riouken
Member-
Content Count
570 -
Joined
-
Last visited
-
Medals
Everything posted by riouken
-
Pre-Destroy Buildings?
riouken replied to Nicholas's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you can use bis_fnc_destroyCity for this exact thing. [position,areaSize,seed,blacklist] call BIS_fnc_destroyCity -
Your thread may get moved/locked because they like for questions about specific mods to go in the mods thread. This is not something that is easy,there is no simple tutorial, but it is possible. Here is some reading to get you started: http://ace.dev-heaven.net/wagn/ACE_Features_for_3rd_Party_Addons
-
Show variable amount with hint format
riouken replied to ArmAriffic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The money variable in Demonized's example is just a numeric. math commands. addition: //you just got paid. money = money + 100; subtraction: // thanks for your purchase money = money - 100; division: //you just got divorced and she got half of everything. money = money / 2; multipication: //you got the headshot multiplier 2x the money money = money * 2; -
I take it your doing this in a trigger. You can not use local variables in trigger or object init fields in the editor. The reason it is not working with your gloable variables either is you need to make sure you use a script handle in triggers or object inits as well. example: [color="Red"]myscrpthandle1 =[/color] [Heli1, unit1] execVM "x\ace\addons\sys_eject\jumpout.sqf";
-
I'm not sure if you are, but if your using ACE then the eject command will not work, I ran into this before scripting for a pilot check to fly heli's. If your using ACE you need to call the ace eject script in place of the bis eject action. I'm on my phone or I would give you a link, but its in the ace documentation. Edit: see post below for documentation. Thanks kylania :)
-
Dual Artillery.
riouken replied to Coinkidoink's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Coinkidoink Arma will not accept local variables in triggers,and init fields. _MyVariable = "I now understand local/global variables"; // <---- This is a local Variable MyVariable = "I now understand local/global variables"; // <---- This is a global Variable -
Damaged Event Handler
riouken replied to Funkman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tested it and this is working just as you requested: In the init of the vehicle. this addEventHandler ["Dammaged", {if ((_this select 2) >= .45) then {hint "This is RedHawk1, taking fire, I am going down"};}]; -
GAHH! Backpack problems.
riouken replied to acoustic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
edit: Didn't realize "bink_usmc_ilbe" was a backpack included with the addon. -
Starting with an RPG
riouken replied to GqchatarN's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In the init line of the unit: this selectWeapon "RPG7V"; selectWeapon -
Dual Artillery.
riouken replied to Coinkidoink's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Most of this code is in the arty wiki just check it out or ask questions if your not sure about anything. Just execute this on the server and provide the names of your arty battery's to the corresponding(_mymlrsBattery,_myd30Battery). // Create the Fire mission templates _heTemplate = ["IMMEDIATE", "HE", 0, 15]; _illumTemplate = ["IMMEDIATE", “ILLUMâ€, 10, 15]; // Get pos of the target above sea level. _targetPos = getPosASL _targetUnit; // Execute the fire missions. [_mymlrsBattery, _targetPos, _heTemplate] call BIS_ARTY_F_ExecuteTemplateMission; [_myd30Battery, _targetPos, _illumTemplate] call BIS_ARTY_F_ExecuteTemplateMission; -
Dual Artillery.
riouken replied to Coinkidoink's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think you can re-add support with a script, but in your case I would just drop the som module alltogether. I would just send both batterys a fire mission. You can find the code on the arty module wiki It can be done in just a trigger. When I get home I can post an example if needed. -
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 letting me know guys, I will fix it and put it in the next release. -
R.S.L.O.: Riouken's Selectable Load Outs - User Configurable
riouken replied to riouken's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Styxx42 Sorry that was a typo, .hpp is the correct file extension. If you have any problems implementing it, just let me know and I will walk you through it. -
ACE 1.10 (Advanced Combat Enviroment) for OA/CO
riouken replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I already tried that. I tried in on both the killed EH and the re-spawn EH. I also tried setting a short time after the re-spawn to see if I was applying the variable to an empty object and the player had not taken over yet. But none of these options are working. -
R.S.L.O.: Riouken's Selectable Load Outs - User Configurable
riouken replied to riouken's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@7th_Serf The actions that appear as soon as a mission starts or the the players joins the server are hard coded in. But they do not stay there the whole time, after 4 min they are deleted. Then after that if they wish to change their loadout you will have to provide the actions on an object (Like an ammo box) I did not include an option for this in my design. I never thought it was needed. -
ACE 1.10 (Advanced Combat Enviroment) for OA/CO
