Reimann
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Everything posted by Reimann
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How would I go about..?
Reimann replied to nazer1290's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?t=80451 -
Are they red circles in game like in that second picture?
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You want them gone, right? If so, you're only talking to the server in that script. Try removing that. *I'm not familiar with ACE
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Just put the counter inside the handler. Then you'll need to call on it from there: hint format ["%1 kill streak", counter]; if (killed == player) then {counter = 0;}; if (counter == 1252) then {giveNuke player;}; and so on; If it's to be MP, each player will need their own variable. Then you'll need to add a huge obnoxious graphic to plaster across the screen each kill to make it really cod-like.
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Client <-> Server Problem
Reimann replied to sempavieh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wait another 55-odd days: -
How can I get a unit to get IN to a car and drive off?
Reimann replied to SilverEvolver's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Don't use wordpad. If you don't have notepad++, I'd recommend it. It's free. I'd also recommend a publicVariableEventHandler waiting for a variable switch. It's been gone over a few times in this forum, so I won't do so again. Ed: Here's one: http://forums.bistudio.com/showthread.php?p=1582490#post1582490 As you see, this also makes it JIP-compatible. -
How can I get a unit to get IN to a car and drive off?
Reimann replied to SilverEvolver's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't really play much with waypoints, but there is a code section that is fired when conditions are met (ie. someone arrives there). Try a variable switch (dealFail = true) in that box, and have a trigger or script waiting for that variable to be turned on. -
RPG content: random stuff in crates
Reimann replied to icebreakr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You might want to add an array of box names, then have a script for the sniper rifle, another for pistols and so on, and have each choose a random box to populate then delete the entry from the array. That would avoid ten empty boxes, or ten sniper boxes... Hmm... array = [box1,box2,box3] _varName = array select (random (count array)); _varName addWeapon "whatever"; _tempArray = [_varName]; array = array - _tempArray; Something along those lines. -
Client <-> Server Problem
Reimann replied to sempavieh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
player addEventHandler ["killed", { doStuff; moreStuff; }; ]; -
Dynamically Created Artillery
Reimann replied to Fuzzy Bandit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
setVelocity, setdir Biki has a good example of the first. Just been playing with it myself - pretty funny watching the massive missile slowly arc down at danger close. Remember to take gravity into account as well. Just add some lines to keep it readjusting to laser target and she's right to go. And then someone will come along and tell you how the module works :p -
What does it mean?
Reimann replied to Fuzzy Bandit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The comref (stickied) is another good one no one ever checks. Also a very good FAQ stickied, but those questions keep coming up. Also: http://community.bistudio.com/wiki/Category:ArmA_2:_Editing No.2: {code}, [array], (hard to explain for me, but same as in math) -
Dynamically Created Artillery
Reimann replied to Fuzzy Bandit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
createVehicle them. I suppose you'd then just add vector and velocity, or just spawn them at the target after a delay. I avoid modules, as they tend to be unreliable and unoptimized. Making your own, for instance, won't go over a hundredth of the size of the arty module, without worrying about respawn and the like. But it's just a suggestion. I won't try to sway you away from the module - that's a fine way to go, too. -
Dynamically Created Artillery
Reimann replied to Fuzzy Bandit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If this is 'off-map' arty, why not skip the guns and spawn missiles in flight? -
Client <-> Server Problem
Reimann replied to sempavieh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ed: Ah, I see where you've gone wrong: http://forums.bistudio.com/showthread.php?t=76731&highlight=weapon+loadout A client is not a player model, and a player model is not resurrected but deleted and a fresh one made. So no new init. Xeno suggests a trigger, and the line you mentioned in the init of soldiers to go in that trigger, with 'local player' (the connecting computer) as the activation. Rommel suggests an eventHandler in the soldier Init. It just tells you're comp to watch for an event and can be deleted thereafter, so is respawn-safe. This has the advantage of being customisable (more easily so, anyway) to each player. If you want the same loadout for everyone just use player = eventHandler ["killed... in init.sqf. Look up exact wording (script and in-editor stuff differs slightly, so it's different than in Rommel's example) in Biki. There is no non-BIS respawn workaround that I know of. Revive scripts such as norrin's use base (3) respawn. Bonn has an awesome looking GUI, though. Think I might borrow that myself later... Never used a UAV nor intend to, so can't help there. -
laser airstrikes please!!!
Reimann replied to Archamedes's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers, Bon. Ed: Thanks to Bon, I discovered 'laserTarget' is a class name, which allowed me to write this script, which is about as simple and versatile as I can think to make it, so you can adapt it to your own circumstances: varName = true; while {varName} do { _lasertargets = nearestObjects[player,["LaserTarget"],2000]; {if ((_x distance targetName) < 10) then { player addaction ["Call Strike" , "strike.sqf" ]; varName = false; }; }foreach _lasertargets; sleep 1; }; -
laser airstrikes please!!!
Reimann replied to Archamedes's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Has anybody played a mission that requires laser targeting, so I can go pull it apart? -
laser airstrikes please!!!
Reimann replied to Archamedes's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Could someone re-upload this, or otherwise tell me how to use the laser designator to call in an off-screen strike in a multiplayer environment? -
no delete post?
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Seperating the Radio Options in MP
Reimann replied to Xydonus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?t=92820 -
keep burning cars smoking
Reimann replied to Lightninguk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showpost.php?p=1355954&postcount=3 -
A simple goal - kill XXX enemies to win, or...
Reimann replied to jpinard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Better yet, download Mr Murray's Guide from Armaholic. -
How can I display a server message to all players ?
Reimann replied to qwertz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you want things that specific, you'll have to search each of them out - onPlayerDis/Connected, 'killed' eventHandler, and repeating countdown trigger with condition 'local player' for the ones you've mentioned - and add them to each mission. For nifty things a PvP admin such as yourself might like, such as restricintg movement after a tk with a clickable 'I apologise for being a numpty' box, check out Dialog Control (called via eventHandler). -
How can I display a server message to all players ?
Reimann replied to qwertz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't know what you mean by 'dynamic', but you can repeat them, or cycle different messages: http://www.kellys-heroes.eu/files/tutorials/dedicated/ -
You really missed the point about publicVariable - JIPs will pick up whatever value was last broadcast using that command. You just set up a handler for each of them. You don't have to wait for the same thing before doing a lot of other things. That's just strange. I don't think it's necessary at all, but I could be wrong. I take it GL4/bon/ace is some add-on I'm not familiar with, and I'll avoid those 3rd party things: execVM "scripts\clearCorpses.sqf"; execVM "scripts\checkweapon.sqf"; execVM "bon_settings\bon_settings_init.sqf"; execVM "briefing.sqf"; execVM "scripts\respawn.sqf"; execVM "scripts\rucksack.sqf"; That's your init before third party programs. You just need something to pick up on changes on variables, which will be picked up by JIPs automatically. ie. if (isNil "varName") then { "varName" addPublicVariableEventHandler { your stuff; }; Which is the handler. Of the variable. Which will fire when the var value is changed and pV'd.
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Copy a set of units from one map to another?
Reimann replied to jpinard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
'Merge' button on right of screen :icon_rolleyes: