RonnieJ
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Posts posted by RonnieJ
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Anyone? Cant find any threads about it on the forums... maybe a way to see (ACE2) if the player have the weapon on the back?
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Hey guys... I want some taliban action where you are not considered a danger untill you have a visible weapon or fire oppon the AI patrols... ive made this so far:
removeallweapons this; this setcaptive true; this addEventHandler ["fired", {s14 setcaptive false}];And that works perfectly but I also want that you cant go with a weapon in your hans up to the AI patrol... I need some way of setting the player captive false if he is seen by the patrol with a weapon... :confused:
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Looks like a bit to big a task for me... I guess I will have to make the civilians by hand :S
---------- Post added at 07:49 PM ---------- Previous post was at 07:41 PM ----------
Reading about http://community.bistudio.com/wiki/Ambient_Civilians I cant see why another island shouldnt work? Default it will use the whole island...
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Ye well thats pretty much what I want... just civilians walking around giving the impression of a city environment... TRexian the download link dosent work in that thread..
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Crap - then making a civilian environment suddenly seems like an impossible task :(
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Can that be handled by entering some parameteres into ALICE?
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Im using an addon called Quesh Kibrul v2 ... thats the map...
---------- Post added at 05:54 PM ---------- Previous post was at 05:53 PM ----------
and the city on that map is called Quesh-Kibrul ouest (in the editor)
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Hey guys... im trying to use ALICE and SILVIE with default parameters but nothing happens... any idea why?
I have a functions module and a game logic... when I preview the mission nothing happens...
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Great Rick01 would be much appreciated
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Okay makes sence then... thx... could any of you help me out to implement the part you are talking about SHK?
_grpx = count(configFile >> "CfgGroups" >> "East" >> "RU" >> _type);_grps = [];
for "_x" from 1 to _grpx - 1 do {
_grps = _grps + [(configFile >> "CfgGroups" >> "East" >> "RU" >> _type) select _x];
};
I surpose _grps is the array containing the array of vehicles? And I need to somehow identify it and set speed/height if the type is heli or plane
---------- Post added at 11:03 PM ---------- Previous post was at 10:56 PM ----------
I get some part of you example SHK but im not 100% sure.. what is the "simulation" bit about? shouldnt that be my _x var? :S
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Im not sure the problem is missing pilots... otherwise BIS_fnc_spawnGroup would be FUBAR... the problem must be that the default start height and speed not always is high enough to get into the air :)
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Nop im doing some totally random spawning by using BIS_fnc_spawnGroup ... and aparently sometimes when it is a group of enemy fighters they go into the ground :S
_grpx = count(configFile >> "CfgGroups" >> "East" >> "RU" >> _type);_grps = [];
for "_x" from 1 to _grpx - 1 do {
_grps = _grps + [(configFile >> "CfgGroups" >> "East" >> "RU" >> _type) select _x];
};
Could you please give me your input on it SHK ...
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Hey guys... when I try to create an enemy plane group they most of the times go into the ground and crash... and sometimes get in the air... any ideas? Is there any way of getting them higher in the air with BIS_fnc_spawnGroup?
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Ghost you are the man! :) works like a charm... could you possibly tell why it does hehe? :) trying to understand the damn thing :P
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Ye that would be my guess as well... but if someone knew I wouldnt havet to contact the poor guy directly :)
---------- Post added at 09:45 PM ---------- Previous post was at 09:04 PM ----------
Ive tried to read the documentation that comes with the script but that didnt help me
---------- Post added at 11:11 PM ---------- Previous post was at 09:45 PM ----------
Here is the answer: nameofunit getVariable "NORRN_unconscious";
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Cool Ghost... ill give it a go :)
---------- Post added at 10:42 PM ---------- Previous post was at 10:31 PM ----------
Jep thats the stuff ghost! :) worked like a charm!
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Hey Norrin - first of all - great work on the script!
I tried to add you on MSN but ill ask here as well... my problem is that I have several scripts running looking is the players are !alive ... but with revive script the player never really die he is just unconscious while waiting for a revive... now my question is how can I identify if a player is unconscious? I use the same player names as you s1-s10.
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Hey guys... I have a question to thoose out there that uses the Revive script...
My own script keeps running since the player dosent really die but goes unconscious... then !alive cant be used... any ideas to see if a player is unconscious by the revive script? :confused:
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Im now sure how to incorporate thoose commands...
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Hey... can anyone tell me why the following code aint working? It makes the crate but the content inside is the normal that comes with the crate... not empty'd and not with the new content inside?! :confused:
if (!isServer) exitWith {}; _crate = "RUBasicAmmunitionBox" createVehicle (getMarkerPos "friendly"); // Remove the stock items from the crate clearMagazineCargo _crate; clearWeaponCargo _crate; // Add the items to the crate _crate addMagazineCargo ["FlareGreen_M203", 25]; _crate addMagazineCargo ["FlareRed_M203", 25]; _crate addMagazineCargo ["FlareWhite_M203", 25]; _crate addMagazineCargo ["FlareYellow_M203", 25]; -
You can use either way... thats my experience :)
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_Truck = createVehicle ["UralCivil2", [(getMarkerPos "friendly") select 0,_y,0], [], 0, "NONE"];
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Hey guys... im trying to create a map pretty much from sqf code alone... everything works perfectly local test and when exportet to multiplayer its working to...
But now uploaded to the dedicated server and many things just fails! :mad:
I hope you can help me with theese issues so we can get to play the damn thing! :p
This is the following things that fails:
When the map starts I run the following code:
init.sqf
execVM "scripts\startcratesandvehicle.sqf";
startcratesandvehicle.sqf
if (!isServer) exitWith {}; _y = (getMarkerPos "friendly") select 1; _y = _y + 10; _Truck = createVehicle ["UralCivil2", [(getMarkerPos "friendly") select 0,_y,0], [], 0, "NONE"]; _crate = "RUBasicAmmunitionBox" createVehicle (getMarkerPos "friendly"); // Remove the stock items from the crate clearMagazineCargo _crate; clearWeaponCargo _crate; // Add the items to the crate _crate addMagazineCargo ["FlareGreen_M203", 25]; _crate addMagazineCargo ["FlareRed_M203", 25]; _crate addMagazineCargo ["FlareWhite_M203", 25]; _crate addMagazineCargo ["FlareYellow_M203", 25]; (and alot more weapons)Now the crate and vehicle is created but its not being emtpy'd and the new weapons are not filled into the crate??
init.sqf
waitUntil {alive player}; _x = (getMarkerPos "friendly") select 0; _y = (getMarkerPos "friendly") select 1; player setPos [_x,_y,0];I have some problems with getting the AI friendly players to the spot where the controlled players end up... how do I do that?
I have the player array:
_players = ["s1","s2","s3","s4","s5","s6","s7","s8","s9","s10"]; {_x setPos (getMarkerPos "friendly")} forEach _players;But as I recall the players didnt get tranportet for some reason... not sure if it had something to do with the time the code was run by the server...
Hope theres is a helpfull bunch out there :)
Best regards.
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Hey guys... have any of you made an enemy laser airstrike?
As I understand the russian planes Su25-27-34 dosent have the laser guided bombs (GBU-12)... is there any work around? I have made this with an A10 but then it apears to be friendly to you and thats just not good enough :rolleyes:
ACE2 has weapon on back
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Is there any way of checking if a player have a weapon on the back?