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nomadd
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Posts posted by nomadd
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@Max Power
If I go into ,say, A2+OA editing and use search forum , no matter what I try to search for I get nothing but
vBulletin MessageSorry - no matches. Please try some different terms.
I have tried searching for just one word , multiple words etc. The old boards worked fine, I have not changed anything and that maybe the problem. I may need to change something. The only search that works for me atm is the search in the top right that searches everything and that is not helpful if i need some info on addaction inside the editing and scripting subforum.
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@Nicholas
I have no problem waiting patiently for them to fix it, just wanted to make sure I was not the only one having the problem.
Nomadd
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Have no idea if this has been posted or not(Can't get search to do anything) and I am not reading through 49 pages to find out. Please fix search or tell me what I need to do to fix it on my end.
Nomadd
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@ PvPscene,
Thanks, that answers it.
Nomadd
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So far not luck trying to pass it, guess i will have to do a bit more scripting for a work around. Not unless someone knows a way to pass an array from the params.
nomadd
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Thanks Twirly,
I may have to do it that way. I thought if I could pass it straight from the params it would save a bit of scripting.
nomadd
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I am not sure if this is even possible in the paramsarray. I am trying to pass [min#,Max#].
class Enemyunits { // paramsArray[9] title = "Number of Enemy Units Per Group"; values[] = {[2,4],[5,8],[9,12]}; texts[] = {"Low", "Medium", "High"}; default = [5,8]; };
Nomadd
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Not sure if this helps but name a trigger , name the object\unit etc use
triggername attachto [objectname,[0,0,0]];
have used this is quite a few missions. Usually attached to a unit , that either needs capture/rescue. In the trigger just put whatever it is you want done.
Nomadd
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Thanks for the responses/info. I will continue with the way I am doing it. I will take a closer look at the code Demonized posted ,so I can better understand it.
Nomadd
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Here is a snippet of the spawn script I am using.
private ["_Locations","_pos","_units","_unit","_randomunits","_grp","_wp"]; _Locations = [sp1,sp2]; // game logics _pos = _Locations select floor(random(count _Locations)); _units = ["uns_nva5sni","uns_nva5sni","uns_nva5sni","uns_nva5sni","uns_nva8b","uns_nva8a","uns_nva3mg","uns_nva2med","uns_nva4rpg","uns_nva8g","uns_nva7rto","uns_nva8d","uns_nva8f","uns_nva3amg","uns_nva8h","uns_nva4arpg","uns_nva6sap","uns_nva5asni" ]; _unit = count _units; _randomunits = [ _units select random _unit,_units select random _unit,_units select random _unit,_units select random _unit,_units select random _unit,_units select random _unit,_units select random _unit,_units select random _unit,_units select random _unit,_units select random _unit,_units select random _unit,_units select random _unit,_units select random _unit,_units select random _unit ]; _grp = [getpos _pos, east,_randomunits ,[],[],[],[],[4 + random 4,0]] call BIS_fnc_spawnGroup; _grp allowFleeing 0; _wp = _grp addWaypoint [getPos attackmrk, 1]; _wp setWaypointSpeed "FULL"; _wp setWaypointType "SAD"; _wp setWaypointFormation "LINE"; _wp setWaypointCombatMode "RED"; { _x setskill ["aimingAccuracy",0.30]; _x setskill ["spotDistance",0.50]; _x setskill ["spotTime",0.50]; _x setskill ["courage",1]; _x setskill ["commanding",1]; _x setskill ["aimingShake",0.30]; _x setskill ["aimingSpeed",0.50]; _x setunitpos "up"; } forEach units _grp;
I am adjusting the skill of the units as they spawn. Instead of doing this in the spawn script , is there a way to have the server run a script on all units/vehicle including any that spawn.
I hope this make sense. I am not sure the best way to ask this question my scripting knowledge is limited.
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Question
What is the best way to detect spawned units in a mission and have a script run on them after they spawn. I know i can addeventhandler in the spawn script or setvehicleinit (which I have read is not the best way). Is there a way to run a script and detect any newly spawned units. Then run a script on them.
Nomadd
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Been while since I have posted here, but still playing/making missions with Unsung. Think I may have found out why my rpt keeps getting spammed with
Error in expression <// Correction for custom throw weapons i> Error position: <// Correction for custom throw weapons i> Error Invalid number in expression Suspending not allowed in this context Error in expression <sleep 0.1;> Error position: <sleep 0.1;> Error Generic error in expression
I opened up the east.pbo to try and get the group names so I can spawn groups of enemies. In the process I noticed this
class EventHandlers
{
init = "[_this select 0] exec ""\uns_east\scripts\init.sqs"";";
};
So i looked at the init.sqs. I get the spam every time a unit spawns. The init.sqs is
// Correction for custom throw weapons in ArmA2 _unit = _this select 0; _unit removeWeapon "Throw"; _unit removeWeapon "uns_Throw"; sleep 0.1; _unit addweapon "Throw"; _unit addweapon "uns_Throw";
I am not an expert but this looks like .sqf not .sqs which would cause the spam. I am not sure if this is even the problem. I haven't tried changing anything 1. because I don't have permission and 2. because I do not know what I am doing.
