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About domcho

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  1. My scripting skills for multiplayer aren't the best, but I assume something like: {_x inArea thisTrigger} count (allPlayers - entities "HeadlessClient_F") == count (allPlayers - entities "HeadlessClient_F")
  2. I think that's to be expected. The trigger condition checks for living players inside the trigger area. Since there was only 1 player alive and everybody else was dead, the trigger condition was fulfilled once he entered it.
  3. From what I tested, it doesn't work with onPlayerKilled.sqf, nor with event handlers. The debriefing won't show, you'll get the default player death camera and effects with the menu. You can't prevent default game behavior after player death (in singleplayer) unless you use playerKilledScript.sqs, or overwrite the default respawn template "None" in the description.ext like I did. With this method, user input gets disabled until mission ends (I can't re-enable it with disableUserInput false), but the game continues to run normally without showing the menu and death camera effect, and I can use endMission command in the script to end the mission with the desired ending. It's just that BIS_fnc_endMission doesn't work in this case, I am forced to use endMission, which is why I am looking for a workaround.
  4. For problem 1 check There is a small typo in the script, it should be if (_projectile isKindOf "DemoCharge_Remote_Ammo" or _projectile isKindOf "SatchelCharge_Remote_Ammo") Problem 2 - need more information. What doesn't trigger? The task doesn't appear? The trigger doesn't run when players reach the exfill point? What exactly are you trying to do, and have already tried? Problem 4 - I am not 100% sure, but I think initPlayerLocal.sqf is only used for multiplayer?
  5. I'm trying to create a singleplayer mission and a multiplayer co-op variant of it where the player(s) has/have to get killed and receive a different debriefing based on a condition. I've had partial success by either using playerKilledScript.sqs or by overwriting the None class in CfgRespawnTemplates in the description.ext: class CfgRespawnTemplates { class None { onPlayerKilled = "scripts\playerKilled.sqf"; }; }; and in the script file: if (task1F) then { endMission "END3"; } else { endMission "END1"; }; However, I want to use BIS_fnc_endMission instead of the old endMission, and it will not work. endMission works in both playerKilledScript.sqs and in an overwritten respawn template using a script to handle player death, but BIS_fnc_endMission is bugged. For example: if (task1F) then { ["end3", false, 5, true, true] call BIS_fnc_endMission; } else { ["end1", true] call BIS_fnc_endMission; }; the fading effects and music of BIS_fnc_endMission are played but there is no debriefing screen nor does the game end. The default fade effect only plays for a second. User input is disabled and I have to kill the game process and restart the game. Is there some other way I can prevent the default death screen to appear and instead force the mission to display the debriefing with the proper end? For multiplayer: I know you can overwrite the default "loser" debriefing but that doesn't help as I want to keep it in case all players die in a firefight, and have a custom debriefing if the players die from a script command (task1F = true; allPlayers setDamage 1 -> display custom debriefing). I am also aware that I have to remoteExec my commands for multiplayer, but for now I want to get this to work in singleplayer first.
  6. I'm not sure the code in your while loop is correct. Try removing the forEach allPlayers block.The nearestObject syntax also seems wrong - I don't think you can pass an array of object types, only single object type. Try something like this: _nearIED1 = nearestObject [player, "IEDUrbanSmall_Remote_Ammo"]; _nearIED2 = nearestObject [player, "IEDLandSmall_Remote_Ammo"]; _nearIED3 = nearestObject [player, "IEDUrbanBig_Remote_Ammo"]; _nearIED4 = nearestObject [player, "IEDLandBig_Remote_Ammo"]; if (alive _nearIED1 AND player distance _nearIED1 < 5) then { *code to detonate _nearIED1* }; if (alive _nearIED2 AND player distance _nearIED2 < 5) then { *code to detonate _nearIED2* }; if (alive _nearIED3 AND player distance _nearIED3 < 5) then { *code to detonate _nearIED3* }; if (alive _nearIED4 AND player distance _nearIED4 < 5) then { *code to detonate _nearIED4* }; I haven't tested this, nor do I know how it will behave in multiplayer.