riouken replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I am trying to use this Ace Wounds command: It works as expected except for if the player re-spawns then they are then subject to ace wounding affects again. normally I would just reapply the setVariable after the respawn except in this case it seems to have no effect. Anyway to keep a player out side of Ace wounds affects even after respawns. -
R.S.L.O.: Riouken's Selectable Load Outs - User Configurable
riouken replied to riouken's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Robalo_AS You are right sir I forgot to put the key in there. Only the bisign file is in there. Here you go http://www.multiupload.com/522LKBRHSP -
R.S.L.O.: Riouken's Selectable Load Outs - User Configurable
riouken replied to riouken's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Robalo_AS the bikey is inside @RSLO -
R.S.L.O.: Riouken's Selectable Load Outs - User Configurable
riouken replied to riouken's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@SaltatorMortis Yes there is a way to limit what players carry. Sorry I did not explain that clear enough in the first post. Just put the RSLO Mission folder included in the download in your mission. Then put this in your init.sqf : RSLO_Auth_Mission = true; #include "RSLO\RSLO_features.cpp" Next open up the RSLO_features.cpp file that is included in the RSLO mission folder. It will look like this: RSLO_wl_active = true; RSLO_wl_1 = [Place,weapons,And,ammo,gear,etc,here,make,sure,its ,"in","quotes"]; RSLO_wl_2 = []; RSLO_wl_3 = []; RSLO_wl_4 = []; RSLO_wl_5 = []; RSLO_wl_6 = []; RSLO_wl_7 = []; RSLO_wl_8 = []; RSLO_wl_9 = []; RSLO_wl_10 = []; RSLO_wl_11 = []; RSLO_wl_12 = []; RSLO_wl_13 = []; RSLO_wl_14 = []; RSLO_wl_15 = []; RSLO_wl_groups = [RSLO_wl_1,RSLO_wl_2,RSLO_wl_3,RSLO_wl_4,RSLO_wl_5, RSLO_wl_6,RSLO_wl_7,RSLO_wl_8,RSLO_wl_9,RSLO_wl_10 ,RSLO_wl_11,RSLO_wl_12,RSLO_wl_13,RSLO_wl_14,RSLO_ wl_15]; Just treat each one of the "RSLO_wl_15" arrays as an ammo box. So if you only wanted lets say your AT soldier to have accesses to AT weapons then put them lets say group 2 example: RSLO_wl_2 = ["rpg7","at4","etc"]; Put everything you want to allow them to carry just like an ammo box, make sure you include the normal items as well like maps compass etc. Then in the init line of your AT guys put this: _RSLOGrp = [this,2] execVM "RSLO\RSLO_group.sqf"; The number corresponds to what group they are placed in. Then in game when they try to load up one of there saved loadouts it will check all there gear in that loadout against your list. If it finds an item that is not in the mission makers list it will delete the item from their inventory and hint to them that they have selected an item that is not authorized. I have created 15 groups so that you can have a lot of flexibility with different groups. And if you need to add more that is possible as well. If you have any other questions please feel free to ask. Thanks for the support. -
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 everyone for the support. @mrcash2009 I don't know if I would expand it to 8 loadouts. Config files can be quite a pain especialy the way I am acomplishing this. That would just be too much data to pull and increass the chances of an error. But I would concider bumping it up to 5. -
R.S.L.O.: Riouken's Selectable Load Outs - User Configurable
riouken replied to riouken's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@mrcash2009 The save/revert system always messes up your gear. But with RSLO if you load up from a save then reload your load out it will work just fine. But I think the problems your referring to are more related to the save system in Arma than to problems with the loadout scripts. -
If it dosent say "Combined Opperations" on the box then you have just Operation Arrowhead which is a stand alone "expansion pack" to arma 2 but it does not need arma 2 to play. You will just not have Arma 2 content. BI did release both games together but it is called "Arma 2 Combined Operation's" This is A2:OA - Here This is A2:CO - Here
-
Moving Cars and Trucks around
riouken replied to iceman11a's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try making the waypoint completion area larger, but they always slow down some. AI driving is not great in A2, but it got a lot better with the last patch -
HUD and dialogs
riouken replied to tacticalnuggets's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is the tutorial that I started with. http://www.ofpec.com/ed_depot/index.php?action=details&id=586&game=ArmA here is the wiki on dialogs: http://community.bistudio.com/wiki/Dialogs I would use that and make a few test dialogs, "hello worlds" etc. Till you are comfortable with the basics. Past that there are not many tutorials just due to the complexities of dialogs. The way I learned past that starter tutorial was opening other dialogs to see how they worked and trial and error. If you run into a brick wall you can post a specific question and someone can usually help you. Once you are a little comfotable with how they work you can use this to make the processes faster(but you still need to know what your doing to use this): http://forums.bistudio.com/showthread.php?t=115250 And I will give you an example of one of my working dialogs (with code below): base controls: Dialog: -
End Mission with a Script
riouken replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think this is what your looking for endMission