Anyway, I hope this mod is still supported. It is one of my favorites to play.
Nomadd
note: I still have not had any luck pulling group names to spawn groups. I am just using an array of names to spawn units and making them into a group.
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Maybe this will help you out with the 3rd view
http://forums.bistudio.com/showthread.php?t=129692&highlight=3rd+view
Nomadd
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@carlostex
Looks like a nice neat spawn script. I am going to try it out. Do you know if you put ,say 20 different units in the unit array and then use the paramater to limit the number of units per group to 10, will it pull the first 10 in the array or will it select 10 randomly from the array?
I will test the script, but thought you might know. I would like it to pull them randomly.
Nomadd
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@Pandur
I have noticed this also, damage happens when I leave the plane before halo kicks in. Haven't had time to really test it or check and see if i am really taking damage and how much, but i definitely get a blood spatter on the screen like i have been hit.
Nomadd
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@Dap
Just wanted to say thanks for this. I had a couple of missions with halo drops in them. I got everything to work but it was clunky.(Guys would fall out of the plane when walking, or the halo part would randomly not work etc...). These scripts you made work like a charm.
Thank you for your work.
Nomadd
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It was a hosted game. So I would just change the difficulty level depending on the mission and what the group I was playing with felt like doing. Sometimes it is just fun to play ARMA and blow sh*t up. May not be realistic but who cares it is just a game, of course other times it is fun to play as real as possible.
Doesn't really matter much now. Most everyone I was playing with have moved on the other games. I still enjoy learning more about scripting and making missions .
Nomadd
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I just found this script and like what I see. Couple of questions, anyway to use this and not be dependent on ACE? Nothing against ACE, I am just not using it.
Being able to attach and remove a silencer would really be a nice addition in a lot of missions. I know it is dependent on the weapon having a model with and without a silencer.
Nomadd
BTW- Love the name of this script.
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@Buliwyf
Thanks for the info. This is now going in all my missions. Hate trying to remember to change the server settings before I load a mission. This way I can change it in the mission with the other paramaters.
Nomadd
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I am using a snippet of code from GDT spectate(credit to GDT for the code). In the paramaters you can enable or disable 3rd person view. The question is how will this effect mp? Will it work on all players? Testing it in the editor it works fine, but I know when I host, things sometimes work differently.
sleep 0.1;while {true} do {
sleep 0.1;
waitUntil {((cameraView == "External") and ((vehicle player) == player) and alive player)};
(player switchCamera "INTERNAL");
};
I am calling the .sqf from a trigger. The activation being based on what the paramarray is.
I did it this way to have the option to play a mission more hardcore or to be able to play it a bit more relaxed.
Nomadd
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LJ,
Just wanted to say I have been using the new sound mod and it sounds great. Thanks for all your hard work. BIS could take a few lessons from you on in game sound.
Nomadd
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@admiralgrrr
When you get to the screen with continue button at the bottom wait until CBA pops up/initializes then click continue. Think you maybe clicking continue too fast. I had the same problem with the planes starting in the water and not on the deck. This fixed it for me.
Someone with more knowlege than me can probably tell you why. I just know I have to wait , then click continue and everything works fine everytime.
Nomadd
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@Kylania
Thanks, I was able to open it up and take a look at the mod. I don't understand everything but it definitely has helped me get started. I am going to take some time and study what you have shown me. I will most likely post back with questions , but first need to figure out what questions to ask.
Nomad
Multiplayer Framework rExecvm question
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
I have a question about multiplayer framework, can't seem to find any good information on rexecvm.
Yes I have looked at http://community.bistudio.com/wiki/Multiplayer_framework
if I have a script: nul = this exevm "myscript.sqf". How do I use it with
[nil,nil,"per",rExecvm,"myscript.sqf"] call RE;
does _this in my script get defined by RE?
or if it has multiple paramaters: [par1,par2] execvm "myscript.sqf"
[nil,nil,"per",rExecvm,"myscript.sqf","where do the params go?"] call RE;
I want to execvm a script for all clients and jips and this seemed like an easy way to do it, but can't seem to get it to work right.
Nomadd