Gunnykat
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Everything posted by Gunnykat
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How do I remove or move Scripted ammo crate domination.
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am working on Domination 2 Map. Version 2.28 30co R OA. -
How do I remove or move Scripted ammo crate domination.
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Man I was hopeing that was how it was. The only markers there is Teleport /Para and Basespawn. -
Domination Question on too much Fireing in base
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes thats my thoughts on that as well ban someone being a fool. The only time my server is going is if I am on. So I will ban anyone being a punk on my DZ. I don't mind booting someone then slaping someone on the Ban.txt. I did not notice he had an on off on the shooting in base so I set it to 1000 or 100000 some thing like that stoped the kick threat which thats all it was. Did not kick a soul and just filled the screan with anoiance. I deleated the line on the shield that stoped that nonsence too. -
Domination Question on too much Fireing in base
Gunnykat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How do I turn this off the You have fired to much in the base and have been kicked message and the and the gay shield over the base. Cause when Ai Come into base you can't shoot them and its also the most anoying thing not to shoot the enemy. -
How do I get rid of crater effect where chopper blew up.
Gunnykat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How do I get rid of the crater effect when something blows up. is this part of Xeon's DomiLiftScript. -
How do I get rid of crater effect where chopper blew up.
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
lol No its ok when that happens, but whats going on is when I shoot AI down the chopper hits all of choppers in the base. and when they respawn there are craters under them. -
How can I add Items From Arma2 to OA
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
So how would I do this with the none steam version. My location for arma2 is like so. C:/Program Files/Bohemia Interactive/ArmA2 -
How can I add Items From Arma2 to OA
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
So I can add stuff from arma2 to OA maps and when I serve it do I have to tell anyone to do anything special when I host a map like this. -
I have a Triger to start some custom music. How can I make a scrip to turn it off when exiting a chopper named ch4 chopper. class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {song}; class song { name = "song"; // Name for mission editor sound[] = {\sound\song.ogg, db+1, 1.0}; titles[] = {}; }; }; This is inside triger thats activated by Blufor. PlaySound "Song"
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Working on sound Script
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was really hopeing to make it stop on exit of the chopper. -
Trying to get MV-22 to sling load
Gunnykat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was wondering how to get Sling load Script from Domination to work on MV-22 Offspray. I can add it to all my choppers but it wont work on MV-22 is there a diffrent name or something. -
Trying to get MV-22 to sling load
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am so sorry. It did work when I hand typed it. omg omg. Shoot me. I will never copy paste again. Really I did not mean to make you out as you where totaly wrong. I just looked at the Bohemia Script page, And when I got it to work with the other command I assumed it was not reading the line right. So please don't think I was meaning you where wrong. You are the bomb bro. Hope I can become as good as a scripter as you and the rest of this community. Thanks again. -
Trying to get MV-22 to sling load
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What I am trying to do is make it where both type vehicles are able to use this funtion. I want to make this line a and or statement how would I do that. while {vehicle player != player} do { if (player == driver _vec) then { if ((_vec isKindOf "Helicopter" || _vec isKindOf "Plane") && !(_vec isKindOf "ParachuteBase") && !(_vec isKindOf "BIS_Steerable_Parachute")) then { Ok got it to work it did not like ||. So I just changed it to or. And the I removed the ) after _vec isKindOf "Plane"). So the Script is like this. while {vehicle player != player} do { if (player == driver _vec) then { if ((_vec isKindOf "Helicopter" or _vec isKindOf "Plane" && !(_vec isKindOf "ParachuteBase") && !(_vec isKindOf "BIS_Steerable_Parachute")) then { -
Trying to get MV-22 to sling load
