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Posts posted by b00tsy
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You lost me sorry :) I have only tried to learn all the scripting for a short time, i'm already glad that I get most of the basic stuff working so far.
Well, the most important thing (create/spawn vehicles) works so thats good. The mission will only be a bit more hardcore when a vehicle is lost and not replaced with a new one.
I will give this a rest for now before I get a headache from it and continue with other stuff in the mission :P
---------- Post added at 02:53 PM ---------- Previous post was at 02:51 PM ----------
You need to place a functions manager before any function would work.Yes it contains a function module and a gamelogic trigger named 'Server' for the respawn script to work. Or do I have to give the module a name as well?
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That unfortunately did not work either.
I am using this respawn script:
?! (local server): exit ~3 _vehicle = _this select 0 _delay = _this select 1 _empty = true _disabled = false _moved = false _startpos = getpos _vehicle _startdir = getdir _vehicle _type = typeof _vehicle #waiting ~2 _newpos = getpos _vehicle ?! (_newpos select 0 in _startpos) or not (_newpos select 1 in _startpos): _moved = true ?! (isnull driver _vehicle) or not (isnull gunner _vehicle) or not (isnull commander _vehicle): _empty = false ? (isnull driver _vehicle) and (isnull gunner _vehicle) and (isnull commander _vehicle): _empty = true ?! (canmove _vehicle) or (canfire _vehicle): _disabled = true ? (canmove _vehicle) and (canfire _vehicle): _disabled = false ? (_disabled) and (_empty): goto "spawn" ? (_moved) and (_empty): goto "spawn" goto "waiting" #spawn ~_delay ?! (isnull driver _vehicle) or not (isnull gunner _vehicle) or not(isnull commander _vehicle): _empty = false ?! (_empty): goto "waiting" deletevehicle _vehicle ~0.5 _newveh = _type createvehicle _startpos _newveh setpos _startpos _newveh setdir _startdir [_newveh, _delay] exec "vehirespawn.sqs" exit
It works great when I place the activation code in the init of a vehicle, but it refuses to work with a new created vehicle.
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Thanks that looks logical. Unfortunately it did not work. The vehicle does get spawned, but after destroying it it does not respawn. I will keep messing with it some more.
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I have two more questions :)
I have now got the vehicle spawn working properly, but I also want to link a script to the created vehicle. I have created a simple respawn script that I want to combine to that new created vehicle.
This is what I have:
[getmarkerpos "award1", 0, "HMMWV_MK19_DES_EP1", west] call BIS_fnc_spawnVehicle; hint "HMMWV (Mk19) available!";
and I also want to add this to the created vehicle:
[this, 120] exec "vehirespawn.sqs";
I am sure it is something simple to combine both codes, but I am unsure how to do it. I think giving the created vehicle a name would do it and then replace "this" with the vehicle name, but don't know how/where to add a vehicle name to it.
I also have some problems with letting a spawned group to patrol at a marker position.
_dgrp = [(getmarkerpos "test_1"),east,6] call bis_fnc_spawngroup; sleep 10; _dgrp = [(getmarkerpos "test_1_1"),east,6] call BIS_fnc_taskPatrol;
The group spawns properly, but the taskPatrol does not seem to activate, the opfor men just keep standing there. What am I doing wrong?
---------- Post added at 11:49 AM ---------- Previous post was at 10:30 AM ----------
Ohh and one more question >_<
I can't seem to create empty vehicles. Any hints on how to do that would be apriciated too.
edit again: the last I figured out. In case other people finds it useful:
_veh = "MtvrRepair_DES_EP1" createVehicle (getMarkerPos "award2");
Spawns empty vehicle.
Still would like to know how to add respawn script to the added vehicle and how to get the patrol function to work.
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Yeah I have, but did not use combined ops. Haven't touched arma 2 since the release of OA :)
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I used the same thing and nothing for me. I am trying to get it to work on OA, but I tried the code with several class names:
[getmarkerpos "test", 0, "HMMWV", west] call BIS_fnc_spawnVehicle;
this one for example which should work in OA, but still no vehicle when the trigger activates.
With creating objects I can fake it by placing the object underground and then with a trigger change the position to above ground. It gives the same result, but vehicles I can't place underground.
Thanks for the help anyway!
Edit: I got it! I was using the class names I found in the wiki and they were ArmA2 class names. I now found the right class names and it works.
Thanks for the help.
