rrpatch
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Everything posted by rrpatch
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Disable commanding mode script?
rrpatch replied to galzohar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Create a sqf file and put this code in it and then call it from your init.sqs Like this. [] exec "disableCommandMode.sqf"; if (isNull player) exitwith {} ; CMbindings = []; Salutebindings = []; CMoffbindings=[]; CMblocking =false ; VAR_DEFAULT(CTF_disableCommandMode,true) ; updateKeyBindings = { while {true} do { //DBG [time,"keys"] ; if (CTF_disableCommandMode) then { CMbindings = actionKeys "ForceCommandingMode"; } ; Salutebindings = actionKeys "Salute"; sleep 2; }; }; grenadeModeTimer=0 ; fireButtonDown=false; grenadeSelectState ="idle"; grenadeKeyDown=false; grenadeSelect={ private ["_muz"]; //to get here, the user must have pressed the salute button grenadeModeTimer = time ; //assume the player wanted a hand-grenade by default player selectweapon "handgrenademuzzle" ; waituntil { (time -grenadeModeTimer > 0.5) || !grenadeKeyDown } ; if (grenadeKeyDown) then { //this was a long press so switch to grenade-launcher if appropriate _muz = getArray(configFile>>"CfgWeapons">>(primaryWeapon player)>>"muzzles"); if (1 < (count _muz)) then { player selectweapon EL(_muz,1); } ; } else { //this was a short press so check for another one grenadeModeTimer = time ; waituntil { (time -grenadeModeTimer > 0.5) || grenadeKeyDown } ; if (grenadeKeyDown) then { //we got a second press player selectWeapon "SmokeShellMuzzle" ; } else { //looks like this was a single press after all }; } ; sleep 2; while {fireButtonDown} do {sleep 0.5;} ; [player,primaryWeapon player] call safeSelectWeapon; grenadeSelectState="idle"; } ; dokeyDown={ private ["_r"] ; _r = false ; if ((_this select 1) in CMbindings) then { hint "Command mode disabled" ; _r=true; }; if ((_this select 1) in Salutebindings) then { grenadekeydown=true ; if (grenadeSelectState == "idle") then { grenadeSelectState = "running" ; [] spawn grenadeSelect; } ; _r=true; }; _r; } ; dokeyUp={ private ["_r"] ; _r = false ; if ((_this select 1) in Salutebindings) then { grenadeKeyDown=false; _r = true; }; _r ; } ; // //I don't know why a delay is necessary :-( sleep 5; (FindDisplay 46) DisplaySetEventHandler [ "keydown", "_this call dokeyDown" ]; (FindDisplay 46) DisplaySetEventHandler [ "keyup", "_this call dokeyUp" ]; (FindDisplay 46) DisplaySetEventHandler ["mousebuttondown","fireButtonDown=true;"] ; (FindDisplay 46) DisplaySetEventHandler ["mousebuttonup","fireButtonDown=false;"] ; [] call updateKeyBindings ; -
How to set object init from script or description.ext
rrpatch posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Need some help creating a small script or code. I need to texture a vehicle. It works with the code below until the vehicle respawns. It respawns with the original color. I am using the simple vehicle respawn script. Is there a way to make any vehicle of a type IE: MH6J_EP1 get the setobjecttexture loaded to it so respawned with the applied texture? this setobjecttexture [-0.1,""\ca\ca_e\data\flag_knight_co.paa""]"; I can use it in the description.ext , init.sqs, or script called from the init.sqs I searched and looked at MR.M script guide. Thank you in advance.. -
I have searched for a while now with no luck. Does anyone know where to find a classic Flag Fight like in ofp. Just like a DM all blufor and a Flag. No fancy scripts. Just the scripts that say who takes the flag and shows the score. Any help with be great. Thank you in advance.
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Hey thank you for the links. I have tried the Arma link before and the account has been suspended. I also tried your web site and found the same thing. O and your site is great and easy to nav. Great job. Its funny with the Arma community so large that I can not find just one basic flag fight. You would think the game would have some basic template. I did find one flag fight last night but it had a ton of scripts " too many to take out" and was more of an elimination type game.
