Gunnykat
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Here is a good one.
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Kylania where are you talking about. In the script or on the vehicles. I am using a respawn code here too. -
Vehicle Respawn with into and custome armorments still intact
Gunnykat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok I found alot of Vehicle respawn scripts but none save the into and armorment load setings I added to them. So what do I do to get these to stay.:confused: -
Vehicle Respawn with into and custome armorments still intact
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok did the change same thing its only when I get it in the air. I wonder if its something in the main script. /* ========================================================= Simple Vehicle Respawn Script v1.6 by Tophe of Östgöta Ops [OOPS] Put this in the vehicles init line: veh = [this] execVM "vehicle.sqf" Options: There are some optional settings. The format for these are: veh = [this, Delay, Deserted timer, Respawns, Effect, Static] execVM "vehicle.sqf" Default respawn delay is 30 seconds, to set a custom respawn delay time, put that in the init as well. Like this: veh = [this, 15] execVM "vehicle.sqf" Default respawn time when vehicle is deserted, but not destroyed is 120 seconds. To set a custom timer for this first put the respawn delay, then the deserted vehicle timer- Like this: veh = [this, 15, 10] execVM "vehicle.sqf" By default the number of respawns is infinite. To set a limit First set the other values then the number of respawns you want (0 = infinite). Like this: veh = [this, 15, 10, 5] execVM "vehicle.sqf" Set this value to TRUE to add a special explosion effect to the wreck when respawning. Default value is FALSE, which will simply have the wreck disappear. Like this: veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf" By default the vehicle will respawn to the point where it first was when the mission started (static). This can be changed to dynamic. Then the vehicle will respawn to the position where it was destroyed. First set all the other values then set TRUE for dynamic or FALSE for static. Like this: veh = [this, 15, 10, 5, TRUE, TRUE] execVM "vehicle.sqf" If you you want to set the INIT field of the respawned vehicle, first set all other values, then set init commands. Those must be inside quotations. Like this: veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf" Default values of all settings are: veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf" Contact & Bugreport: harlechin@hotmail.com ========================================================= */ if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; // Start monitoring the vehicle while {_run} do { sleep (2 + random 10); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_TOW_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCommands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; }; ---------- Post added at 02:55 AM ---------- Previous post was at 02:46 AM ---------- Doh I think I found it lol. I had to put the same time on the HQ not just the choper lol. duh. I think its all good now. -
Vehicle Respawn with into and custome armorments still intact
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
lol doh man I read it as close as I could. When will I catch on to this codeing lol. You are the most help in the world. I can't wait till Mr. Murry puts out his book on Arma 2 scripting. Cause I am not sure how much is still like Arma. I sure have learnd alot this week ty. -
Very disappointed with Editor interface Non user friendly
Gunnykat replied to Flash Thunder's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Are you ban happy or what. -
Vehicle Respawn with into and custome armorments still intact
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nope its the tow missle animation he has to make explosion befor respawn. There are no Enemys on this map yet. -
Vehicle Respawn with into and custome armorments still intact
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ack now when I start load lifting my moble HQ with my Sea Hawk a missle comes out of no where and blows it up lol. Must have something to do with his spawn script. -
Very disappointed with Editor interface Non user friendly
Gunnykat replied to Flash Thunder's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok your complaint is legit I give you that. But the last I looked this is a place to ask how to do scripting. Not tell us how bad the editor is. This is not a complaint nor a suggestion forum. But a how to and help me with that kinda thing. And you really did not ask for help you pretty much said. I can not and will not script this. And started the down grading of the product. So actually this was the wrong place for this. And actually the folks are way more tame here then most forums I have to say. So like I said may be legit just wrong location for your legit. So Moderator please lock this post up. And distribute the cheese with this whine.:eek: Oh and Stop With you need to be band crap. Makes you look like a guy that has no control in rl and is trying to get it here. So try to be more mature about it. Blowing it off does more damage to them. Than giving them a rise. I admit I got a little hairy on my first post. So you have a chance for a come back. Thank God. Just try to ask for help in this spot or help others. Go gripe in the Area where you need to tell the company what you think. This section is where the people that love the scripting. And for folks like me that want to learn it. -
Vehicle Respawn with into and custome armorments still intact
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok I did that but still a Missing ] error veh = [this, 15, 10, 5, TRUE, 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"; -
Vehicle Respawn with into and custome armorments still intact
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok here is a good question. I need my tow vehicle to come back with this in the into. nul = [this] execVM "tow\mount_vcl_init.sqf"; and with trying to add it like the person who made this respawn script. I get this error. Missing ]. veh = [this, 15, 10, 5, TRUE, FALSE, "this setPosASL [position this select 0, position this select 1, 15.9]; nul = [this] execVM "tow\mount_vcl_init.sqf"; this setDammage 0.5"] execVM "vehicle.sqf";this setPosASL [position this select 0, position this select 1, 15.9];nul = [this] execVM "tow\mount_vcl_init.sqf"; -
Vehicle Respawn with into and custome armorments still intact
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
lol wow that might be my mission folder one day. hehe. -
Vehicle Respawn with into and custome armorments still intact
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow how did I miss that one doh thanks. So do you have any maps that you have made you seem to know alot. -
How do you set height on detatch