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Yeah I did add a sound to the trigger to check if it activates and the trigger is named test without the quotes. I hear the sound, but nothing. Weird that it wont work if everything is correct. I also placed the code without the "east" as I do not believe that is needed anyway, but also that does not create the vehicle. The marker is a default empty trigger with just the name added.
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Do you need the () around the getmarkerpos and marker name?And why the switch type, have you tried with none?
Im not at my playing computer so I cant test it myself
I tried it without the () and without any type active, but nothing still. I do not get any errors or anything.
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I think you need to put the marker name in qoutations for it to work.Yeah indeed, I forgot to add that. It still wont work however :(
So I created a trigger activated with bluefor present and a countdown set to 15 seconds and placed the code on the 'on act' and made it type switch, but when the trigger activates I see no vehicle created at the marker position.
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Hi,
I have been searching the wiki and the forum, but I can't seem to find exactly what I am looking for. Well I saw a couple of related topics, but I could not get it to work as described there.
I am looking for a simple way to create a vehicle after a town has been cleared with a trigger.
Now is saw this:
[(getmarkerpos test), 0, "BMP3", east] call BIS_fnc_spawnVehicle;
But this does not do anything when I tried it in a trigger. I also added a function module to see if that does anything, but nada.
Any hints on how to get it to work is appriciated.
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Ohh P.S,
If the custom sounds are not liked you can remove them (mission map is included).
In the editor you simply remove the triggers and civillians at the left edge of the map and remove one trigger at the insert point that activates "paint1.ogg", remove the sound map and remove the sound code from the "description.ext" file. And then save the mission. Just keep the mission title the same pls.
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Thats crazy, nobody would play that on a dedi server, go make tea while waiting to join the game. Anyway most of our crew play with music on zero so it adds nothing. Any chance of a music-less release?The mission loaded in about 20 seconds for me on a server. I like to keep the custom sound in the mission because I like a more customized dynamic environment. Even if you have to wait a minute its' worth it for a mission that lasts 4 to 5 hours right. It is first of all a SP mission, but it is just as much fun in coop. But yeah the size is larger then the average mission.
I am creating a new similar mission, but then with more fire power on both sides and for more players that will not contain custom sounds.
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Whoah, 19MB .pbo file. Does it have a soundtrack included or somethingYeah it contains a lot of custom .ogg sounds. I could have compressed them more, but I like a high sound quality :)
---------- Post added at 08:07 PM ---------- Previous post was at 08:04 PM ----------
B00tsy, I'm getting an error message: no entry 'bin\config.bin/CfgWorlds.51Any ideas on what it means?
No idea, but it does not look mission related. Will have a look at it though.
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Im sure you know this but you can still create the mission but you will just see low quality versions (since the latest patch) while you test, although all config and mission data would work for anyone with full BAF.Im sure that wouldnt be much fun though, but for a quick swap on models/vehicles using patch 1.54 reference in the editor under BAF it would work.
Yeah i've seen the new BAF stuff in the editor, haven't tried them out yet lol. Will have a look at it. Wont take much time to create a BAF version of this mission. :)
---------- Post added at 09:40 PM ---------- Previous post was at 09:37 PM ----------
boggler;1741124']Did you also mind "join in progress" failures?
I played it today on a dedicated server (my server) and I had no errors or problems. I even had the custom sounds. Just played for a little while, but if the begin of the mission works properly then everything in the mission should run the same.
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I have trouble with setting up a dedicated server, hope someone can help.
I have read the wiki page and installed the armaoaserver.exe and created a server .cfg file and added to the armao.exe "-server".
When I run arma oa now i get a pop up dialog that a server has been created, but when I run Arma I do not see the server listed anywhere and there is not a firewall problem as far as I can see. Unfortunately the wiki does not explain it all in great detail, just a quick set up instruction.
Can anyone give me some hints to get it working?
I have setup ArmaOA beta to be used as the server. and the cfg file and the server.exe are both in the beta map where the beta.exe is.
Edit: nevermind for now. I see that I am missing some files!
---------- Post added at 12:08 PM ---------- Previous post was at 10:53 AM ----------
Ok 1 hour later and still not getting it to work. I keep getting the error: No entry' ProfilePathDefault.
In the server.exe parameter I did add the profiles location, everything else is in the main arma map.
"C:\Program Files\Steam\SteamApps\common\arma 2 operation arrowhead\Expansion\beta\arma2oaserver.exe" -cfg=basic.cfg -config=server.cfg -name=server -profiles=C:\Users\username\Documents\ArmA 2 Other Profiles
Ive setup the basic.cfg, server.cfg and the server.ArmA2OAProfile.cfg and placed them in the main arma OA beta map where the server.exe is too.