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Coop is ruining this game! What happened to PvP?
rrpatch replied to ajax420's topic in ARMA 2 & OA - MULTIPLAYER
I will agree that we need to have more PVP. I have played both coop and PVP. And players seem to have more fun with PVP on the right server. Map building for me is a lot more fun when building PVP maps. So PVP,PVP,PVP and more PVP please. Thats my 2 bits. -
Below are examples of what i'm looking for. Than you for help in advance. 1. I have a trigger that will move 3 respawn zones to one master zone. Its not working any idea? Activation of triggeris this --> "respawn_a1,respawn_s1,respawn_d1" setMarkerPos (getMarkerPos "respawn_main"); 2. I have 3 US soilders on the map called a1,s1,and,d1 . I have a trigger that will move them to an invs H called town1 after 10 minutes. Here is the activation of that trigger. a1,s1,d1r setPosATL (getPos town1) 3. I have a trigger called act1 and a second trigger called act2. I need act1 when activated to trigger act2. Any idea. on Activation . act2 4. And my last question. I have a trigger set to when a normal car drives into the trigger it will add a weapon and ammo to the car. Sound crazy but that is the best way to explain and test what im looking for. condition: vehicle in thislist Activation: this addWeapon "M8_compact"; this addMagazine "100Rnd_556x45_BetaCMag" ; I got it to work in the car init but not in a trigger. Any help would be great and could answer others trigger questions. Thank you. Sorry for any bad spelling or confusion.
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I know this has been asked many times. I read everything and just want the basic. In Multiplayer I need everyone to have the option of HALO. So anyone playing can HALO even after respawning. Script,trigger,gamelogic ? anyone. Thank you.
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I know all AAS (Advance And Secure) maps have green friendly tags that you can adjust from 10m to 1500m and are displayed in all direction. Not just when you are looking right at them. I have looked at their scripts and can not figure out how they did it. But the scripting is there and can be done if there is some one that good with scripting that can make a stand alone script to be added to any mission. Sorry can't be more help. Hope someone looks into the script and figures it out.
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set height of trigger
rrpatch replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a way to tweek this into a script or trigger so that it only fires for the players above 50 altitude ? Condition: found = false; {if (getPosATL _x select 2 > 50.0) then {found = true;};} forEach thisList; found; On Act: hint "Someone detected above 50"; A script would be great. If it had to be a trigger I could just make it as big as the map. Thank you in advance. -
Trying to get a action to appear in a chopper when it goes above a hight of 200. Here is what I have so far. if ((_chopperz > 50) then {if (_chopper isKindOf "Helicopter") then { _chopper addAction ["Drop Smoke","Smoke.sqf"]; Anyone have an idea how to wright this script ?
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Scripting Help needed
rrpatch replied to rrpatch's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok Here is another question. Is there a way to set a trigger like this. Any player that is above 500 sets off the trigger ? Not chopper just a player Player above 500 [exec "This Script"] Something like that. -
This is an old thread I started but the problem still there. Even the great scripters have not put out a simple script. Here is what I have been working on. A script that is started in the init.sqf like this. init.sqf nul = execVM "halo.sqf"; It calls the halo.sqf and in the halo sqf the code sets a condishion to only exec when a player is above an alttude of 200. Then the halo_getout.init is called like this. Halo.sqf _chopper = _this select 0; waituntil { (getpos _chopper select 2 > 200) or (!alive _chopper) }; If (!alive _chopper) exitwith {hint format ["Chopper %1 destroyed ", _chopper]}; _chopper addAction ["Halo Jump","Halojump.sqf"]; The halojump.sqf that is called now to be added after the player reached 200. halojump.sqf [this] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs" The only issue I have now. Is converting it so that any player on the map that is above 200 will exec the halojump.sqf. So when they Eject above 200 the fall halo style. Theres the fix if anyone can script.
