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joejoe87577

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Posts posted by joejoe87577


  1. Hi everyone,

    this is my first script release so please be Patient with Errors or bugs ;)

    The script does the following, it creates lights around a helipad for a better visibility at night and if the helipad is set to invisble the lights also give a good visibility at daytime.



    jos4.jpg

    b4gw.jpg

    And the mirror (Google Drive link): Helipad v.4

    news_download_a3_3.png

    The Armaholic link may not always be up to date, please compare the Versions!

    Current Version: 0.4

    Usage:

    		
    		Copy the Folder "helipad_lights" to your mission folder or mission script folder if you have one.
    		Take a look at the example mission to see how to use this script.
    
    	  ///////////////////
    	  //Single Helipad://
    	  ///////////////////
    
    			null = [this, "yellow", "green", false, "scripts"] execVM "scripts\helipad_lights\helipad_light.sqf";
    
    		Copy this into the init line of the helipad.
    		The parameters are:
    			helipad: helipad object (this or name of helipad)
    			innerlightcolor: string innerlight color (red, green, yellow, blue(not recommended), white(not recommended), bir (blufor), oir (blufor), iir (resistance))
    			outerlightcolor: string outerlight color (red, green, yellow, blue, white, bir (blufor), oir (blufor), iir (resistance))
    			showhint (optional): boolean show a hint after creation
    			scriptFolder (optional): string Foldername of Scripts
    							 e.G.: missionfolder\scripts\helipad_lights	the parameter would be "scripts"
    
    		!scriptFolder is very Important, always include this parameter if your script folder is not the mission root folder!
    		--------------------------------------------------------------------------------------------------------------------
    
    	  /////////////////
    	  //All Helipads://
    	  /////////////////
    
    		if (isServer) then {
    			null = [5, "scripts"] execVM "scripts\helipad_lights\helipad_light_auto.sqf";	
                           };
    
    		Copy this into your init.sqf, if you do not have a init.sqf create one and copy it to your mission root folder.
    		The parameters are:
    			createType: number defines on which types of helipads the lights will be created
    						1: Helipad (Circle)
    						2: Helipad (Civil)
    						3: Helipad (Rescue)
    						4: Helipad (Square)
    						5: all Helipads (excluding invisible Helipads)
    			scriptFolder (optional): string Foldername of Scripts. 
    							 e.G.: missionfolder\scripts\helipad_lights	the parameter would be "scripts"
    
    		!scriptFolder is very Important, always include this parameter if your script folder is not the mission root folder!
    		--------------------------------------------------------------------------------------------------------------------
    
    	  //////////////////
    	  //Remove Lights://
    	  //////////////////
    
    			null = [helipadName] execVM "helipad_lights\helipad_light_remove.sqf";
    
    		Copy this into your trigger or script, where the lights should be deleted.
    		--------------------------------------------------------------------------------------------------------------------
    

    Zip Content:

    - helipad_lights_example.Stratis (Example Mission)

    - helipad_light.sqf

    - helipad_light_auto.sqf

    - helipad_light_remove.sqf

    - SHK_moveObjects.sqf

    - helipad.jqg

    - helipad_2.jqg

    - readme.txt

    Known Errors:

    - If there are other helipads close to the helipad the positions of the lights are messed up

    - Not fully tested in MP yet

    - With the ALiVE Mod, the lights get recreated and messed up! You have to try it, and see if it works until I have a fix for this.

    Changelog:

    v.1 initial release

    v.2

    bugs:

    - If vehicle is on the helipad the lights were not created correctly

    - showhint parameter is now optional

    - lightpoints created around the innerlights

    - added IR strobes as possible lights

    v.3

    added:

    - SHK_moveObjects Script to set the direction of the lights

    - new optional paramter: ScriptFolder

    - helipad_light_remove script to remove lights from a helipad

    - helipad_light_auto script to create lights for all helipads

    v.31

    added:

    - Helipad (Circle), Helipad (Civil) and Helipad (invisble) now have lights positioned as a circle around them

    v.32

    added:

    - isServer to prevent multiple clients call the script in mp

    - #lightpoints removed

    - vehicles on helipads do now stay there during the whole creation of the lights

    v.4

    added:

    - IR Strobes can now be deleted

    - changed classnames for IR Strobes from B_IRStrobe to NVG_TargetW, O_IRStrobe to NVG_TargetE, I_IRStrobe to NVG_TargetC

    Happy Holidays everyone


  2. Thanks, this works for me. But there are two Problems remaining.

    The 1fst one is rather easy, how do I destroy/remove/disable the PiP? I've tried "camDestroy", "deleteVehicle" on the "_obj" and on the "rendertarget0". But it doesn't work. How do i remove the PiP?

    And the 2nd one is that the PiP Picture doesn't Show the same as the live view does.

    b02z.jpg

    On the Picture the Little sphere on the popup target Shows where the bullet hit. But on the PiP there is no sphere, i've also tried it with a IR Laser at night. same result, I aim for the "head" but the laser in the PiP Shows a completly different Position.

