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Gekkibi

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Everything posted by Gekkibi

  1. 1. Trigger condition: player in thisList (And also set it "BLUFOR present") 2. joinSilent. 3. Not exactly sure what you mean (Not your fault, I am dead tired), but maybe this will help you going: createSimpleTask (Also check the "see also" -links).
  2. Not sure if you can spawn chemlights. Your best bet is to browse through the official ACE web page. If I recall correctly there isn't any documentation how you can create chemlights. However, there is something about placing strobes.
  3. Create an empty helicopter and name it "pileOfJunk". Create n+1 men and put this to every units init-field: this moveInCargo pileOfJunk; this setDamage 1; The unit who was placed in the editor earlier than the rest who you put into cargo gets the co-pilot seat. So first create the co-pilot and only after that create the player unit. Put this line to your choppers init-field to create a red flare: helpMeIAmOverHere = "F_40mm_Red" createVehicle [getPos this select 0, getPos this select 1, 100];
  4. You can use Karnaugh map to simplify your statement. Here is a tutorial of some sort: link
  5. How about this: player addAction ["GEAR: JAVELIN", "scripts\fnc_gear.sqf", [player, "JAVELIN"]];
  6. Why wouldn't you put an IR-strobe? Official ACE webpage is your friend when you would like to create something like that. _irstrobe = "ACE_IRStrobe_Object" createVehicle getPos _crate; _irstrobe attachTo[_crate,[0,0,0],""]; ["ace_sys_irstrobe_aradd", [_irstrobe]] call CBA_fnc_globalEvent; Haven't tested it myself, 'tho.
  7. I would like to include this to the list Bon posted: - Karnaugh map. Usable if you have very long statements.
  8. I don't have steam version, so I am not sure how to launch it with addons, but the correct syntax for me is "-mod=@...", not "-mods;@...".
  9. Have you accidentally touched the "probability of presence" -slider?
  10. "if (fuel object != 0) then {...};" for "I still have some fuel left". damage object isn't working for vehicles in ACE. It always returns 0 when not totally destroyed, and 1 when completely destroyed (Say, hitting a tank multiple times to engine and wait until it is all black).
  11. That was my bad, sorry. I copypasted the lines from a script of mine. Those lines were inside of a call compile format, and thats why they had to be in double-double.
  12. I used a local variable instead of a global one. Put this to the init-field of the C130: this animate [""ramp_top"", 1]; this animate [""ramp_bottom"", 1];
  13. _c130 animate [""ramp_top"", 1]; _c130 animate [""ramp_bottom"", 1];
  14. Yes. Do setVectorUp after you have setPos.
  15. Create/edit the description.ext Edit: Example. class CfgSounds { sounds[] = {}; class engine_ignition { name = ""; sound[] = {"malfunction\engine_ignition.wav", 0.05, 1}; titles[] = {}; }; class engine_shut { name = ""; sound[] = {"malfunction\engine_shut.wav", 0.05, 1}; titles[] = {}; }; };
  16. Question concerning the wounding system: I already know hot to set someone unconscious ([unit, time] call ace_blackoutall;), but is it possible to end the unconsciousness somehow? I'm trying to find a way to set someone unconscious (And stay unconscious) until certain condition is met. So far I have done it by looping call_ace_blackoutall once in a while until the condition is met, but it is kind of "wrong way to do it"... Also, is it possible to kill someone without such a huge amount of blood? No matter if I use setDamage or call ace_sys_wounds_fnc_addDamage, there is blood.
  17. Then in that case I would use doWatch, doTarget and doFire.
  18. Init field: this setCaptive true; this moveInDriver myOwnLittleAirplane; Trigger: Condition: pilot == vehicle pilot Activation: pilot setCaptive false;
  19. Something like this: Condition: evilHenchman knowsAbout deadMeat > 0 && ! alive deadMeat Sorry, can't think of anything better at the moment, and can't test which number you should use (Try to increase it if necessary). You can read more about knowsAbout here.
  20. Two questions concerning Vehicle Magazine Exchange: Where does the unloaded ammo go (Using the stable)? Checked cargo and inventory. Loading is working, 'tho. [Edit: Duh! Didn't check the ground!] Another question is that is it possible to disable this particular feature in a mission? See, I have created a script what does this (And I prefer my version. It puts the magazines to trunk, and also reloads the weapon by using CSW magazines which are in trunk), and they don't mix very well: Players can cheat by using ACE Vehicle Magazine Exchange and kind of override my script.
  21. I'm stealing this thread to ask something else concerning slots in vehicles. I'm trying to check who is in cargo, but there is no simple "cargo vehicle" -command. "unit in (crew vehicle) && unit != driver vehicle && unit != gunner vehicle && unit != commander vehicle" returns true if unit is in cargo (Or in a turret). Is there a better way to do it? And better still, is there a way to check who is in the front seat (Well, the index number depends of the vehicle, but that is doable). I have browsed arma 2 commands list couple of times, but haven't found the solution for this yet. And I do recall there was one back in the arma 1 times. (Going to add an action what is visible only to the guy who sits in the front seat of a vehicle).
  22. Edit: When I finally finished this version I realized during example mission creation that ACE already has this feature! Well, anyway... Here is mine... This version actually works in MP, and supports JIP (Thanks to BI for magazineCargoGlobal commands!). Haven't tested in dedicated server yet. How to use (Requires OA and ACE): It will automatically combine partially full CSW magazines when loading/unloading. However, unfortunately it is impossible to adjust how much ammo is reloaded, so you need at least one full CSW magazine to load the weapon (Or 2 50% full, or 1 30% full and 1 20% full or...). F-key loads the gun if it is empty and unloads the weapon (And puts the magazine to the trunk) if not. init.sqf: unload.sqf: load.sqf:
  23. if you put init.sqf directly to your mission folder you don't have to execute it manually during the mission. Instead, it is automatically executed when mission starts.
  24. Update: I made while-loop that went through numbers between 0-499 and colored the area red. Unfortunately there was no selection number for squad logo (However now I know how to make red vehicles without creating an addon. After all, red one goes fastah). If anyone has other ideas I am anxious to test them.
  25. Short & simple: Is it possible to make AI units use a squad logo (I mean the .paa in the same folder as squad.xml)?
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