to find a way to make them disappear too, but there seems to be no way. -
Waypoint problems
charon productions replied to xclusiv8's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How about ALL waypoints of the Boss and then just assigning a getin waypoint? -
HELP: What is wrong with this hunt script?
charon productions replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You must separate the two words : leader and _target otherwise the engine interprets it as a variable name "leader_target" So it must be -
Armed UAV Unmanned Air Vehicle ?
charon productions replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have a look at the config of the UAV. Depending on what it actually inherits from maybe the simplest method could be to just replace the model=""; line with the modelname for the UAV in a new custom config class that inherits from let`s say an a10 plane class. That way the you would have a normal plane AI simulation using the UAV model and it`s weapons which you can also assign in the config. Not 100% sure if it works, but you can try. -
Config info of muzzles (like base class)
charon productions posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Has anyone managed to obtain any config info from muzzles? Like: or subentries of that class? I always get "any" on both baseclass and subentries ?! -
Config info of muzzles (like base class)
charon productions replied to charon productions's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I have made a little function out of [ASA]ODEN`s tip and want to share it here: It finds the configclass one level under the DEFAULT class. Example call would be : return would be : The line is to make sure that the function returns something even if you call the function already with the root class accidentally. Maybe someone finds this useful ;) Charon -
Config info of muzzles (like base class)
charon productions replied to charon productions's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
@[ASA]ODEN: Works great ! Many thanks. With that syntax i can keep weapon identification as general as possible by just checking with the topmost classes. Cool -
Config info of muzzles (like base class)
charon productions replied to charon productions's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
returns the proper base class for pistols and launchers, but for any kind of rifle it returns for example " M16A2". When i apply the inheritsfrom command again on that class it returns nothing. Like: How would i proceed to achieve the result "Rifle" as a base class? -
ArmA2 / OA (low) performance issues
charon productions replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
Now that would make a cool Arma2 machine: :D -
This would be really great! Very hard to determine the target a unit is actually firing upon especially when the target is dead and there is no reference anymore. Or an additional -target parameter maybe in the "fired" Eventhandler. That would be very much appreciated by a lot of people.
-
Make AI fly at a certain altitude.
charon productions replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Helicopter strategy is hard to "simulate" in a game. I have tried forever to script a more realistic helicopter combat behaviour. It all fails because the command setVectorUp makes a chopper lie on its side (90 degrees) whenever you enter the slightest small value. So it cant even be scripted to move realistically. The command doesn`t work well with manned vehicles, because the driver would try to counteract the setvectorcommand. And without a driver the engine wouldnt be on. My point is that if a helicopter is hovering behind a hill then it would not like in Arma climb to 100 meters and fly down Stuka-style on the targetted tanks. It would pop up just enough to get a lock-on, fire the missiles and climb down at the same position and not to give up the valuable cover. I observed that Arma-helicopters usually climb to a higher altitude before they attack a target, regardless if there is any AA around. If you want your helicopter to fly really high without changing its course just to drop some parachuters,then you can easily script that with setvelocity and setpos it before to a real high altitude. That is doable. I believe helicopters have a flyinheight-limit of 50-100 meters. Planes don`t. -
Text over RscMapControl areas ?
charon productions replied to charon productions's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That also doesn`t work unfortunately. Since my map control isnt covering the whole screen i will use cutrsc to display a text positioned under the map to "mimic" the cuttext effect. I have a hard time though changing the text of the effect. It is probably just one of these days today, but i tried many different things and none worked. Maybe i am not adressing the resource correctly? I use: where CHN_MAPTXTDISP is the name of the top level class in rsctitles and 33662 is the idc number of the actual text control: EDIT: Fixed it, the resource has to be actually displayed with the cutrsc command before the text can be changed, because only then it will get the proper display number. Thanks Deadfast! -
Text over RscMapControl areas ?
charon productions posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey, i am wondering if it is possible to output text on top of RscMapControl areas except using mapmarkers ? Most folks position the text around the actual map area. Cuttext gets displayed on the screen but "behind" the map control. Also text created with titleRsc appears behind it. Any ideas? -
Text over RscMapControl areas ?
charon productions replied to charon productions's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the quick answer. Unfortunately it doesn`t work for me. I have tried layer numbers from 0 to 5 and it always appears under the custom map control that i have defined. The Wiki states a syntax with brackets: but you used it without brackets? And you talk about a custom map control right? Not the ingame map? -
What about TroopMon addon
charon productions replied to gmanouvrier's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
While preparing the V0.7 version of the release, i am thinking if any of you has a suggestion of what variable value is important for him to be displayed, then let me know. It shows already tons of info, but maybe i have forgotten something that might be important to someone. I have of course included the new faction variable into the details list on the right side. Also it is possible now to add more magazines to the selected unit in case it runs out of ammo and some bugs in the weapon display area have been fixed. The GUI is now adapting itself to Arma2 interface scale preferences by the user. Choosing a higher resolution makes the text much better readable. -
onButtonDown issue
charon productions replied to lucilk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Familiarize yourself with the following : http://community.bistudio.com/wiki/User_Interface_Event_Handlers What you are trying to do has to be done with UI Eventhandlers. It isn`t as easy as you pointed out as an argument in a while statement that can be run from a script. You have to setup an UI element and define in its config what action the Eventhandler is supposed to execute when the mousebutton is pressed. -
What about TroopMon addon
charon productions replied to gmanouvrier's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
TroopMon 2 is currently being tested. It works without config errors and is great to observe the AI improvements in Arma2. No units anymore lying on their bellies in "cover state" doing nothing just because there is a tank rolling by 2km away ;) It will be released probably in a few days. Regards, Charon -
Ambient Combat Module
charon productions replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@fbbull: Tested your approach. Seems to work fine so far and is more user-friendly ;) Cool, now that makes a couple of spawn-scripts obsolete from now on since the ACM is more lighter. -
Ambient Combat Module
charon productions replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There seems to be a bug in the Ambient Combat Module script returnRandomGroup.sqf: the local variable _sideSel is not defined anywhere in the scope of the script. When using the default database, no problems occur. Maybe the array processing of the custom groups has a bug? The custom group array is initialized in the following way (addGroupClasses.sqf) : The selector-variable _sideSel is intended to select a group-subarray of a specific side out of the main array. 0 _cfgWest >> "USMC" 1 _cfgWest >> "CDF" 2 _cfgEast >> "RU" 3 _cfgEast >> "INS" 4 _cfgGuerilla >> "GUE" There is 5 enclosed arrays which relate to the group classes: 0 ["Infantry"] 1 ["Motorized"] 2 ["Mechanized"] 3 ["Armored"] 4 ["Air"] It is possible to address that global array directly to pass the desired group types. Attention has to be paid to the fact that the sub-array elements are not the group name strings but their group-config entries ! This little test illustrates it: So if it is desired to just spawn infantry and no tanks etc. choosing the group "USMC_InfSquad", then the proper syntax to address that directly in a script would be : Example 1: To just spawn russian sniper teams and no tanks etc. (group name "ru_sniperteam"), the proper syntax would be : Example 2: I hope this helps some of you to make more selective use of the wonderful ambient combat module. Regards, Charon