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Scripting Help needed
rrpatch replied to rrpatch's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
F2k Sel the script works great. Thank you for the help. The only thing is I have a lot of choppers and don't want to name them all. Is there a way I can add this line to the script so it works on all choppers ? if( _theVehicle isKindOf "Helicopter" ) then { //Call with the following line //nul = execVM "smokefolder\smoke.sqf"; _chopper = _this select 0; waituntil { (getpos _chopper select 2 > 200) or (!alive _chopper) }; If (!alive _chopper) exitwith {hint format ["Chopper %1 destroyed ", _chopper]}; _chopper addAction ["Smoke Out","dropSmoke.sqf"]; -
Scripting Help needed
rrpatch replied to rrpatch's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok so here is what I have. Is this correct ? init.sqf nul = execVM "smokefolder\smoke.sqf"; Smoke.sqf if (getPos _chopper select 2) >200) then { "this addAction ["Smoke Out","dropSmoke.sqf",["Smoke"]]; dropsmoke.sqf _warhead = createVehicle [_explosive, [_bombLocX,_bombLocY,_bombLocZ], [], 0, "CAN_COLLIDE"]; Still not able to get the chopper to have an addaction above 200. Everything else works great. Thank you for the help. -
I have a trigger to teleport someone into a chopper and I want to know if theres is a way to make 2 scripts for it. Here is what I have. 1 Trigger. Condition = player in this list On act= player setPosATL (getPos Delta) ;player moveincargo eastair and that is for the east team. So I need to here is the one for the west Condition = player in this list On act = player setPosATL (getPos Delta) ;player moveincargo westair So in game. West can walk up to a flag poll and an addaction comes up and says Board Us chopper. Click and you are teleported into the chopper. Flag pole for each side. So I think I need 2 scripts. Thank you for the help in advance.
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I have a missions that I need help with setting a trigger. Here is what I need. I have 5 Civilians in a town. When a player walks down the street ( that I have a 40 by 10 radius trigger in) I need the 5 civilians to follow him. Not join group. And when he leaves the trigger area they stop following the player but if another player enters the trigger area they start following that player. Is there any way to do this with just a trigger and not a script? Thank you for your help in advance.
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Civilian Trigger Help
rrpatch replied to rrpatch's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you. It works great. Could I get it to work the same way if I added a dog or would I need to name it something else? -
How to make Copter lift tanks?
rrpatch replied to seedo81's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have used the attachto script and it works great. But is there a way to have everything in the script and just call the script.sqf ? Right now I add these 2 lines in the init field of the chopper. this setVariable ["vehicle_attached",false,false]; and this addAction["Attach/Detach","script.sqf",[]] Is there a way to add the addaction and setVariable lines to the script its self and then only have ( nul = [this,30] execVM ""script.sqf"""; to call the script? Hard to understand because they called the script - script.sqf Please let me know if I need to explain more clear. If some one can do it please post fixed code and rename the script. LOL Thank you. -
Simple "all enemy dead" trigger?
rrpatch replied to meade95's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Fluffeh what are you typing to get your hint message? Mine goes away after about 5 seconds. -
Anyone know how to get a mini map to work. Or have a link to Kegetys mini map script? Thanks
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Simple "all enemy dead" trigger?
rrpatch replied to meade95's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How would I have a trigger end game when all civilians are dead in a town? I have a trigger with act:Civilians and no present. But if you drive a car in and get out that car will count as a civilian. I get in the can and drive out of the trigger area and it ends the game. Strange. Any idea or testing? -
MP player names and end trigger
rrpatch posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
3 questions if anyone know a simple answer. 1. How do you set up a MP map to have Name Tags displayed? IE im on the west team and can see peoples names above there head in green but east team can only see east player names above there head. 2. End game trigger. I have a map that has a lot of empty cars on it with civilians in each town. I need to end the game when all civilians are dead. I set a trigger up with acv: civilians and no present but the empty cars count as civilians for some reason. 3. This on is tricky. I have a chopper with an AI flying from town to town and attached a trigger that is set to on acv: east and present. I want to display a hint. East player spotter near " the town he is near" if the chopper fly’s over him. I have markers in each town with the town names. Any simple idea? Thank you for your help. Links to maps or files that could help would be great or code past. I tried Wiki and after hours of errors post here. -
MP player names and end trigger
rrpatch replied to rrpatch's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Looking for basic into. Map starts and camera looking at a solider from 10 feet away. That's all. any ideas? -
Anyone able to use RTE with OA yet?
rrpatch replied to victim913's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep having the same problem here. Looked all over with no luck. I have reconfigured it like 4 different ways and have the same problem. Might try posting to the OP web site now. If I get an answer ill post it. -
I have a multi-player map that has 1 chopper flying at 1,000. I want to know if there is a way to set a trigger or the chopper init field so that anyone who is in the chopper will HALO when they eject. With out an extra script. I put this [ exec "ca\air2\halo\data\Scripts\HALO.sqs"; ] in the unit init field and it works one time. when you respawn it does not work. The chopper never moves. Players teleport inside via the moveincargo command trigger. Anyone know how to make this as simple as possiable for me? Thank you.