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riouken

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Everything posted by riouken

  1. Also, Random will almost always return a decimal. because random 3 will more than likely return 1.3345 or 2.8943 , etc... thats probably why yours is not working 1.3547 != 1 to stop this use the floor or ceiling commands ie. like this: _counter = (floor(random 3));
  2. Thanks for the help man, I just couldn't wrap my head around it before. Thanks again this helps a lot.
  3. I have a string of an array the string ends up looking like this: ["1","2","3","4"] is there any way to format this and take the [] out? I also need it to be dynamic, I do not know how long the string will be each time.
  4. Thanks for all the info Sickboy, I will test this out and see what I can get working. ---------------------------------------------------- Off topic but I am loving the new six updater, thanks for all the work on it and ACE 2. ------------------------------------------------------------------------------ Update, That was exactly the problem Sickboy! thanks for the help, I have it working now!, I'm going to start doing some testing now and if I run into problems I may have to rewrite with your ideas from ACE 2.
  5. I am trying to pull an array from the userconfig folder, but it just seems to be pulling back an empty array,I am not getting any errors though. Here is what I have so far. userconfig: //// RSLO: Riouken's Selectable Load Outs // // Created by: Oliver 15thMEU(SOC) // // Load out 1 RSLO_lo1_weapons_user = ["ACE_M249Para_M145"]; RSLO_lo1_ammo_user = ["ACE_200Rnd_556x45_T_M249","ACE_200Rnd_556x45_T_M249","ACE_200Rnd_556x45_T_M249","ACE_200Rnd_556x45_T_M249"]; // Load out 2 RSLO_lo2_weapons_user = []; RSLO_lo2_ammo_user = []; // Load out 3 RSLO_lo3_weapons_user = []; RSLO_lo3_ammo_user = []; here is the addon config : // RSLO class CfgPatches { class RSLO { units[] = { }; weapons[] = { }; requiredVersion = QUOTE(REQUIRED_VERSION); requiredAddons[] = { }; version = 1.00; versionStr = QUOTE(VERSION); versionAr[] = {VERSION_AR}; author[] = {"Oliver 15thMEU(SOC)"}; }; }; class Extended_Init_EventHandlers { class All { RSLO_Init = "if (isNil ""RSLO_Init_Var"") then {RSLO_Init_Var = [] execVM ""\RSLO\init.sqf"";};"; }; }; class RSLO_USER_LOADOUTS { #include "\userconfig\RSLO\RSLO.hpp" }; and here is the init for the addon: //// RSLO: Riouken's Selectable Load Outs // // Created by: Oliver 15thMEU(SOC) // waitUntil { !isNull(findDisplay 46); }; sleep 0.1; _RSLO_lo1_weapons = getArray (configFile >> "RSLO_USER_LOADOUTS" >> "RSLO_lo1_weapons_user"); _RSLO_lo1_ammo = getArray (configFile >> "RSLO_USER_LOADOUTS" >> "RSLO_lo1_ammo_user"); _RSLO_lo2_weapons = getArray (configFile >> "RSLO_USER_LOADOUTS" >> "RSLO_lo2_weapons_user"); _RSLO_lo2_ammo = getArray (configFile >> "RSLO_USER_LOADOUTS" >> "RSLO_lo2_ammo_user"); _RSLO_lo3_weapons = getArray (configFile>> "RSLO_USER_LOADOUTS" >> "RSLO_lo3_weapons_user"); _RSLO_lo3_ammo = getArray (configFile >> "RSLO_USER_LOADOUTS" >> "RSLO_lo3_ammo_user"); waitUntil { !isNull player }; sleep 3; hint format["%1",_RSLO_lo1_weapons]; the hint just gives me a "[]" any idea what im doing wrong?
  6. One way is if your not using the independent factions, in the editor set independent to unfriendly to everyone, then group your "guy" with a higher ranking independent, then set the higher rank man to a probability of presence to 0. Then your guy will be a east character but will be on the side of independent and unfriendly to everyone.
  7. Wollfy.au Two questions How can I reduce the amount of Ambient air traffic. And how can I blacklist an area to the Ambient civilians on the ground.
  8. You guys have to learn how to use the search :); http://forums.bistudio.com/search.php?searchid=1761035 Lots of help here: http://forums.bistudio.com/showthread.php?t=116507&highlight=Spawn+artillery More here: http://forums.bistudio.com/showthread.php?t=118156&highlight=Spawn+artillery more here: http://forums.bistudio.com/showthread.php?t=111662&highlight=Spawn+artillery
  9. You need to use addWeaponCargoGlobal if the mission has already started. This makes sure to sync it to all players.
  10. Yes you could put it in the init of the unit. But change "Soldier" to "this"
  11. _this select 0 Inside the eventhandler is the person killed
  12. a10strt is the name of the marker where you want it to spawn, the red number is the height, just change that till it is sitting on the deck. _veh = createVehicle ["ah1w", [a10strt select 0,a10strt select 1,18], [], 0, "NONE"];
  13. good point, I have never tried it with a plane, lol let me go test it and see if I can make him crash.
  14. it will probaly be close to this but you will have to play around to the get the exact pos: srchlight attachTo [myuh1,[0,2,-1.5]];
  15. Just spawn it locked, and then unlock it with the trigger :)
  16. I just tested it they dont jump out. They will just keep going. I know in some of my other missions, I have put veh down with no fuel and AI in, they will sit there for like 10 min trying to crank the eng. But the loop works just as well.
  17. Ahh I missed the support part. What Demonized said lol :p.
  18. Great ideas! Thanks for posting it for us.
  19. Use createVehicle array to create empty vehicles. Post up what you have so far and we can see your implementation better. Your post is a bit confusing, your asking about creating an empty A10 but you keep referring to spawning one with AI? Do you want it empty or with AI?
  20. In the init of the Veh: _outoffuel = this addEventHandler ["Fuel", {(_this select 0) setFuel 1}]; If will only fire when it runs completely out of fuel though. But it should work as your intending. http://community.bistudio.com/wiki/ArmA:_Event_Handlers#Fuel This is not tested but it should be right.
  21. riouken

