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Everything posted by Gameadd1cted
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Dead civilian (run over), "killed" EventHandler
Gameadd1cted posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, Ia BLUEFOR / OPFOR fires at and kills a civilian with a "killed" event handler, it will return the killing unit / object. Nevertheless, if you run over a civilian (let's say a traffic accident), it will not return the killer. Moreover, I noticed at the end of the missions that Arma does not take into account death provoked by such accidents. Is there any way we can know the killer who ran over a civilian? -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
Gameadd1cted replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Thanks, looking forward for the beta ;) -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
Gameadd1cted replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Thanks a lot for your quick answer. I confirm your findings (did some quick tests on a dedicated). Can we hope for a fix in SP (for testing purpose)? Or do we simply have to assume that LEA is for MP? Keep up the good work! -------------- I am also trying to add "Tripod Bag" and "M252 Bag" to an empty HMMWV (SOV). These 2 items won't appear neither in SP nor in MP (dedicated). According to Kylania's Vehicle Cargo Capacity Chart, the HMMWV (SOV) should take 7 packs. -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
Gameadd1cted replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
OK, uploaded here. Let me know if is there anything else I can do. Best regards, -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
Gameadd1cted replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Major, I must insist... the AI has no weapons. Steps to reproduce: - in the editor, place a BLUFOR unit (the player). - in the editor, place an OPFOR unit. Give it a name. - start LEA. - Generate loadout.sqf - Load mission in ARMA - note that the AI unit now has no weapons. Notes: - I only tried it in SP missions (didn't have the time to chechk it on a dedicated) - it worked the previos build (I guess it was 1.1.38) Let me know if you need additional feed-back. Thank you for your great work. -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
Gameadd1cted replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Is this final? It's a great feature to be able to assign loadout for AI. Related to this, I think I stumbled across a bug: there is no loadout initialization for AI units (I mean those not plyable). Great ;) -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
Gameadd1cted replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Wow, you really got my attention :) As for a small feed-back (maybe it has been mentioned). If I arm playable units only with pistols and their corresponding ammo, it won't fire. I tried: - various types of pistols and ammos (normal and SD) - reloading - droping and picking again the weapon. Not a big deal, but just in case. -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
Gameadd1cted replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
¡Congratulations! I just used it and it was like "wow..." My first reaction was "Why is not coming as default in the editor?" Keep up the good work! -
Addaction Locality
Gameadd1cted replied to =101AD=Richard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Then the code above is correct? -
Dead civilian (run over), "killed" EventHandler
Gameadd1cted replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, I'll modify it accordingly. -
Dead civilian (run over), "killed" EventHandler
Gameadd1cted replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys for your help. I attach the code. It works only on dedicated server as playableUnits returns an empty array in SP. private ["_unit","_killer","_vehicles","_y"]; _unit = _this select 0; _killer = _this select 1; _vehicles = []; [color="Gray"]//Detect possible run over[/color] if (_killer == _unit) then { _vehicles = nearestObjects [_unit, ["car"], 20]; { _y = _x; {if (driver _y == _x) then {_killer = driver _y;}; } forEach playableUnits; } forEach _vehicles; };[color="Gray"]//if over run[/color] if (side group _killer == west) then { a3d_int_civilian_killed_by_west = a3d_int_civilian_killed_by_west + 1; publicVariable "a3d_int_civilian_killed_by_west"; }; [color="gray"]//Must use side group. Otherwise side would return "ENEMY" for renegade units[/color] if (side group _killer == east) then { a3d_int_civilian_killed_by_east = a3d_int_civilian_killed_by_east + 1; publicVariable "a3d_int_civilian_killed_by_east"; }; [color="gray"]//Total civilian death toll[/color] a3d_int_civilian_killed = a3d_int_civilian_killed + 1; publicVariable "a3d_int_civilian_killed"; [color="gray"]//a great example for publicVariableEventHandler can be found at: //http://derfel.org/arma2/publicvariable_and_pveventhandler.html [/color] The radius for detecting the nearest vehicles might be decreased. Nevertheless, nearestObjects returns an array ordered according to the distance, so it shouldn't be a problem. -
Dead civilian (run over), "killed" EventHandler
Gameadd1cted replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Shuko, thanks again for the quick answer. I thought someting similar, but I wanted to make sure there is not a straight forward option (my coding skills are quite limited). I'll give it a try. -
Squint - the sqf editor and error-checker
Gameadd1cted replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Great tool! I read about it, but finally I managed to get some time and have it installed. Keep up the good work. **edit** Colour schemes are not to be found. Would be nice to have them! -
ALICE and synchronizeObjectsAdd
