peppy
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Posts posted by peppy
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It's not a trojan, but it verifies your registration info online.This is an interesting tool, but the registration MUST be removed, there is ability no REASON for you to know WHO uses your App, you could simple ask people to join your website, or your forums. I would suggest REMOVING this CRAP ASAP!. not only that this application is DEFINELTY not WORTHY of registering as it is not even in a class of application to be registered!, again for what? you don't use certificates or any type of security.
So essentially it leads to one thing, that it is NOT necessary and a TOTAL turn off! Ask people to participate RATHER then FORCE a Bullshit Registration!
Other then that I say All the Power to ya!
Cheers!
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what was your resolution, as that at times is more important then the issue.. can you post plz? I was wondering how.
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not sure exactly what your asking?
look at..
A: http://community.bistudio.com/wiki/setVariable
B: http://community.bistudio.com/wiki/getVariable
Or rephrase the questions, as it maks no sense.
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unassignVehicle Spk0; Sleep .1; Spk0 Action ["GETOUT",Spook]; Sleep .1; Spk0 DisableAI "ANIM"; Spk0 PlayMoveNow "AmovPercMwlkSlowWrflDf"; Sleep 1.8; Spk0 PlayMoveNow "AmovPercMwlkSlowWrflDfl"; Sleep 2; Spk0 PlaymoveNow "AmovPercMwlkSlowWrflDl"; Sleep 2; Spk0 PlaymoveNow ""; Spk0 SetBehaviour "AWARE"; Spk0 EnableAI "ANIM"; Spk0 SetUnitPos "Middle"; Sleep 1; unassignVehicle Gn3; Gn3 Action ["GETOUT",Spook]; Gn3 DisableAI "ANIM"; Gn3 PlayMoveNow "AmovPercMwlkSlowWrflDf"; Sleep 1.8; Gn3 PlayMoveNow "AmovPercMwlkSlowWrflDfr"; Sleep 2; Gn3 PlaymoveNow "AmovPercMwlkSlowWrflDr"; Sleep 2; Gn3 PlaymoveNow ""; Gn3 SetBehaviour "AWARE"; Gn3 EnableAI "ANIM"; Gn3 SetUnitPos "Middle";
this is a sample code, Spk0 and Gn3, are ejected from a helo on landing. They play there moves, then they just get up and move to a different position on their own!?
Is there some kind of function that causes the AI to run to a pre-determined position on eject?
And what if any are the best methods of playing the two sets of animation simultaneously, without effect the other, right now I am using Sleep, so that the animation will play for so long, before playing the next animation.
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Spk0 SwitchMove "AmovPercMwlkSrasWrflDl"; Sleep 6;
---------- Post added at 08:24 PM ---------- Previous post was at 08:23 PM ----------
used playmove and playmovenow, it has worked befor, but for some reason they are just sitting there, annimation plays, but they dont move.
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okay I am using PLayNow, and I am noticing that allot of the time, the AI will play the Animation but will not actually move, as in cover ground.
At the moment they basically run in one spot?
I am confused, what would make them stick like that?
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I am sorry I have not posted UPdates, but I did fix the script errors, it was more of a rought idea rather then an actual script.
I thank you vary much for your help, and the bit about the Hints, Perfect thank you agian!...
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I am trying to understand the best way of passing EH data to scripts.
A question first, what is the better way of detecting if shots are fired at a specific unit?
I was trying something like this.
wepFired = this AddEventGandler ["Fired}; {this exec "Fired.sqf"}];
[/Code]Fired.sqf ( Fictional at the moment )
[Code]
UnitDat = _this;
_Unit = UnitDat select 0;
_Weap = UnitDat select 1;
_WAmo = UnitDat select 3;
// ----------------------------------------------------------------- Get Position of Shooter ---------
_UnitPos = Position _Unit;
_UnitPosx = _UnitPos select 0;
_UnitPosy = _UnitPos select 1;
// ----------------------------------------------------------------- Get Shooters Target, Shooters Range, and Skill -------------
_UnitTar = GetTarget _Unit;
_UnitRng = ( _Unit GetDistance _UnitTar );
_UnitSkl = GetSkill _Unit;
// ----------------------------------------------------------------- Determine if under fire ------------------------------
if (_UnitTar == Gn1) then { isUndFir = True } Else { isUndFir = False};
Hint str _WAmo;
[/Code]I am trying to gain the following data,
The shooters Target
The shooters rang from its target
The shooters Skill
The shooters weapon
At the moment I am using a “wepFired = this AddEventGandler ["Fired}; {this exec "Fired.sqf"}];†in the shooters Init box right now, but I would like to have it in a trigger, so that any enemy that are in the trigger zone will be assigned that event handler so when they fire this data is gained.
I will also be placing a pause in there so that not every shot is registered after the first.
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but the marker never moved. Any ideas are welcome.also happy that worked, also you may need to be sure to remove any other "_" from any of your fob marker names.
Example: old = _fob, and new = fob any where there is fob.
cheers and good luck.
{Spooky} Simple Copy Stance / Set Mode / Set Formation
in ARMA 2 & OA : MISSIONS - Editing & Scripting
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