    ---------- Post added at 12:40 ---------- Previous post was at 12:29 ----------

    I've uploaded the example Mission to my skydrive: Link

    Grab a weapon from the VirtualAmmoBox and go to one of the Shooting positions, the PiP will appear, as soon as you leave the Shooting Position (the hint "false" appears), the pip should disappear.


  3. I'll give it a try and make a quick sample mission.

    ---------- Post added at 20:38 ---------- Previous post was at 20:31 ----------

    Almost the right Thing. But what I wanted was this:

    3-sniper_range.jpg

    (bottom right corner)

    I've no idea how this works. I've done some dialogs, but i don't now how to make that sort of hint/Dialog.

    ---------- Post added at 20:51 ---------- Previous post was at 20:38 ----------

    I've made a sample Mission and uploaded it to my skydrive: http://sdrv.ms/1gQcEMo


  4. Hello everyone,

    I've been looking around for a script that tells me where a popup target has been hit.

    Just like in this mission from ArmA 1:

    Link to armaholic

    I couldn't extract the pbo file with elitness or cpbo (I couldn't get it running on my system). It would help a lot if anyone could extract the file and post it right here.

    I've already made contact with the mission author, but he has not written any scripts for a long time, so he could not help me with that.

    Kind regards,

    Joejoe


  5. Hello,

    I got a little Problem with the UAV in ArmA 2 CO. I want it to fly always in the same heigt above the sea level and not the terrain level. One of the guys of the german hx3 forums gave me this syntax:

    temp = [VehicleName,200] spawn {private ["_u","_h"];_u=_this select 0;_h=_this select 1; while {alive _u}do{_u setPosASL [getPosASL _u select 0, getPosASL _u select 1, _h];sleep 0.01}}

    With this syntax the UAV is locked to 200m above the sea, but the AI tries to fly just 100m above the terrain. The result is, that the nose of the UAV is not horizontal but a little bit tilted forward.

    So my Idea was to make a script witch gives the heigt of the UAV above the ground as value and then give this heigt to the AI piot of the UAV as flyInHeigt command. And here the problems begun.

    while { alive mq9 } do
    {
       mq9 flyInHeigt (getPosATL mq9 select 2);
       sleep 0.25;
    };

    This is the script that I made as solution. But ArmA 2 gives me an Error Message:

    while { alive mq9 } do
    {
       mq9 |#|flyInHeigt (getPosATL mq9 select 2);
       sleep 0.25;
    };
    Error missing ;

    This is my problem at the moment. How can I make this little script work?

    JoeJoe

    edit: I already searched trough the forums and also googled the problem. But I found no solution.


  6. Ok, I have never tried to slide in RL with a full gear.

    What I ment with the back to wall animations is, not the looking around a corner or blindfire I meant this:

    http://img195.imageshack.us/img195/6209/arma2oa2011042613460857.png

    The red arrow is the direction that you will have if you just push the salute key when kneeling. And I wanted to know if it is possible to change the direction of the soldier to look the other way (green arrow).

    JoeJoe


  7. Great work Smookie, but I got a question and a request.

    Is it possible to turn around while in the animation "back to wall". Because in your calibration mission I could just look to the front end of the wreck (left hand side of the soldier) but I did not find a possibility to turn around.

    Am I just to stupid to find this function or is there no function for this.

    And my request, please make the sliding animation q little bit longer. As already said in this topic, the sliding animation is way to short. It would be great if the soldier would slide 2-3 meters and then come to a kneeling position.

    And your voice was so sexy, I just can't get enough of it :P


  8. Your mate should set the the formation option (top right corner of the unit window in the editor) from "in formation" to "nothing". The units will be placed the way he places them in the editor.

    But all AI units will rejoin the formation that is given by the teamleader. So he sould set a waypoint just a few meters in front of the and set the formation mode to column.

    There is another possibility is to write down in the init line of the units:

    dostop this;

    with this command all AI units will hold their positions until they get a new order, but I don't know how the behavieur of a AI controlled team is. They may get the order to rejoin their formation.


  9. TeAcH is right. Set you Video Memory to Default and the textures should be pretty again.

    With the default settings the vram of your card will be used again. With other settings like High or Very High ArmA will not use the full memory.

    I had no problems with the textures so far, just the crappie LODs of the vegetation sucks...


  10. Hello,

    I'm trying to create a new texture for the Scar L and late on for the Scar H also. The texture work is no problem so far, but I realy need help with the configs and the other stuff to get a replacement addon.

    I've found the right texture for the Scar L ("scar_l_co.paa" for the weapons_e.pbo) and I made a kind of ACU texture for it.

    This is how it looks so far:

    [/img]http://img525.imageshack.us/img525/236/scarlcoreskin.png[/img] >100kb

    I know that it looks quite similar to these Weapons White/Gray Futuristic/Winter weapons

    but I made it all by myself.

    So my question is if sby could help me with the replacement config, because I'm unskilled with configs and scripts.

    Please pm me or reply in this thread.

    thx in advance,

    JoeJoe

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