Gameadd1cted posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am trying to synchronize all the civilians spawned by the ALICE module to a First Aid: Battlefield Clearence. It doesn't work :( this setvariable [ "ALICE_civilianinit", [{ _this addeventhandler ["killed", {if (isServer) then {_this spawn a3d_fnc_civilian_killed}}]; hint "Civ created"; Modules_FABC synchronizeObjectsAdd [_this]}] ] call bis_fnc_variablespaceadd Nevertheless, the player unit and an editor placed civilian have the following init: Modules_FABC synchronizeObjectsAdd [this] As you can imagine, I can drag the editor placed civilian, but not any spawned by ALICE. Modules_FABC is the name of the module. The hint works (whenever a civilian is spawned, it pops). -
Original side of renegade unit
Gameadd1cted posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Once a BLUEFOR kills 5 civilians, it becomes a rendegade. Nevertheless, the kills from the renegade unit should still be accountable to the original side. Therefore the following code stops adding to the counter. if (side _killer == west) then { a3d_int_civilian_killed_by_west = a3d_int_civilian_killed_by_west + 1; publicVariable "a3d_int_civilian_killed_by_west"; }; I also tried: if (side [color="Red"]group [/color]_killer == west) then { a3d_int_civilian_killed_by_west = a3d_int_civilian_killed_by_west + 1; publicVariable "a3d_int_civilian_killed_by_west"; }; The counter still stops after 5 civilian victims. Is there anyway I can obtain the original side of the unit before becoming a renegade? -
Check if object is person or vehicle
Gameadd1cted posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I am working on a script trying to count the civilian deaths (victims by WEST, EAST, other). It works, nevertheless victims killed by a vehicle are not counted for a specific side. if (side _killer == west) then { civilian_killed_by_west = civilian_killed_by_west + 1; publicVariable "civilian_killed_by_west"; }; This is probably very obvious, but how an I check if the returned object from an event handler is a vehicle or a man? I tried if (vehicle _killer != _killer) then {hint "Veh"} else {hint "Infantery kill"} I try to get to side of the commander or the gunner of the killing vehicle. Thanks. -
Check if object is person or vehicle
Gameadd1cted replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys, it works. Related thread: http://forums.bistudio.com/showthread.php?t=129533 -
Original side of renegade unit
Gameadd1cted replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
wow... Thanks a lot, it works. A couple of questions: 1. If a BLUFOR gets into an OPFOR car, the kill is reported as of OPFOR. Is there anyway to count the kill for BLUEFOR? 2. Is there any documentation on CfgVehicles (apart from this)? I mean, where did you get the "side" values? -
Realtime immersive - Militar simulator cryengine
Gameadd1cted replied to minimalaco's topic in OFFTOPIC
Wow, this is jaw dropping :eek: They have amazing tech demos... nevertheless, the real experience is SO different in the final product. Guess it's like a fast food. The burger on the poster looks great and the one you get so lousy. -
ARMA Screensharing in realtime
Gameadd1cted posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi. I would like to start introducing my friends to ARMA editing / scripting (the basics I know). Which is the best platform to share my screen in real time and show them the editor and then the in-game execution? I tried GoToMeeting and it didn't work. I am aware that's a difficult task. Thank you :) -
ARMA Screensharing in realtime
Gameadd1cted replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great guys, I'll give Teamviewer a try. Using the free version, can I invite several assistants? -
ARMA Screensharing in realtime
Gameadd1cted replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Kamakazi, This is way overkill for us. I just want to be able to show my colleagues in real time simple things ("this is a trigger and this is how you set it. Now let's get into the game and see it. Now let's get back to the editor and see how we can activate the trigger with a specific unit"). Thanks anyway ;) -
ARMA Screensharing in realtime
Gameadd1cted replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks. I'll try logMeIn as the main idea is to show things in real-time. -
JIP code execution (6thSense.eu)
Gameadd1cted posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys. I am trying to understand locality. The following init.sqf is based on the Multiplayer guide from 6thSense (http://community.bistudio.com/wiki/6thSense.eu) When I play a SP mission, it correctly displays "Single player mission". When I play a MP, it correctly displays "Multiplayer". Nevertheless, when I join the same game, it does not display "JIP Machine" Seems to easy and I don't get it :mad: What am I doing wrong? hint "Start"; sleep 1; /* Script by Sickboy (sb _at_ 6thSense.eu) Version: v0.1 */ T_INIT = false; T_Server = false; T_Client = false; T_JIP = false; if (playersNumber east + playersNumber west + playersNumber resistance + playersNumber civilian > 0) then { T_MP = true } else { T_MP = false }; if (isServer) then { T_Server = true; if (!(isNull player)) then { T_Client = true }; T_INIT = true; } else { T_Client = true; if (isNull player) then { T_JIP = true; [] spawn { waitUntil { !(isNull player) }; T_INIT = true }; } else { T_INIT = true; }; }; // Comprobaciones SP/MP/JIP if (!T_MP) then { hint "Single player mission"; }; if (T_MP) then { hint "Multiplayer"; }; if (T_JIP) then { hint "JIP Machine"; }; -
JIP code execution (6thSense.eu)
Gameadd1cted replied to Gameadd1cted's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it dependent on the duration of the sleep command? E.g. does it make any difference if we use sleep 0.1 or sleep 10?