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still a no go. I added the Plane line like this while {vehicle player != player} do { if (player == driver _vec) then { if (_vec isKindOf "Helicopter" && ! (_vec isKindOf "Plane") && !(_vec isKindOf "ParachuteBase") && !(_vec isKindOf "BIS_Steerable_Parachute")) then { _chopttype = _vec getVariable "d_choppertype"; if (isNil "_chopttype") then {_chopttype = -1}; if (d_show_chopper_welcome) then { if (_chopttype > -1) then { [_chopttype,_vec] spawn _X_Chopper_Welcome; sleep 0.321; waitUntil {d_rsc_end}; -
Trying to get MV-22 to sling load
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the help. I saw that code but , had no clue what to do. I sure have learnt from this. Thanks a million. -
Trying to get MV-22 to sling load
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well I looked in the code all night. I have no clue how he does what he does. And I am willing to learn but, I am not that far in yet to see this particular part. So I guess I am at the will of God. Lol. -
Trying to get MV-22 to sling load
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Would I have to write a whole new script or just add a line to it. -
Trying to get MV-22 to sling load
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes and it still does. All I changed is the models. I did nothing to the script. On the Example map they send with the script.They have 4 uh60m that all lift. ch1-ch4 I change the models of 3 of the uh60m and all work but the one I changed to the MV22. ---------- Post added at 12:19 AM ---------- Previous post was at 12:08 AM ---------- Whats happening is when I get in the MV22 no hud or welcome menu. Its just like if you placed it on the map empty. But if I change it to a ch-47f or some thing like it has the welcome screen come up and it all works. -
Trying to get MV-22 to sling load
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok all I did was change a UH-60m to a MV-22 and gave it the same name which was ch4, and it did not work. But it works with any other chopper model i sub it with. odd. -
Trying to get MV-22 to sling load
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here is the script. diag_log format ["############################# %1 #############################", missionName]; if (!isNil "d_init_started") exitWith {}; d_init_started = true; X_INIT = false;X_Server = false; X_Client = false; X_JIP = false;X_SPE = false;X_MP = isMultiplayer; #define __waitpl [] spawn {waitUntil {!isNull player};X_INIT = true} if (isServer) then { X_Server = true; if (!isDedicated) then { X_Client = true; X_SPE = true; __waitpl; } else { X_INIT = true; }; } else { X_Client = true; if (isNull player) then { X_JIP = true; __waitpl; } else { X_INIT = true; }; }; if (isNil "x_funcs1_compiled") then { call compile preprocessFileLineNumbers "DomiLiftScript\DFR\x_functions1.sqf"; call compile preprocessFileLineNumbers "DomiLiftScript\DFR\x_netinit.sqf"; }; // chopper varname, type (0 = lift chopper, 2 = normal chopper), marker name, unique number, marker type, marker color, marker text, chopper display name d_choppers = [ ["HR1",0,"chopper1",301,"n_air","ColorWhite","1","Lift One"], ["HR2",0,"chopper2",302,"n_air","ColorWhite","2","Lift Two"], ["HR3",0,"chopper3",303,"n_air","ColorWhite","3","Lift Three"], ["HR4",0,"chopper4",304,"n_air","ColorWhite","4","Lift Four"], ["HR5",2,"chopper5",305,"n_air","ColorWhite","5","Transport One"], ["HR6",2,"chopper6",306,"n_air","ColorWhite","6","Transport One"] ]; d_helilift1_types = ["M1133_MEV_EP1","HMMWV_DES_EP1","HMMWV_M1035_DES_EP1","MTVR_DES_EP1","HMMWV_Ambulance_DES_EP1","MtvrReammo_DES_EP1","MtvrRefuel_DES_EP1","MtvrRepair_DES_EP1","LandRover_CZ_EP1","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_MK19_DES_EP1","MtvrSupply","M1A1_US_DES_EP1","M1A2_US_TUSK_MG_EP1","M1128_MGS_EP1","M2A3_EP1","M6_EP1","ATV_US_EP1","M1135_ATGMV_EP1","M1126_ICV_M2_EP1","M1126_ICV_mk19_EP1"]; for "_i" from 0 to (count d_choppers - 1) do { _elem = d_choppers select _i; switch (_elem select 1) do { case 0: {_elem set [count _elem, d_helilift1_types]}; }; }; d_chophud_on = true; d_show_chopper_welcome = true; if (isServer) then { // editor varname, unique number, true = respawn only when the chopper is completely destroyed, false = respawn after some time when no crew is in or chopper is destroyed [[ch1,301,true],[ch2,302,true],[ch3,303,false,1500],[ch4,304,false,1500],[ch5,305,true,600],[ch6,306,false,600]] execVM "DomiLiftScript\DFR\x_helirespawn2.sqf"; }; if (!X_Client) exitWith {}; -
Ok I found a script but the only bad thing is it repairs every 10 seconds anywhere. What I need for realism is a script for repair for instance when I land on the LHD. I know they have stuff in the game that repairs your vehicle when you get near it . But it looks crazy to have a vehicle repair station on a LHD deck. So is there a script that is around already made that works off trigers. Thanks. ---------- Post added at 12:32 AM ---------- Previous post was at 12:27 AM ---------- I might have found one. If it works I will let you know.
