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Everything posted by wickedstigma
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Real Life Photography/Photo Editing II - NO IMAGES >100kb
wickedstigma replied to Major Fubar's topic in OFFTOPIC
Thanks, you think they are good pictures? I don't know a lot about photography, I can say this is the first time I take pictures with a descent cam, neither about image shack. I just made an account since I saw that it has the thumbs thing because you posted yours like that, lol! -
Real Life Photography/Photo Editing II - NO IMAGES >100kb
wickedstigma replied to Major Fubar's topic in OFFTOPIC
Anthill More flowers -
Real Life Photography/Photo Editing II - NO IMAGES >100kb
wickedstigma replied to Major Fubar's topic in OFFTOPIC
Pools at Mayaguez Resort -
Real Life Photography/Photo Editing II - NO IMAGES >100kb
wickedstigma replied to Major Fubar's topic in OFFTOPIC
Sky: -
Real Life Photography/Photo Editing II - NO IMAGES >100kb
wickedstigma replied to Major Fubar's topic in OFFTOPIC
Sunsets -
Real Life Photography/Photo Editing II - NO IMAGES >100kb
wickedstigma replied to Major Fubar's topic in OFFTOPIC
Flowers & Plants -
Real Life Photography/Photo Editing II - NO IMAGES >100kb
wickedstigma replied to Major Fubar's topic in OFFTOPIC
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Real Life Photography/Photo Editing II - NO IMAGES >100kb
wickedstigma replied to Major Fubar's topic in OFFTOPIC
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Real Life Photography/Photo Editing II - NO IMAGES >100kb
wickedstigma replied to Major Fubar's topic in OFFTOPIC
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Real Life Photography/Photo Editing II - NO IMAGES >100kb
wickedstigma replied to Major Fubar's topic in OFFTOPIC
I love to take pictures. Here are some of my favorite ones. Wasp in my grandfathers farm A lizard in the same place. This pic was taken by a friend with my cam. Pictures I took @ "Ell Morro". San Juan, PR! -
I don't know, I think the gameplay was really cool. Not very game has to be the ultimate realistic simulator to be good. I played ghost recon 2 for PC and I think it was really good. I got hooked with the game some time becuase the team almost always did what you told them to do. I never played the MP though.
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Don't you think this was a stunt pulled by them to raise prices but got out of their hands? Well... maybe it was really just an accident.
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Running Random Scripts?
wickedstigma replied to IAmMarshicus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, the wiki can give you the main idea of how to use a command in its most basic way and some times on intermediate level. But it lacks of more examples on different situations and specially on control structures. -
general mission template
wickedstigma replied to d3nn16's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wish I could help but I don't even know what programming language is that. What language is it? -
Control Structure problem [If and switch]
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, thanks for the tips. the 3 ifs where just to keep changing the value of _ffe and then test it with the ifs. Im calling it through: nul = [["ammo","ARTY_Sh_105_HE"],["type","FFE"],["amount",10],["spread",0],["roundDelay",1]] execVM "simple_artillery_strike_v2.0DEBUG.sqf"; I will indent everything put the getMarkerPos as you told me, but imo its going to be the same since I have that way of setting up the position of the target and it works perfectly. But in the end i dont lose anything for trying it so Ill try it and will post back. Thanks btw. ---------- Post added at 08:42 PM ---------- Previous post was at 08:13 PM ---------- Ok, I tried something else, i made another script just with 2 vars and 1 if to see if worked, and it did: _name = "wicked"; _num = 26; if (_name == "wicked") then { hint "he is 26" }; I copy/paste and subst. vars and it didt work, so I added inside the part that changes _typeofFire something else to see if something changed: case "type" : { _typeofFire = _x select 1; hint "type of fire set succesfuly! Redirecting in 10 seconds"; sleep 10; }; After doing this, guess what, the variable changed to FFE but it doesnt show the hint but its seems to wait the 10 seconds since it takes 10 secinds to show the next hint "Setting custom Fire Mission [COMPLETE]"; that shows that the switch is complete . This might be a start in the problem. -
Artillery
wickedstigma replied to Militant1006's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh ok, in that case go for Evil Echo alternative, it really works, even though I haven't been able to adjust the AI target properly. -
Control Structure problem [If and switch]
