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riouken

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Everything posted by riouken

  1. Also, I didn't put it in the example, but if you dont know, make sure you only run those on the server. You don't want 32 Out-houses being spawned!
  2. // These are the scripts that will spawn whatever your doing, lets say a side mission. myscript0.sqf myscript1.sqf myscript2.sqf myscript3.sqf myscript4.sqf example: myscript0.sqf: // 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; This is your control script, start it from the init.sqf and let it loop. It will check every minute to see if you need to start another random script. missioncontrol.sqf: while {true} do { If (mysidemissionsfinished) then { mysidemissionsfinished = false; // this just selects a random number. _myscriptnum = floor(random 4); // this will take that random number and put it into a string that we can use to execVM. _scriptstr = format ["myscript%1.sqf",_myscriptnum]; // Here we use the string to execute the random mission. _randomscriptstrt = [] execVM _scriptstr; }; sleep 60; }; Stuff like this can get pretty complicated, Just write down a rough outline of your plans then break it down into smaller sections or "problems" then just start working through each item, and consult your outline anytime you get lost.
  3. Here is one way to do it: example: myscript0.sqf myscript1.sqf myscript2.sqf myscript3.sqf myscript4.sqf _myscriptnum = floor(random 4); _scriptstr = format ["myscript%1.sqf",_myscriptnum]; _randomscriptstrt = [] execVM _scriptstr; This is not tested, just some ideas on how you can get started.
  4. @thisguykai, In the root folder, not the scripts, is the mission.sqm there?
  5. You saved the mission as an empty folder, If you look in your missions folder and then in your edited domi folder you will notice its missing all the scripts. Just copy them all back in there, then it will work fine. If you change the name of a previoulsly saved mission in the editor it will just make a new folder with the new name, it will not copy all the scripts and mission.sqm over.
  6. I assume you are controlling the spawn based on how many people are on, so you dont get to many aircraft on one side. Unless you need them to spawn, you could just start with all the aircraft on the ground, for example 10 aircraft. When there are less than 10 people on the server then aircraft 5-10 are locked. Then as more people get on you can unlock the other aircraft.
  7. What does _timer return, a string or number?
  8. Would this work for you? http://forums.bistudio.com/showthread.php?t=89376&highlight=shk It can blacklist water and houses, and even custom designated areas.
  9. I'm not sure how big you want it but if you want like a sandstorm you can use this: http://community.bistudio.com/wiki/BIS_fnc_sandstorm If you want something smaller you would probably have to make it with particles. The templates are a good place to start with those: http://community.bistudio.com/wiki/ParticleTemplates
  10. It will not work if you drop them in the editor. What you need to do is spawn them in after the mission starts, directly into the players group so that they become the same side as the player. They then should follow and take limited commands from the player. But I think it is very limited on what they will do. It has been a while since I have played with this, I will see if I can put a demo up for you. ---------------------------------- Edit: here is a demo mission with what I am talking about. Just use the addAction in the mission. https://sites.google.com/site/armatutorials/home/videos/Men_who_stare_at_goats.Zargabad.zip?attredirects=0&d=1
  11. Here is information on classlists: http://forums.bistudio.com/showthread.php?t=73241 With pictures: http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/index.php?confirm_code=ikhbu As to Mr Murrys editing guide, it is a pdf document and should open natively in adobe reader. If it will not open in reader try re-downloading it, it may have been corrupted.
  12. That could return a number above the range limit of (.8). If the random number gen. returns anything above .6 then the end result will be out of range.
  13. think of the .rpt like a compass, it will point you in the right direction. Also understanding how the game compiles code will help you as well. We write code in a nice multi line fashion so that we can read the code, the game will then compile all that into one huge line of code,so sometimes if there is an error it could be a problem in the line above or below the error. Your going to have to post the whole section of your .rpt that ran for that mission, and then post those scripts that it found errors in.
  14. Your missing an ";" on line 9 of x_playerammobox.sqf
  15. Yes, thanks Xeno & Sickboy. This thread has a ton of useful information in it.
  16. I know he should really think about commenting his code so we can figure it out. Lmao :) jk Demonized, good work
  17. When you use ACE you have to run CBA and CBA automatically starts the bis functions module. You are using Remote execution, and that requires the functions module. When you test this with out ACE/CBA does your map have the functions module down? You should use this at the top of the script as well: waitUntil{!(isNil "BIS_MPF_InitDone")};
  18. The best way to destoy buildings and leave some "untouched" and would probaly will be a whole lot easier to do as well: BIS_fnc_destroyCity Here is another thread with some more great examples: http://forums.bistudio.com/showthread.php?t=121727
  19. Hey thanks guys, I have been working on another project that I am getting close to releasing(Random Island Patrols). I am hoping to start work on some upgrades for RSLO in the next few weeks. @Robalo_AS - Thanks for the good ideas, I was already tooling around with some ways to add names to the loadouts. I was planing on bumping the loadouts up to 5, but just due to the problems that can occur when loading configs like this I do not want to remove the hard-code limit so that I can make sure that it is going to work. @Styxx42 - That error is not causing the addon to not work, it is just an general error because the game does not like the syntax of one of me waitUntil's. It still functions fine, you must be having some other problem. Can you please post your RSLO userconfig so that I can error check it and test it out.
  20. This is not my area at all I have only dabbled in it. Here is some stuff for you to digest and an example of something similar from an addon called "Mouse Wheel View Distance". AddEventHandler User_Interface_Event_Handlers DIK_KeyCodes This is not mine but this is an example of a displayEventHandler.
  21. You should put that code you have in an script, then call the script from your trigger. You should not use waitUntil or sleeps in init lines for triggers or objects. One problem I see with your code is in your waitUntill condition, your using a local _battery but you never defined that to point to your arty battery. Also you should never use local varaibles in init boxes, I'm supprized you did not get an error for doing that. ----------- Edit: Kylania has a good point, keep it simple.
  22. This looks great Demonized, ill dl and check it out. Thanks.
  23. Set your trigger to repetedly. Just adjust the number for each condition, i.e. none,low,med,high. etc. Condition: (EAST countSide thislist > [color="Red"]3[/color]) on activation: "mymarker" setMarkerColor "RED";
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