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Ok I can lift one of my moble HQ's but I can not lift the other one. Good head scratcher. // mount_vcl_init.sqf // © JUNE 2009 - norrin (norrin@iinet.net.au) /* Name playable units and vehicle in the editor Put this in the init line of the vehicle in the editor: nul = [this] execVM "mountOnC130\mount_vcl_init.sqf"; */ _vcl = _this select 0; _typeOfVcl = _this select 1; _c = 0; _load = _vcl addAction ["Lift", "mountOnC130\mount_vcl.sqf", _typeOfVcl, 0, false, true]; _unload = _vcl addAction ["Drop", "mountOnC130\dismount_vcl.sqf",-1,100000, false, true]; _toAttach = objNull; _vcl removeAction _load; _vcl removeAction _unload; if (isServer) then { _vcl setVariable ["NORRN_mountOn_vcl_pos0", [false, _toAttach], true]; sleep 2; }; while {alive _vcl} do { if (!((_vcl getVariable "NORRN_mountOn_vcl_pos0") select 0) && _c == 0 && count (nearestObjects [_vcl, ["LandVehicle","Air"], 30]) > 0 && count (nearestObjects [_vcl, [_typeOfVcl], 30]) > 0) then { _load = _vcl addAction ["Lift", "mountOnC130\mount_vcl.sqf", _typeOfVcl, 0, false, true]; _vcl removeAction _unload; _c = 1; }; if (((_vcl getVariable "NORRN_mountOn_vcl_pos0") select 0) && _c == 1) then { _unload = _vcl addAction ["Drop", "mountOnC130\dismount_vcl.sqf",-1,100000, false, true]; _vcl removeAction _load; _c = 0; }; if (count (nearestObjects [_vcl, ["LandVehicle","Air"], 30]) == 0 || count (nearestObjects [_vcl, [_typeOfVcl], 30]) == 0) then { _vcl removeAction _load; _vcl removeAction _unload; if (!((_vcl getVariable "NORRN_mountOn_vcl_pos0") select 0)) then {_c = 0}; if ((_vcl getVariable "NORRN_mountOn_vcl_pos0") select 0) then {_c = 1}; }; //hint format ["%1", (_vcl getVariable "NORRN_mountOn_vcl_pos0")]; sleep 2; }; if (!alive _vcl) exitWith {}; // mount_vcl.sqf // © JUNE 2009 - norrin (norrin@iinet.net.au) _vcl = _this select 0; _caller = _this select 1; _typeOfVcl = _this select 3; _dir = getdir _vcl; _mountVcl = objNull; _blogs = 0; _c = 0; if (count nearestObjects [player, [_typeOfVcl], 30] > 0) then { _mountVcl = nearestObjects [player, [_typeOfVcl], 30] select 0; }; if (vehicle _caller != _caller) then {_caller action ["", vehicle _caller]; sleep 1}; if (!((_vcl getVariable "NORRN_mountOn_vcl_pos0") select 0)) then { _mountVcl attachTo [_vcl,[0,0,-8]]; sleep 0.1; _vcl setVariable ["NORRN_mountOn_vcl_pos0", [true, _mountVcl], true]; }; if (true) exitWith {}; // dismount_vcl.sqf // © JUNE 2009 - norrin (norrin@iinet.net.au) _vcl = _this select 0; _caller = _this select 1; _mountVcl = (_vcl getVariable "NORRN_mountOn_vcl_pos0") select 1; _vclDir = getDir _vcl; if (vehicle player == vehicle player) then { detach _mountVcl; _mountVcl setPos [(getPos _vcl select 0), (getPos _vcl select 1), 0]; _vcl setVariable ["NORRN_mountOn_vcl_pos0", [false, objNull], true]; }; if (true) exitWith {}; I use this