MaveryQ
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Posts posted by MaveryQ
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Hi,
I've a dedicated server patched 1.05.
I put the following parameters :
FriendlyTag=0;
EnemyTag=0;
When i have a player like stinger'target i've the name of the player !
So it's too easy to don't make fire on my team...
How can i do to disable this information ?
Thanks
MaveryQ
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does anybody have the same trouble than me ???
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It's the same bug with my own mission !
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Hi,
My game is 1.05 patched.
I try this addon but i have some bugs !
I use it alone ...
I use the mission in the directory.
I add another player.
I put it on a dedicated server.
I play it...
The player whose firing the scud see Cloud, Dust and light.
The other player see the start of the scud and nothing else.
No dust no cloud and no light ... but he can die ...?????
What's wrong ????
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Hi,
I'd like to remove standard mission 01-welcome ....
with the 1.04 patch i renamed missions.pbo with missions._pbo and it worked !
With 1.05 patch i have a warning which is warfare2 need CA_mission !!!
How can i have a dedicated server without standard mission just MPMISSIONS ???
Best regards
MaveryQ
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OK that is the solution for the HALO_getout.sqs file :
_HALOunit = _this select 0
;// wait that the player drive the normal parachute
#LOOP
good_dir = direction (vehicle _HALOunit)
~0.1
? ((typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute"]) : goto "Suite"
goto "LOOP";
#Suite
;// Delete the default parachute
_defaultparachute = vehicle _HALOunit
deleteVehicle _defaultparachute
;_HALOunit switchmove ""
;// Smooth transition
titleText ["", "BLACK FADED", 100];
~1.1
titleText ["", "BLACK IN", 2];
;// Do the effects
? (_HALOunit == player) : playsound "BIS_HALO_Flapping"
[_HALOunit,good_dir] exec "HALO_Scripts\HALO.sqs"
exit
And for HALO.sqs
_HALOunit = _this select 0
BIS_HALO_unit_dir = _this select 1
BIS_HALO_unit_speed = 50
BIS_HALO_turnR = 0
_HALOunit_pitch = -90
_i1 = 50
_i2 = 0
playsound "BIS_HALO_Flapping"
_HALOunit switchMove "HaloFreeFall_non"
keyspressed = compile preprocessFile "HALO_Scripts\f\keyspressed.sqf"
(findDisplay 46) displaySetEventHandler ["KeyDown","_this call keyspressed"]
_open_chute_action = _HALOunit addAction [localize "STR_HALO_OPEN_CHUTE", "HALO_Scripts\HALO_Parachute.sqs"]
_HALOunit switchMove "HaloFreeFall_non"
#loop
~0.001
_i1 = _i1 + 1
_i2 = _i2 + 1
_HALOunit setdir BIS_HALO_unit_dir
_vel = velocity _HALOunit
_dir = direction _HALOunit
_HALOunit setVelocity [(sin _dir*BIS_HALO_unit_speed),(cos _dir*BIS_HALO_unit_speed),(_vel select 2)]
;// Anims system
? (BIS_HALO_unit_speed > 50) && (_i2 > 80) : _HALOunit playMove "HaloFreeFall_F"; _i2 = 0
? (BIS_HALO_unit_speed < 50) && (_i2 > 250) : _HALOunit playMove "HaloFreeFall_non"; _i2 = 0
? (BIS_HALO_unit_speed > 80) : BIS_HALO_unit_speed = 80
? (BIS_HALO_unit_speed < 1) : BIS_HALO_unit_speed = 0
? (_i1 > 50) : playsound "BIS_HALO_Flapping"; _i1 = 0
hintsilent format [localize "STR_HALO_ALTITUDE_SPEED", (round (getpos _HALOunit select 2)), 999]
;//BIS_HALO_unit_speed]
? (position _HALOunit select 2 < 2) : _HALOunit playmove ""; _HALOunit switchmove ""; _HALOunit setvelocity [0,0,0]; _HALOunit setdammage 1; exit
? (alive _HALOunit) && (vehicle _HALOunit == _HALOunit) && (position player select 2 >= 2) : goto "loop"
? (vehicle _HALOunit != _HALOunit) : exit
exit
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How can i do this
@ (
(good_dir = direction (vehicle _HALOunit))
&&
((typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute","BIS_Steerable_Parachute"])
)
????
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in HALO_getout.sqs there is :
;// wait that the player drive the normal parachute
@ (typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute","BIS_Steerable_Parachute"]
if i put ;// wait that the player drive the normal parachute
@ hintsilent format [localize "STR_HALO_ALTITUDE_SPEED", getDir _HALOunit, direction _HALOunit];(typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute","BIS_Steerable_Parachute"]
I see that when i get in the MH60S which have a direction like 360, I print on the screen 86.......
I don't understand !!!
the line
[player] exec "HALO_Scripts\HALO_getout.sqs";
is in the respawn of the player
So the hintsilent format [localize "STR_HALO_ALTITUDE_SPEED", getDir _HALOunit, direction _HALOunit]; show me the direction of the player and when i get in the helo the update of the value is stoped at 86.024 .....
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BIS_HALO_unit_dir = direction _halounit
BIS_HALO_unit_speed = 0
BIS_HALO_turnR = 0
direction _halounit doesn't return the good direction. !!!!!!!
My heli fly with direction 359 seen on the screen. and direction _halounit give me 81.77 !!!!!!! On utes with MH60S
and on chernarus 229 give me 142.862 on Mi-17 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I don't understand why ???
it looks like it's different with the heli !
like the door on the MH60s is on the right and for the Mi-17 on the left !!!!