  7. Would event handler "Hit" be a valid substitute for "HandleDamage" here? I remember using Hit back in Operation Flashpoint. But reading the wiki page you linked, it seems HandleDamage has more parameters and thus opens up more possibilities? Anyway, this is perfect, thanks a lot!
  8. How do you check a group to see if any of the group members match a condition in general? For example, how would you make the game display a hint that a soldier from a group has been injured, but do it only once until that soldier is healed and wait until he is damaged again to display the hint? I tried this: {if (damage _x >= 0.1) then { hint ("Soldier " + name _x + " is injured!");};} forEach units myGroup; However there are multiple problems with this - the code loops through the whole group every time and only displays the highest indexed soldier of the group in the hint. It doesn't disregard already injured soldiers that were displayed on the hint. Another problem is that this can't be used in a trigger, unless, I assume, it is put in an endless loop and the trigger is fired once at the beginning of the game. I was looking for a way to do it with using a condition in the trigger's condition field and then using the activation box, but I guess it's not possible? Other than that how would you do a one time check for any unit in a group matching a condition?
  9. domcho

    Cold War Rearmed III

    Wow! I can't believe I didn't learn about CWR coming to ArmA 3 earlier! What a pleasant surprise!
  10. Yeah I knew about the stringtable.csv method, but that approach overwrites existing groups. I wanted to have my own callsigns on top of the already existing ones. However, I do agree that the stringtable.csv method is easier and faster to do and also useful since you're avoiding the use of addons.
  11. My whole life I've been wondering how to use custom callsigns for my squads and my side HQ in OFP. I just came back to game editing to instantly figure it out by opening and analyzing BIS' CONFIG.BIN. I created my own addon where I defined various callsigns. Here's how to do it: Make a config.cpp. Type in: class CfgPatches { class MYCustomGroups { units[] = {}; weapons[] = {}; requiredVersion = 1.28; }; }; class CfgHQIdentities { class EAGLE { name = "EAGLE"; speaker = John; pitch = 1.10; }; class EAGLE_BASE { name = "EAGLE_BASE"; speaker = John; pitch = 1.10; }; class NOGOVA { name = "NOGOVA"; speaker = John; pitch = 1.10; }; class GERONIMO { name = "GERONIMO"; speaker = John; pitch = 1.10; }; class TASMANIAN_DEVIL { name = "TASMANIAN_DEVIL"; speaker = John; pitch = 1.10; }; }; class CfgWorlds { class GroupNameList { letters[] = {"Roman","Nogova","Geronimo","Tasmanian"}; }; class GroupNames { class Roman { name = "Roman"; image = ""; }; class Nogova { name = "Nogova"; image = ""; }; class Geronimo { name = "Geronimo"; image = ""; }; class Tasmanian { name = "Tasmanian"; image = ""; }; }; class GroupColorList { colors[] = {"GroupCustom1","GroupCustom2"}; }; class GroupColors { class GroupCustom1 { name = "Custom1"; image = ""; }; class GroupColors { class GroupCustom2 { name = "Custom2"; image = ""; }; }; }; In CfgHQIdentities we define our custom HQ callsigns. For example instead of using: [east, "base"] sideChat "some text" I can now use my custom callsign: [east, "EAGLE_BASE"] sideChat "some text" You will see EAGLE_BASE displayed instead of PAPA_PEAR. As for the custom group callsigns we first define a list of them and then we define each one. player setGroupId ["Tasmanian", "GroupColor0"]; player sideChat "some text" will display Tamsnian (Playername): some text instead of the usual Alpha Black 1 (Playername): some text You can also add custom colours, though you are not limited to putting a color inside the string, you can put anything you want in it. This is done in the GroupColorList and GroupColors sections. Finally put your config.cpp inside a folder, name the folder the same way you named your class after CfgPatches, turn it into a .pbo file, put it in the addons folder and you're good to go and call your own defined callsigns.