    Artillery Aiming?

    Just create a arty template and tell the battery to execute a fire mission. // Mission template. _heTemplate = ["IMMEDIATE", "HE", 0, 15]; // Execute Fire mission [battery, targetPosASL, _heTemplate] call BIS_ARTY_F_ExecuteTemplateMission; all the info you need to do it here : http://community.bistudio.com/wiki/Artillery_Module#Creating_fire_missions
  22. you can use BIS_fnc_spawnGroup to spawn a vehicle with crew in it already, I have not tried it with aircraft but I know it works for vehicles. I am using it in one of my projects.
  23. I am trying to create a simple mission timer that shows time since mission start. This will be in my already working Dialog. I have been reading about the syntax for ctrlSetStructuredText and parseText and I just cant seem to get it to display in my dialog. I have a structured text box in my dialog. Here is the script that im running to populate the box. Thanks to Hoz for the formating. while {true} do { _seconds = time; _hours = floor(_seconds / 3600); _seconds = _seconds - (_hours * 3600); _tensOfMinutes = floor(_seconds / 600); _seconds = _seconds - (_tensOfMinutes * 600); _minutes = floor(_seconds / 60); _seconds = _seconds - (_minutes * 60); _tensOfSeconds = floor(_seconds / 10); _wholeSeconds = floor(_seconds - (_tensOfSeconds * 10)); _elapsed =""; _elapsed = format ["%1:%2%3:%4%5", _hours, _tensOfMinutes, _minutes,_tensOfSeconds, _wholeSeconds]; (opcominterface displayCtrl 1100) ctrlSetStructuredText parseText _elapsed; sleep 1; }; Im not getting any RPT errors, but no text is showing. Here is my base class: class RscStructuredText { access = 0; type = 13; idc = -1; style = 0; colorText[] = {0.8784,0.8471,0.651,1}; class Attributes { font = "Zeppelin32"; color = "#e0d8a6"; align = "center"; shadow = 1; }; x = 0; y = 0; h = 0.035; w = 0.1; text = ""; size = 0.03921; shadow = 2; }; and here is my dialog: class timer: RscStructuredText { idc = 1100; colorBackground[] = { 1, 1, 1, 1 }; x = 0.751116 * safezoneW + safezoneX; y = 0.775602 * safezoneH + safezoneY; w = 0.0896484 * safezoneW; h = 0.0425 * safezoneH; };
  24. Thanks for the Helpp Gaia and JW Custom. I will work with those and see what I can get working.
  25. _p1Score = score player1; hint format ["Your score is %1",_p1Score];
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