How can i have the direction before the jump ???
in HALO_getout.sqs we have
@ (typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute","BIS_Steerable_Parachute"]
so we have to change it to have the direction of the heli before the jump !!!????
Any idea ???
Can we have a line like
@ (typeOfAction (_HAlounit) == "Eject") ?????
I would like to put
@ (currentTask (_HALOunit) == "Eject")
getDir (vehicle _HALOunit)
@ (typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute","BIS_Steerable_Parachute"]
But the first line doesn't work !!!!!!!
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So i give you what i tried and it works...
At the beginning of parachute.sqf
boucle = 0;
And when we look for the altitude
// On récupère la hauteur par rapport au décor en-dessous
hauteur_relative = position _chute select 2;
if ( hauteur_relative <= 1 ) then
{
// On récupère la hauteur par rapport au niveau de la mer
hauteur = getposASL _para_unit select 2;
_para_unit action [ "eject", _chute];
_chute animate [ "hide_chute", 1 ];
deleteVehicle _chute;
_para_unit setdammage 0;
_para_unit setvelocity [0, 0, 0];
// On positionne le joueur par rapport au niveau de la mer
_para_unit setPosASL [ getpos _para_unit select 0, getpos _para_unit select 1, hauteur-hauteur_relative ];
// On sort de la boucle principale
boucle = 1;
};
Now i want to add an action to remove the parachute so to fall again and to reopen a parachute
but when i add in parachute.sqf
_remove_parachute = _para_unit addAction ["Decrocher Parachute", "HALO_Scripts\Decroche_Parachute.sqs"]};
the steerablity is lost ... and i don't see the action on the screen and i can't make the action !
Have you any idea ???
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Any idea ?!
If a player change a menu of a vehicle by AddAction with the vehicule for Object, why the other player in the vehicule doesn't see his menu changed ?
in eventHandler of the vehicle i have:
Start.sqf
private ["_carrier"];
_carrier = _this select 0;
dply = _carrier addaction ["set ropes","\dbo_mh6\whos.sqf"];
Whos.sqf
endcargosession2 = true;
private ["_carrier"];
_carrier = _this select 0;
fst = _carrier addaction ["Saut","\dbo_mh6\prepare_eject.sqf"];
_carrier removeaction dply;
So why when the pilot select "Set Rope", he can select "Saut" and the soldat or gunner have always "Set Rope".
The soldat or gunner can Select "Set rope" but in this way i see two rope under the vehicle !!!
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I try to have a fast rope with an helicopter.
I want that the pilot set rope and the passenger jump himself.
So i add an action "set rope" to the carrier, the pilot and the passenger see the action.
When the pilot sets rope, i remove the action "set rope" and i add the action "jump". The pilot see the jump action but not the passenger.
How can i do to have the action activable by the passenger ???
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Maybe vectorDir? Otherwise I don't think it is possible._HALOunit = _this select 0
BIS_HALO_unit_dir = 0
BIS_HALO_unit_speed = 50
BIS_HALO_turnR = 0
I try with getDir but I don't find the right object ?!
I would like to put :
BIS_HALO_unit_dir = getDir Object
But with object = _HALOunit or _this select 1 it doesn't work ...
Any idea ???
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in HALO.sqs there is :
BIS_HALO_unit_dir = 0
BIS_HALO_unit_speed = 50
BIS_HALO_turnR = 0
How can i do to have the unit dir of the player when he was in the plane and not North direction ( 0 ) ???
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I'm assuming there must be something that only allows you to land on the ground. This is probably some sort of bug or limitations but I really have no idea. Just assuming here. I've never tried it before but it sure would be nice to be able to land on a building top in some instances. Are you only trying it via HALO or have you tried it with a steerable chute and just doing a normal jump?I put this line in the unit's init
ca\air2\halo\data\Scripts\HALO_getout.sqs
how can i have a steerable chute without HALO parachute ?
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Whem i land with HALO on a roof, my soldier appear at the ground-floor of the building !!!!!
Is it a bug ???
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Change HALO_getout.sqs to HALO_init.sqs. I think that was the right one.Sorry but it doesn't work.
with HALO_init my soldier is dead when he spawn for the first time on the island utes and then he have not the HALO parachute. I see on my hold body "open parachute".
I tried with HALO.sqs but it's the same thing.
The only one is HALO_getout.sqs. it works once and then i getout with a standard parachute !
How can i do to have for all jump a HALO parachute ?
PS : Sorry for my poor english, I'm french !
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Is this HALO the thing that allows you to freefall before opening chute, and then allowing you to control you chute?You're right.
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Yes, it does work great! However, is there a way to make it so you can HALO after you respawn. Using the method Junker posted works great initially, but if you respawn and want to HALO or HAHO again, it doesn't work. Any help is appreciated.Thanks,
Monty
Originally Posted by Icewindo
Try it this way, create a init.sqf in the mission folder which contains this:
[] execVM "bla.sqf";
And put this into the bla.sqf
while {true} do {
waitUntil {!alive player};
_p = player;
waitUntil {alive player};
_p = player;
_p exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
};
It doesn't work ... any idea !???
After respawn, my soldier have a standard parachute and not a HALO parachute !!!
Body hurt
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Hy,
I would like to know howto find wich part of body is hit by an enemy fire ? (like hand, leg, head, deck ...) Is it possible ?:confused: