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Everything posted by Gekkibi
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Maybe this: http://community.bistudio.com/wiki/setPosATL
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End Intro Start Mission
Gekkibi replied to Muzzwezz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Haven't made any intros/outros since OFP, but if I recall correctly you'll have to add a trigger and define the ending. -
Is this possible?
Gekkibi replied to Freebie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, and welcome! Put gunners to another group than the driver. Here is how you do it: Create an empty boat. Name it, for example "boat". Create the driver and gunners. Ungroup them by using F2 and draw a group-line somewhere where there are no units. Put this to the drivers init-field: this moveInDriver boat; Put this to the other gunner: this moveInGunner boat; Put this to the other gunner: this moveInTurret [boat, [0,1]]; Not sure if I remembered correctly the numbers in moveInTurret. If the man is not in the rear turret, try changing the numbers. You can learn more of moveInTurret -command here. Anyway... Put behavior of the gunners to combat & engage at will and put the driver to careless mode. You could also increase the skill of the gunners, so they shoots more accurately and with increased RPM (Rounds Per Minute). Add move waypoints only to the driver. Can't test if this actually works, I am at work atm. Hopefully this was helpful. If you have more problems, don't hesitate to ask them. -
Restrict muzzle flash in Night Missions
Gekkibi replied to Jocktamson's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Only weapon without a muzzle flash is silenced pistols. Try it: Don't use NV goggles and shoot with silenced AKSU. There is muzzle flash. Not as big as without silencer, but still: There is. -
Handy Editor hint for newbies
Gekkibi replied to Hachiman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to un-group units in the editor: Press F2, click & hold left mouse button over a unit, drag the mouse somewhere where there are no units. Voi'la. :) -
Script: Cross-Com (Units shows in map)
Gekkibi replied to Gekkibi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Included completely new script to the first post. It creates additional marker to the average position of certain units, and draws a line from each unit to the marker. In my opinion this is better solution than older marker line -feature. Comments? Download the test mission and try it out. -
How do I get enemy artillery?
Gekkibi replied to JibbyJones's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can't test this either (I'm not home), but how about reveal-command? -
Script: Cross-Com (Units shows in map)
Gekkibi replied to Gekkibi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Once again new version is available (Read 1st post). Added debug-feature and fixed all the bugs I have found (And know how to fix them). Due to the changes, the execution arguments has been changed. Read the comments to find out how to execute the script this time. I try my best that unit line -feature is in the next version. Lets hope I can get it to work properly... -
Sure you can. Just rotate yourself... :D
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How do I get enemy artillery?
Gekkibi replied to JibbyJones's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Instead of giving them destroy -waypoint, try using doFire -command. Can't test atm, I'm at work right now. -
Fast time module?
Gekkibi replied to Danny960's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Edit these to the script: _this select 0)/x sleep y Every y seconds skip x seconds. Didn't tested it, and I am very, very tired. :) -
+1 However, don't have to be actually new units (In this stage of development). I think it is enough that you specify which units are immune to radiation when you execute the script.
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Convoy creator & convoy control v1.0
Gekkibi replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice script. Maybe little bit not-so-userfriendly (Kind of hard to place to the mission), but still nice. I am positive I will see this script in custom missions. Who knows, maybe I include it to mine. :) -
Script: Cross-Com (Units shows in map)
Gekkibi replied to Gekkibi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
New version available. Couple of new features, such as if you use first aid module the marker is blinking orange (if condition feature is switched on) if the unit is in agony. More features always means more bugs, so keep reporting if the script does/doesn't do something which it is not supposed to do. The latest version is in the first post. Enjoy. -
Is it possible to only display a hint for a specific player?