  12. Just wanted to stop by and say, as a crazy OFP fan, this is looking fantastic!
  13. After half a day spent in oxygen 2 I found out what UV Mapping is so the answer to is yesand is no.Now I am stuck on the config.cpp: http://forums.bistudio.com/showthread.php?188677-Need-help-with-config-cpp-for-an-addon&p=2877800#post2877800
  14. Hello. I've searched the forums and opened existing config.cpps but the more I read the harder it gets. Every config.cpp is different. Some have cfgSomething for example, others don't. My current objective is: add 1 custom unit in the editor. When I open the editor I want to go to OPFOR -> My Faction -> My Men -> My Soldier I use this as a template taken from Binkowski's sample US soldier model since it's the only config that is not as long as the bible: This creates a soldier under BLUFOR -> USMC -> Test Soldier -> Test Soldier What do I have to change so mine looks like OPFOR -> My Faction -> My Men -> My Soldier To start I don't even know how to change the faction. I was thinking of using cfgFactionClasses but this only added more text and thus created chaos in the config.cpp. Also what are those #define commands used for in the beggining, what is cfgPatches, what are those under cfgVehicles: class USMC_Soldier_Base : Soldier {}; class USMC_Soldier : USMC_Soldier_Base {}; class USMC_Soldier_Light : USMC_Soldier {}; The only things that I understand are the model paths. Once again: Side: OPFOR Faction: My Faction Class: My Men Unit: My Soldier I know I am asking simple questions, but this is completely new to me, when I did mission editing I always opened missions and learned from there, back in OFP when I wanted to do something in my mission and didn't know how I would remember on which mission in the campaigns it's done, open the campaign mission observe, study and finally do it in my mission, however it's not the same with the config.cpp, I open one and it's a wall of text I start to study it, then I open another config only to find out it's completely different wall of text with both having the same result in the editor, just different addons. Oh and everytime I do a change, pbo the folder and put it into @myaddon/addons it takes a lot of time for ArmA 2 to load to inspect something after every change (not to mention the countless errors I make inside the config.cpp making the game unable to run). Those things that I am asking are not explained in tutorials and yes I did read this https://community.bistudio.com/wiki/Mondkalb%27s_Addon_Tutorial#Config.cpp I only learned that class CfgVehicleClasses will create the name of my class which will be "My Men". Call me a retard but the information provided for cfgPatches does not help me understand what the cfgPatches command is used for except that the command should have the same name as the @myaddon folder (if I understood this correctly). Thank you I will really appreciate it if you can break those simple things down! Oh and mods (and other people too) please don't be mad for asking simple things, I am struggling hard but it's very confusing, none of the tutorials I read explains each line what it stands for. I can't simply copy-paste an existing cpp and expect it to work, how do I know what to change so it matches to my units.
  15. No... no... NOOOOOOO!!! this exec "suicide.sqf"; I have a few more questions though. How are the paa files such as the skin_co.paa and skin_nohq.paa created for every unit? The BIS sample soldier (which is a normal Russian soldier from ArmA 2) wears a lot of stuff on his body like vest, straps, etc... and he also has some kind of pockets (I don't know how they are called) on his left leg. If I want my soldier to have none of these they will still be present because they exist in the p3d file and also they exist in the skin_nohq.paa and skin_co.paa file. How do I remove them without messing up the normal body? I started studying Oxygen 2 and was able to remove most of the pieces from his chest, but the unique leg pockets are part of the leg and I can't simply delete them, it messes up the whole leg. However, what bothers me most are the paa files which raises the next question: are certain uniform/vest/equipment etc parts of the p3d file bound to certain parts of the paa files so they correspond to them? If I delete the vest will it's texture from the paa file still appear in game on top of his normal clothing that's below the deleted vest? Thanks a lot!