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Reimann

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Everything posted by Reimann

  1. Reimann

    Fallujah City

    Wolle always has to put his 2 cents in..
  2. Actually, I think it is right. I should just stay quiet for the next 2 1/2 hours, then I can go to bed. Out of curiousity, because of something only partially related - if you load the mission, then save it, then run the program, then load the saved game, then run the program - does it spin up a different number?
  3. That won't work - you'll get an infinitely fractional (or however close the rounding of the engine makes it) less chance of striking the highest number than anything else :rolleyes:
  4. Um... I'm half-drunk and haven't slept in a long, long time, so... yeah, sure, why not.
  5. What about increasing the count, and having the highest and lowest numbers causing a re-randomization? Bit of a cheap hack, but... meh
  6. The important thing is the 'createGroup'. But change all references to 'west'.
  7. Maybe placing an invisible helipad if nothing is quite where you want - seems to work with helicopters at least... more or less anyway.
  8. Cobra's example use CDF as well. Check stickies for class names.
  9. What exactly are you trying to do, kheiro? Looks like you're missing several things - just put in the init something like this doMove player if you want the AI to come after the player - or replace it with the name of whatever variable you want. Beyond that, I would need to know more about what you're after. If you want someone to start the mission as driver, gunner, etc. use moveInGunner, etc.
  10. Reimann

    Editor AI issues

    I've found the best simulator of human behaviour is humans. I'd urge you to try that.
  11. 'player' is reserved for the actual 'player'. To call it from radio there is a drop down within the trigger. Don't recall its identifier, but you'll find it if you have a look. Then just put nub = execVM "pornhax.sqf"; in the on act. as you have
  12. Reimann

    map scrolling

    Any way to switch map scroll zooming direction? Every time I go to/from another game it gets confusing as it's all arse about.
  13. Lacking broadband for the time being, I finally went back to finish the SP campaign of Arma II (bugged out too early for me previously to bother). It bugged out on the second-to-last mission still, but it is still ridiculous. How does the knob on the first page on this thread link mujahideen rape and beheading with the US and Russia playing with the UN - where they are both on the permenent Security Council - as they do in this game? How could anybody care about the story when it's such utter BS? Might help if it actually worked from beginning to end, but I gave up on that long ago. Maybe the devs still have something against the Russians? As said above, the story with the guerillas in one of the single scenarios is far better than the main campaign, but the AI hassles at and after release mean I won't both getting through it. Best just to accept Arma is a base with which to make your own game - or leech off those in the community that enjoy that sort of thing. And what games out there "turn it around"?
  14. Pay for the Arma engine to go through driving school?
  15. From the Biki main page, go to 'scripting' and read through those subjects. Also search for Mr Murray on Armaholic. http://community.bistudio.com/wiki/Main_Page http://www.armaholic.com/
  16. Sounds like OFP2 :p BIS speak in pidgin lua - they're are similarities, but one is still incomprehensible to the other. :D
  17. Search Armaholic for Mr Murray's Editing Guide. And so on...
  18. As not quite said in the wiki, _this select 0 is the killed, and _this select 1 is the killer in the 'killed' EH, so can be used to find whatever variables you're after - they're all held in the EH (ie. side, type, name, etc. of killed or killer). Trigger by script - it can be fired by init.sqf. The 'something = something else' in the wiki is for initline, but then you'd need to do it for everyone.
  19. Reimann

    Undercover Units

    Sorry, trying this myself I found that it only works with groups that have not yet met them. Bizarre. Has sometimes worked, but that is the exception. Stranger yet, often groups that have not met them will fire upon them, but after a few seconds - if they haven't killed the player - will become friendly. As kylania has alluded to, this works between some groups, but differently between others.
  20. Reimann

    Undercover Units

    As has been said many times before, just join the player to a group of the 'enemy' they are infiltrating, then use the fired EH (or whatever) to join them back to a group of their own side.
  21. You might replace 'thislist' with 'list triggerobj or list triggerobj2' etc. Not very pretty, but I think that's what you mean by your problem being people in different triggers.
  22. You might also want to check out Multiplayer framework. Just add the functions module then a hint is called as so: [nil,nil,rHINT,"Enjoy the game."] call RE;
  23. Has anyone got his working with ACE on a dedi? When I've tried it, they show up but can't be selected. When a stock BIS weapon is chosen, all the ACE items disappear. Works fine SP.
  24. Reimann

    Radio tower name?

    What he needs is the Mr Murray's Editing Guide, not a class name. Search armaholic.
  25. I have variable initialised in the init.sqf (guns = 0;) and two scripts with the following: guns = guns +1; publicVariable "guns"; hint format ["%1/2 gun", guns]; if (guns == 2) then { _handler = [player,nil,rSIDECHAT, "Hint Message2."] call RE; }; In preview, things work as expected, calling the script once will give "1/2 guns" hint and the second time 2/2 and the message. When I put it on a dedi however, all I get is the hint "scalar/2 guns". I assume 'scalar' in this context means undefined variable, but I can't figure out why. Ed: Putting the hint at the start of the trigger turns 'scalar' into 'any'. The init seems fine, though - other variables are being initialized, other commands further down in the init are working...
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