riouken
Member-
Content Count
570 -
Joined
-
Last visited
-
Medals
Everything posted by riouken
-
How to know which addons were used in my mission?
riouken replied to texkaz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would just spend the time to fix your install, makes life so much easier. Tools I do not want to play arma without: http://www.armaholic.com/page.php?id=6649 http://forums.bistudio.com/showthread.php?t=98609 -
How to know which addons were used in my mission?
riouken replied to texkaz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes you can just delete them from both sections(addOns,addOnsAuto) and it will remove the dependency. But as you can see, some addons auto force themselves into your mission, your best bet is to turn off unneeded addons while your editing missions. Or they will just get added again if you open and save the mission again with that addon running. -
Strict or loose programming style, opinions
riouken replied to CarlGustaffa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I accidently voted #2 , but I meant to vote #3. I think it really is personal preference. -
How to know which addons were used in my mission?
riouken replied to texkaz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Notepad will work. Open up the mission.sqm and look for this: class Mission { addOns[]= { // The stuff in here is all of your addons. "acex_usnavy_men_usmc", "CAWheeled2_MTVR", "takistan", "CAWheeled_E_ATV" }; addOnsAuto[]= { // The stuff in here is all of your addons. "acex_usnavy_men_usmc", "CAWheeled2_MTVR", "CAWheeled_E_ATV", "takistan" }; -
surrender when others are dead
riouken replied to bospor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have not had much success getting the surrender module working the way I would like. You might just want to think about scripting the "Event" since what you have in mind is very specific. You could take the officers ammo/weapons away. Set them captive. Give them a way-point to go to the enemy. and make it "look" like they are surrendering. -
Add magazine and weapons not loaded
riouken replied to Koni's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does the player have room in their inventory? have you cleared out the other items? -
Spawning projectiles
riouken replied to tryteyker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here is some good reading on the subject. http://forums.bistudio.com/showthread.php?t=103565&highlight=spawn+missle -
MP - Local action to fire a server side trigger - help request
riouken replied to jedra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just take a look at the syntax for CBA_fnc_remoteLocalEvent You can pass what ever data you need to onto the function. example from above with extra parameters . ["create_trigger",[getpos _AmmoBoxDr,[25,37,0],"Get to the Choppa","etc"]] call CBA_fnc_globalEvent; You could then make the triggers more flexable. if (isServer) then { ["create_trigger", { [color="Red"]_trigpos = _this select 0; _trigarea = _this select 1; _commmsg = _this select 2;[/color] _trig = createTrigger ["EmptyDetector", [color="red"]_trigpos[/color]]; _trig setTriggerArea [[color="red"]_trigarea[/color], false]; _trig setTriggerActivation ["WEST", "present", true]; _trig setTriggerStatements ["this", "['run_pickup', thislist] call CBA_fnc_globalEvent" , ""]; hint [color="red"]_commmsg[/color] ; }] call CBA_fnc_addEventHandler; -
Getting a group to join your high command
riouken replied to texkaz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To add a group to high command use hcSetGroup Here are some other HighCommand commands: http://community.bistudio.com/wiki/hcLeader http://community.bistudio.com/wiki/hcRemoveAllGroups http://community.bistudio.com/wiki/hcRemoveGroup http://community.bistudio.com/wiki/hcSelected http://community.bistudio.com/wiki/hcSelectGroup http://community.bistudio.com/wiki/hcShowBar http://community.bistudio.com/wiki/hcShownBar -
MP - Local action to fire a server side trigger - help request
riouken replied to jedra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Its used to "fire" an event on other clients or the server. So for instance if you wanted to check a condition, lets say we want to check if there are enough Pilots on to fly someone to a mission. We could run that check on the server. Now we found out that yes we have 3 pilots in the mission, now we want to send those pilots a message to return to base to pick up the ground forces, with cba_fnc_remotelocalevent we could check on the server(to keep from running this needlessly on everyone elses machine) and then raise an event on only our pilots clients so that they will see a message to return to base. Of course this is just a small example, there are hundreds if not thousands of things you could do with them, I hope that explains it better. -
ArmA 2's Artillery Module
riouken replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It is hard for us to help you when we don't know what your trying to do. Please post the code you have so far and maybe we can help. -
isServer & createvehicle problem
riouken replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You should use the Multi-player frame work makes stuff like this so much easier. http://community.bistudio.com/wiki/Multiplayer_framework I also edited your code around a little, you had several errors.(I dont think you can use sleep in a waitUntil statement.) // Make sure you place a functions module on the map. If (!isServer) exitWith {}; // Create the vehicles. obj1 = createVehicle ["UralReammo_TK_EP1",getMarkerPos "c1",[], 0, "NONE"]; obj2 = createVehicle ["UralReammo_TK_EP1",getMarkerPos "c2",[], 0, "NONE"]; // Wait until one or the other is destryoed. waitUntil {(!alive obj1) || (!alive obj2)}; if (!alive obj1) then {deletemarker "cache1"} else {deletemarker "cache2"}; if (!alive obj2) then {deletemarker "cache2"} else {deletemarker "cache1"}; // Wait untill the second one is destryoed. waitUntil {(!alive obj1) && (!alive obj2)}; if (!alive obj1) then {deletemarker "cache1"} else {deletemarker "cache2"}; if (!alive obj2) then {deletemarker "cache2"} else {deletemarker "cache1"}; // You can add in all your task info here. // Hint to all players in the MP game. [color="red"][nil,nil,rHINT,"2/2 caches destroyed"] call RE;[/color] // Send the side chats out. // Name your team leader in the editor, im my example they are named gamma. [color="red"][gamma,nil,rSIDECHAT,'Xray to HQ, the ammo caches have been destroyed, Xray out.'] call RE;[/color] sleep 5; [color="red"][[west,'HQ'],nil,rSIDECHAT,'Headquarters SideChat "Copy Xray, good job.'] call RE;[/color] sleep 5; [color="Red"][gamma,nil,rSIDECHAT,'Were on our way to HQ'] call RE;[/color] -
R.S.L.O.: Riouken's Selectable Load Outs - User Configurable
riouken replied to riouken's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the support guys. I am almost done with my updates to RSLO and wanted to give you a sneak peak: Some added features ~ *Added GUI *Upped total loadouts to 5 *User can name each loadout in thier config and it will show up in the box ingame. *Can now set view distance and terrain detail with RSLO. I wanted to make RSLO a one stop shop, for client side features. Now you can have all these features in your missions just by authorizing RSLO. Great for units and small missions makers, not having to code these features on their own. -
Script that calls on radnom script?