activation in there inits Vehicle name Moble_HQ_1 veh = [this, 15, 18000, 0,FALSE, FALSE, "this setPos [this setPosASL [position this select 0, position this select 1, 15.9]getPos this select 0, getPos this select 1, 12]"] execVM "vehicle.sqf"; this setPosASL [position this select 0, position this select 1, 15.9]; Vehicle Name Moble_HQ_2 veh = [this, 15, 18000, 0, FALSE, FALSE, "this setPos [this setPosASL [position this select 0, position this select 1, 15.9]getPos this select 0, getPos this select 1, 12]"] execVM "vehicle.sqf"; this setPosASL [position this select 0, position this select 1, 15.9]; And this on the Chopper veh = [this, 15, 18000, 0, FALSE, FALSE, "nul = [this,'car'] execVM 'mountOnC130\mount_vcl_init.sqf'; this setPosASL [position this select 0, position this select 1, 15.9]"] execVM "vehicle.sqf"; this setPosASL [position this select 0, position this select 1, 15.9]; nul = [this,"car"] execVM "mountOnC130\mount_vcl_init.sqf";
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Here is a good one.
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I still cant get this to work right it picks up only one of the hqs on my LHD. And if i put the hq on the ground and leave it. When I go back to get it I can not lift it anymore. Oh and I also noticed if I start them out on the ground. I can not lift eather of them. Anyone know a good lift script. I know there is one in the domination map but I do not know what all I need to take from domination script to get it to work. -
Here is a good one.
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have done what both of you have sugjested to do. But I have the same problem. I found that on the LHD I can only pick up one of the HQ's And on land neather one will pick up. The commands show up and change from lift to drop but nothing happens. I use this activation in there inits Vehicle name Moble_HQ_1 veh = [this, 15, 18000, 0,FALSE, FALSE, "this setPosASL [(getPosASL this select 0), (getPosASL this select 1), 15.9];"] execVM "vehicle.sqf"; this setPosASL [(getPosASL this select 0), (getPosASL this select 1), 15.9]; Vehicle Name Moble_HQ_2 veh = [this, 15, 18000, 0, FALSE, FALSE, "this setPosASL [(getPosASL this select 0), (getPosASL this select 1), 15.9];"] execVM "vehicle.sqf"; this setPosASL [(getPosASL this select 0), (getPosASL this select 1), 15.9]; And this on the Chopper veh = [this, 15, 18000, 0, FALSE, FALSE, "nul = [this,'car'] execVM 'mountOnC130\mount_vcl_init.sqf'; this setPosASL [position this select 0, position this select 1, 15.9]"] execVM "vehicle.sqf"; this setPosASL [position this select 0, position this select 1, 15.9]; nul = [this,"car"] execVM "mountOnC130\mount_vcl_init.sqf"; -
Here is a good one.
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So what do I need to do exactly to correct this. Wait I think I see what you mean.