Help! :)
---------- Post added at 01:37 PM ---------- Previous post was at 12:08 PM ----------
Ok seem to fixed it, not sure what I did, but it works now. If an admin sees this, the thread can be deleted >_<
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I have a little request to BI. Can you please tweak the install program so that you actually get prompted when the install is finished?
Now when I install a beta the install display mentions that the install is finished after 10 seconds while it is by long not finished. So after 30 minutes I just manually stop the install hoping that it is completed. If I end it to soon I have to reinstall it all over again.
Thanks :)
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My solution that worked: remove all side arms form AI units :D
It was mentioned that the stuck AI bug was due to danger/stealth mode, but it seems to be the side arm switch thats causing it. Without a side arm the AI has no problem in stealth/danger mode so far. Could of course be that the bug is due to a combination of both combat mode and side arm switch.
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so this works know? on a dedicated server?Yeah should work fine now. I've played it myself in mp mode and had no problems. For the custom sounds to work you may need the mission map with scripts and sounds. Not sure about that, hence why i've included them.
---------- Post added at 10:48 PM ---------- Previous post was at 10:43 PM ----------
Great updates havent been here for a bit to notice the changes.Would you consider a BAF DLC units version? Or would you leave that to DLC owners to edit thier own?
Thanks, slowly starting to get used to all the scripting :)
I havent downloaded BAF yet, having still to much fun with the US and takistan troops to be honest. I will buy BAF soon anyway as it is cheap and add those units to this mission.
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I've fixed the coop version and tweaked it a bit more. I have also added the mission map so that it should be playable in mp mode with the custom sounds. You can also easy edit the mission yourself now.
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Ok I think I know what the problem is then, I named one player (teamleader) "Player". Will change the name and see if it works then.
Your site/blog is very useful btw, thanks for all the script examples.
Edit: yeah it was mistake by naming one unit "Player". Works fine now.
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Place your flag pole with this in it's init field:this addAction["HALO","flagpoleHALO.sqf"];
The contents of flagpoleHALO.sqf is:
haloed = true; hintSilent "Click on the map where you'd like to HALO."; onMapSingleClick "player setPos _pos; [player, 2000] exec 'ca\air2\halo\data\Scripts\HALO_init.sqs';haloed = false;hint 'Close the map and don''t forget to open your chute!'"; waitUntil{!haloed}; onMapSingleClick "";Hey kylania, this little script is working great, but in MP mode only the team leader/player is able to use the parajump when I tried. The other players can select the halo option, but when they click the map it lets the team leader parajump instead of them. What should I change/add to fix that so that the whole side can use it?
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I am using version 1.54 and if I remember right I did had the men in stealth mode when I encountered this issue. I was not aware there is already a new beta patch out, will give it a try thanks.
Would indeed be nice to be able to command your team to switch to rifles instead of having to do it myself manually, which is only possible when the team mates are switchable/playable.
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Since I little while I am noticing some AI issues when playing a custom mission in AO.
The first issue is that when I let my men overwatch a position (sniper rifles) some or all of them choose to use the side arm and try to take out enemes with a pistol from 500 meter range...while they have a sniper rifle for long range shots. It can't be right that the AI prefers to use a pistol when they carry a long range rifle or any other rifle.
The second issue is that the team mates sometimes become unresponsive to my commands after they switched to the side arm when proned. Well they do listen, but they can not move. I found out by switching to the AI units that they were holding the side arm. When I use the weapon switch drop down I saw the side arm as selectable while he was already holding the side arm in his hands. After manually switching all the weapons of the AI to rifles (dropdown correctly displayed) they could move again and were acting on my commands again. In the mission I was playing I had to switch to my AI units every 10 minutes and fix the side arm issue so that they could move again.
Anyone else experienced these problems? If yes, has the bug been reported yet?

saved missions and general editing questions.
in ARMA 2 & OA : MISSIONS - Editing & Scripting
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You can either place the men next to the building with an added waypoint inside the building, then the men just walks to the position in house.
You can also add this to the units init:
Where the last number in the code is the height. If you want a guy on the first floor you set it to 2 I believe, second floor will be 4, etc. Then you can just place the men on top of the house in the editor and the men will be inside the house.
There are also more difficult ways where you exactly describe the position in an external script.