Gekkibi replied to witchking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I also have been wondering how can I do this. I need that special message is sent to the player who is playing as certain unit (Lets say, unit which name is helicopter_pilot), and no one else. What do I put into a SQS script? ([helicopter_pilot] exec "asdasd.sqs";) _unit = _this select 0; ?(unit == _unit): hint "You shouldn't be flying, because you are drunk!"; Can't test MP-scripting often, because I only have one computer what is capable to launch ArmA 2, and I don't want to beg my friends to come and test it every day. ;) -
Convoy creator & convoy control v1.0
Gekkibi replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I get this error message when I load the mission: "C:\...\missions\convoy.Chernarus\mission.sqm/Mission/Groups/Item1/Vehicles/Item0.vehicle: vehicle class SLX_VehicleCargoLogic no longer exists" -
AI pilots giving away enemy posistion
Gekkibi replied to nicko_bud's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ya. I usually put pilot, 1st gunner and 2nd gunner of UH-1 to separate groups. That way they don't chatter all day long. However, AI team mates in infantry squads pisses me off, and I can't put them into separate groups for obvious reasons (How on earth can I give orders to them if they are separate groups, and HC-module kind of sucks in that). enableRadio false is the only way to silence them. Pity it also silences other messages as well (For example SOM-module). Any way to decrease the amount of information AIs are saying? I don't recall this was such an issue back in the OFP-days... -
AI pilots giving away enemy posistion
Gekkibi replied to nicko_bud's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think AI radio-chatting is so annoying I use "enableRadio false". :) (It disables ALL radio communications... Both text and speech) -
AI dies on disembarking an aircraft
Gekkibi replied to Rawhide's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Actually, it still happens in 1.04. Maybe not so often, but still: It happens. -
Script: Cross-Com (Units shows in map)
Gekkibi replied to Gekkibi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Found a workaround! Man, it took couple of beers and lots of testing different alternatives. :) _runCondition = _this select 7; ?(call compile format ["%1", _runCondition]): hint "It works!"; [this, 2, 1, 4, true, true, 0.5, "koira distance kissa > 10"] exec "cross-com\ccps.sqs"; When koira is further than 10 meters from kissa, I get message "It works!" (When the if-statement is in program-loop, naturally. Otherwise it will only check the statement once). Going to publish next version with this feature when I am sober (And fixed all the bugs I have made while being drunk :) ). EDIT: New version. Edited the first post. -
Script: Cross-Com (Units shows in map)
Gekkibi replied to Gekkibi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Made an example code: (Removed everything that were not essential). _runCondition argument is true when player is closer than 1000 meters from object named "base". However, this is checked instantly when the sqs is executed. It means that if the player is further than 1000 meters, script will loop "LOOP" indefinitely, because _runCondition is false. And vice verse: If player was closer than 1000 meters from base it will always update the markers, even if player goes further than 1000 from base. I have planned that it loops until player is closer than 1000 meters from "base", and then starts to update the markers, until player is further than 1000 meters from "base" (And it goes back to loop "LOOP" until player is closer once again). Other uses for this is that if I place radio alpha trigger and put asdasd = true to activation field and asdasd to the last argument of exec, it will loop until radio alpha is activated). I am poor at describing anything. In paper, in text, in real life. :D -
Script: Cross-Com (Units shows in map)
Gekkibi replied to Gekkibi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still, I am grateful to you. ;) I am struggling with couple of annoying bugs atm. I made it that markers don't change their position & directions if the unit haven't moved / turned couple of degrees / feets, and this is causing massive amount of headache with those lines between unit and his leader (Because units in a vehicle don't update markerpos), and that is why I am asking now that should I keep trying to fix them, or should I remove the whole markerline feature? In other words: Do you want that you have an option to see the lines between unit and his leader or not? It makes the map view alot more messy, and because I included the possibility to choose a "team color", it kind of makes the lines pointless (Marker color reveals if someone belongs to a certain group)... Suggestions & feedback are welcome, as always. And if you think my script sucks in any way (Poor programming or you don't need certain features, or the script at all [For example if there is better script made by someone else out there somewhere]), tell me. Otherwise I can't improve this script. I am not making this script for myself. I am making this for the community... I wouldn't publish it under EVVKTVH/ICCLEIYSIUYA otherwise (If you are lazy to find out what it means, it means: "Ei Voisi Vähempää Kiinnostaa, Tunge Vaikka Hanuriisi" for finnish, and for english it is "I Couldn't Care Less Even If You Stuff It Up Your A--". Meaining: Use it, modify it, distribute it freely). EDIT: Quickly made a version without marker lines. In addition, fixed couple of (really silly) bugs (More like typos...). Here is the code (Edit: 10.11. Made new version): EDIT 2: I have couple of questions without answers: 1) Is it possible to add custom markers without addons (Imported to the mission when exported via editor)? In-game markers kind of sucks. I would like to use the markers shown in the editor (Squad leader, AT, medic, etc). 2) Does local variables get nulled after script exits (Or should I "_variable = nul" every variable to optimize the workload)? 3) How to check if _unit is a valid (existing) unit? isNull doesn't work (Something like "?(isNull _unit): exit;"). For example, if the first argument of exec is asdasdasd, and there is no unit named asdasdasd. 4) I am planning to put yet another argument to the exec: Condition. It exits the idle-loop (#LOOP // ?(_condition): goto #PROGRAM // ~1 // goto "LOOP";) when this condition is met and goes back to the idle-loop when the condition isn't met. The problem is that if I put player distance base < 1000 it checks the condition right away and sends true or false to the script. I have tried to send it as a string, but failed to get it working. Any ideas? 5) I try to minimize desync in MP. What causes more desync: "Constantly updating marker positions" or "doing lots of math calculations and using great amount of variables"? -
Why do my Vehicle stop at each waypoint
Gekkibi replied to Alpha117's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wheeled vehicles usually does. -
Why do my Vehicle stop at each waypoint
Gekkibi replied to Alpha117's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
And that is why I called it a "solution of one kind". ;) It helps, but doesn't fix the problem. -
Why do my Vehicle stop at each waypoint
Gekkibi replied to Alpha117's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
They stop because commander says to the driver where to go next. Ya, it sucks. Edit: Forgot to tell you solution of one kind: Add empty vehicle and then the crew separately. Ungroup them. Name the vehicle (For example "vehicle1"). On init-field of the crew men type: this moveInCommander vehicle1 / this moveInGunner vehicle1 / this moveInDriver vehicle1 / this moveInCargo vehicle1. Create waypoints for the driver.