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
LOL well there up there lol. I have no clue got the setup off one of Xeno's map. First bit of baby script I learnt. Found out how to use the Into line that way. His scripting is wack. But it works if you figar it out. -
How do you set height on detatch
Gunnykat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Using this script how would I raise and lower height on detatch // 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 "tow\mount_vcl_init.sqf"; */ _vcl = _this select 0; _typeOfVcl = _this select 1; _c = 0; _load = _vcl addAction ["conect", "tow\mount_vcl.sqf", _typeOfVcl, 0, false, true]; _unload = _vcl addAction ["disconect", "tow\dismount_vcl.sqf","", 0, 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, ["Plane"], 30]) > 0 && count (nearestObjects [_vcl, [_typeOfVcl], 30]) > 0) then { _load = _vcl addAction ["conect", "tow\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 ["disconect", "tow\dismount_vcl.sqf","", 0, false, true]; _vcl removeAction _load; _c = 0; }; if (count (nearestObjects [_vcl, ["Plane"], 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 {}; // 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 == player) then { detach _mountVcl; _mountVcl setPos [(getPos _vcl select 0) - (15 * sin _vclDir), (getPos _vcl select 1) - (15 * cos _vclDir),0]; _vcl setVariable ["NORRN_mountOn_vcl_pos0", [false, objNull], true]; }; if (true) 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 ["GetOut", vehicle _caller]; sleep 1}; if (!((_vcl getVariable "NORRN_mountOn_vcl_pos0") select 0)) then { _mountVcl attachTo [_vcl,[0,-8.50,1.50]]; sleep 0.1; _vcl setVariable ["NORRN_mountOn_vcl_pos0", [true, _mountVcl], true]; }; if (true) exitWith {}; ---------- Post added at 01:05 AM ---------- Previous post was at 12:23 AM ---------- This is for my tow car on the LHD just to let you know. -
Very disappointed with Editor interface Non user friendly
Gunnykat replied to Flash Thunder's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well I hope you got your script to work. Sence sevral have tried to help. First here is the proper place to put a sugestion to BI. http://forums.bistudio.com/forumdisplay.php?f=56. Second here is a really good Video by eclipse245 on youtube http://www.youtube.com/user/eclipse245#play/uploads/2/SvY922ZIzXk. This guy rocks good tutorials, And this is his page in youtube that has all his tutorials. So hope this helps you out. And turn that frown upside down. S!=Salute. Oh forgot about babyalien He has the sequil to his tutorial in the reply to video under his video. So you can see all 6. Ack forgot about the Arma script bible I beleave all the scripts and info on Mr-Murray's Manual work on Arma 2. You can dl it here http://www.armaholic.com/page.php?id=2435. I think that will get you all in shape. Oh and check out this as well.http://forums.bistudio.com/showthread.php?t=78089 Boy thats alot of info lol. Ok all done I hope. Enjoy. Oh And I am a script noob woo hoo.:bounce3::eek: and I love it. -
How do you set height on detatch
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hehe. Sorry I get kind carried away typeing. In the init part of the unit. I put this code to put them on top deck. this setPosASL [position this select 0, position this select 1, 15.9] And from what I have read its in meters. When I used the other code we where messing with you said 17. So that kinda lost me. hehe. And thanks very much for helping me out with this. -
Is there a way to change the size of the light in the lighting script. Here is the script I use. Works great but its too big. I am trying to make light inside a room on my LHD.
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How do you set height on detatch
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
cry it still likes takeing a dip lol oh wait 17 lol i was puting 1.50 lol. let me try that ---------- Post added at 01:54 AM ---------- Previous post was at 01:47 AM ---------- It worked ok how does the mesurments work on this code some are in meters in the into line I put 1,15.9 to put them top deck this gets so confusing. -
How do you set height on detatch
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yea when I detatch she goes off for a swim. lol -
Well I tried .00225;and even wenr to .00900; no luck. The room ended up being dark. Thanks for the try tho. Anyone else have an Idea.
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Repair and service script
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow thanks this is way better than the one I found. S!= Salute.:ok: -
Air lifting no AI
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
will do. Thanks for the info.:D Umm exactly what do i put in game logic. I have tried droping it by adding the height change. works good on LHD. But then it floats on land. hehe. -
I have look in 3 forums. For the unbuged version of this. Or one that does not use an add on. I know Domination One Team AI West uses this but he has alot of stuff going on in his scripting to see what i need to get this working. Is there anyone that has a working script of this that is not buged and works well. I would build it but I have no clue what all is needed. and everyone that posts about it send you to outdated, non working or addon suported versions. I have been looking all day. I have googled and ooked in forums. I sure wish this forum had a search as well. alot of info here but hell to search for it. I swear I am not mad. Just wore out looking for a simple script so I hear lol. Thanks
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Air lifting no AI
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
One small boo boo with this script. When I drop it on a lhd it goes to the bottom of the ocean. On land it does fine. Problem number 2 on drop it drops behind the helocopter when i hover. Any Ideas on how to fix this. -
Air lifting no AI
Gunnykat replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did it. I took Norrin's C-130 load script and added a few changes and wola. Wooo hoo. Here is the script for all of you looking for a simple load lift without a hud. Thanks for all the help you all. I know I was a pain. But at least i got it done. I use this on the sea hawk to activate script nul = [this,"car"] execVM "mountOnC130\mount_vcl_init.sqf"; // 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 {}; //////////////////////////////////////////////////////////////// next script // 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","", 0, 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","", 0, 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 {}; ////////////////////////////////////////////////////////////////////// next script // 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) - (15 * sin _vclDir), (getPos _vcl select 1) - (15 * cos _vclDir), 0]; _vcl setVariable ["NORRN_mountOn_vcl_pos0", [false, objNull], true]; }; if (true) exitWith {};