riouken replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
will post an example later. -
Script that calls on radnom script?
riouken replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm at work right now, I can give you an example of the array I refrenced when I get home, if Denonized or Kyalania does not post an example before then. As to the RE code I posted: Place the waitUntil at the top of any script that you call RE in. The second line replaces the normal hint code in any place where you need to hint to players in a multiplayer mission. -
ai will not enter bowgunner or loader in tank!?!?!
riouken replied to ape's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/moveInDriver http://community.bistudio.com/wiki/moveInCommander http://community.bistudio.com/wiki/moveInGunner http://community.bistudio.com/wiki/moveInTurret http://community.bistudio.com/wiki/moveInCargo Those force the target into the selected position, -
Script that calls on radnom script?
riouken replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@bigshotking: Hints are local, that script is running on the server and not on all clients. What you need to use in this instance is Remote Execution. http://community.bistudio.com/wiki/Multiplayer_framework place a functions module down on the map. waitUntil{!(isNil "BIS_MPF_InitDone")}; // This will hint to everyone currently connected to the game. [nil,nil,rHINT,"OBJECTIVE COMPLETE."] call RE; Also you should refrain from using the key word (player) in scripts that will not be run locally on the client machine. Right now your script would break in multiplayer, this script is limited to the server and the (player) key word is null on the server machine. As for a fix for this, you should either offload the task updates to another script and run those with either RE or a publicVariableEventHandler. Also I think task master, which I think your using, has some type of multiplayer function to update tasks globally, but I will have to read the documentation to find out for sure. @psvialli Just add the completed side missions to an array and check that array when your getting the new side mission to see if it has been completed yet. ---------- Post added at 05:49 AM ---------- Previous post was at 05:29 AM ---------- The Reason why your triggers are not firing are due to this: _trgc_2 setTriggerStatements["!(alive _veh)","hint "BMP DESTROYED"",""]; Should look like this: _trgc_2 setTriggerStatements["!(alive _veh)","hint [color="red"]"[/color]"BMP DESTROYED"[color="Red"]"[/color]",""]; When you use "" in strings you need to double them up so the engine knows to actually place a " there and not just end the string. -
Cargo Load and Drop Script
riouken replied to sxp2high's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Dead? There have been hundreds of posts in this forum alone in the last week. That doesn't seem dead to me. As to someone updating this script, why don't you give the guy some time to work and be thankful he made it for you for FREE in the first place. Not three weeks ago he gave and info update and asked for everyone to have some patience: http://forums.bistudio.com/showpost.php?p=1967044&postcount=100 -
Local variable returning null
riouken replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is being run on the clients computer right? Because I belive switchmove is a local command. -
Check Any Unit is !alive not all
riouken replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes use "or" or you can use "ll" http://community.bistudio.com/wiki/a_or_b -
deletevehicle on 1 of 100+ identical objects
riouken replied to Skelt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
work smarter not harder: Place one of the packs down in the editor, in the init of the object paste this: myclass = typeOf this; hint format ["The class name is: %1",myclass];copyToClipboard myclass; This will get the classname, hint it to you, then copy it to the clipboard so you can paste it as needed. -
deletevehicle on 1 of 100+ identical objects
riouken replied to Skelt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just grab the nearest one of the object types, then delete it. http://community.bistudio.com/wiki/nearestObject _nearwaterobject = getPos player nearestObject "What_ever_class_name_your_using_for_the_water"; // the just delete _nearwaterobject -
deletevehicle on 1 of 100+ identical objects
riouken replied to Skelt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What object are you using to simulate the hydration pack? Are they preplaced in the editor? -
Script that calls on radnom script?
riouken replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In the top of all the scripts you should do this to make sure it only runs on the server: // If you are not the server you will just exit the script. [color="Red"]if (!isServer) exitWith {};[/color] // Operation fire the crapper. _veh = createVehicle ["Land_Toilet", [0,0,0], [], 0, "NONE"]; // What ever you want to code. etc... // Wait until they blow up the toilet and do this: waitUntil {!alive _veh}; mysidemissionsfinished = true; Learn these - Get to know/love them: http://community.bistudio.com/wiki/isServer http://community.bistudio.com/wiki/local -
Editing, Expanding and Modifying Domination
riouken replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well in the first picture, you did not have a player in the misison, thats why you had to drop one down before you could preview, and from the looks of it you didnt have any other objects in the mission sqm. That is one of 3 things: You looking in the wrong folder. The misson.sqm is missing. The mission.sqm is corrupted. I would recopy the files and make sure you are working out of the right folder.