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I actually do indent my code. Here is the script without the debug code: //Simple Artillery Strike v 2.0 //Set default values //----------------------------------------- _artilleryTarget = "artilleryTarget"; // Main target _firingMode = "NORMAL"; // Normal or Battery One _ordinance = "ARTY_Sh_122_HE"; // Type of ordinance _typeofFire = "none"; // Type of Fire Mission - (FFE, Zone & Sweep, Smoke Screen, etc.) _amountofRounds = 10; // Number of rounds to be delivered on target _proximity = 6; // For anti personel ordinance, will explode @ _explosionAltitude value _ceaseFireSwitch = false; // To order cease fire when you order Fire For Effect _numberofGuns = 6; // Number of cannons to shoot on Battery One _spawnHeight = 500; // Ordinance spawn hegiht _spawnDelay = 60; // Time for fire mission to splash _spawnPosition = "none"; // Used for different patterns and types of fire missions _initialDelay = 60; // Initial delay of custom fire missions _roundDelay = 6; // Delay between rounds _roundCounter = 0; // Counts number of rounds been shot _spread = 100; // Spread of fire mission _pattern = "none"; // tight, spread, scatter, _ffe = false; // Switch for the Fire for Effect Fire mission _artilleryStrikePos = [0,0,0]; // Artillery strike position to spawn bomb and have a correct spread hint "Setting defaults [COMPLETE]"; sleep 3; //----------------------------------------- //Variable Tester //----------------------------------------- hintc format ["Fire For Effect Switch: %1 \nType of Fire: %2", _ffe, _typeofFire]; //----------------------------------------- //Read custom values //----------------------------------------- { switch (_x select 0) do { case "mode" : { _firingMode = _x select 1}; case "ammo" : { _ordinance = _x select 1}; case "type" : { _typeofFire = _x select 1}; case "proximity" : { _proximity = _x select 1}; case "guns" : { _numberofGuns = _x select 1}; case "initDelay" : { _initDelay = _x select 1}; case "roundDelay" : { _roundDelay = _x select 1}; case "amount" : { _amountofRounds = _x select 1}; case "spread" : { _spread = _x select 1}; case "pattern" : { switch (_x select 1) do { // Changes presets according to the type of pattern you choose case "tight" : { _amountofRounds = 10; _spread = 50 ; _roundDelay = 2.2}; case "spread" : { _amountofRounds = 12; _spread = 150; _roundDelay = 4 }; case "scatter" : { _amountofRounds = 16; _spread = 300; _roundDelay = 5 }; case "harrass" : { _amountofRounds = 8 ; _spread = 100; _roundDelay = 3 }; case "suppress": { _amountofRounds = 20; _spread = 200; _roundDelay = 3 }; }; }; }; } forEach _this; hint "Setting custom Fire Mission [COMPLETE]"; sleep 3; //----------------------------------------- //Variable Tester //----------------------------------------- hintc format ["Fire For Effect Switch: %1 \nType of Fire: %2", _ffe, _typeofFire]; //----------------------------------------- sleep 2; _ffe = true; hintc format ["Fire for effect value: %1", _ffe]; if (_typeofFire == "FFE") then {hint "Fire for effect! 123456789"}; _ffe = false; hintc format ["Fire for effect value: %1", _ffe]; if (_ffe) then {hint "Fire for Effect Shot!"}; _ffe = true; if (!(_ffe)) then {hint "Fire for Effect Shot!"}; /* This is the part that will execute the fire mission after the freaking if works. //Fire Mode and Fire Mission Execution //----------------------------------------- _artilleryStrikePos = [getMarkerPos _artilleryTarget select 0, getMarkerPos _artilleryTarget select 1, 100]; for "_x" from 1 to _amountofRounds do { //Creates the slected _ammo at the selected _height _artilleryStrike = createVehicle [_ordinance, _artilleryStrikePos, [], _spread, "NONE"]; // Sets direction of the artillery round and velocity _artilleryStrike setvectorup [0,9,0.1]; _artilleryStrike setVelocity [0,0,-100]; //Delays the code for the selected amount of time sleep _roundDelay; }; */ And this is the script with the debugging code of MichaelGER //Set default values //----------------------------------------- _debug = true; if (_debug) then { diag_log "Starting debug"; }; _artilleryTarget = "artilleryTarget"; // Main target _firingMode = "NORMAL"; // Normal or Battery One _ordinance = "ARTY_Sh_122_HE"; // Type of ordinance _typeofFire = "none"; // Type of Fire Mission - (FFE, Zone & Sweep, Smoke Screen, etc.) _amountofRounds = 10; // Number of rounds to be delivered on target _proximity = 6; // For anti personel ordinance, will explode @ _explosionAltitude value _ceaseFireSwitch = false; // To order cease fire when you order Fire For Effect _numberofGuns = 6; // Number of cannons to shoot on Battery One _spawnHeight = 500; // Ordinance spawn hegiht _spawnDelay = 60; // Time for fire mission to splash _spawnPosition = "none"; // Used for different patterns and types of fire missions _initialDelay = 60; // Initial delay of custom fire missions _roundDelay = 6; // Delay between rounds _roundCounter = 0; // Counts number of rounds been shot _spread = 100; // Spread of fire mission _pattern = "none"; // tight, spread, scatter, _ffe = false; // Switch for the Fire for Effect Fire mission _artilleryStrikePos = [0,0,0]; // Artillery strike position to spawn bomb and have a correct spread hint "Setting defaults [COMPLETE]"; if (_debug) then { diag_log "Settings defaults complete"; }; sleep 3; //----------------------------------------- //Variable Tester //----------------------------------------- hintc format ["Fire For Effect Switch: %1 \nType of Fire: %2", _ffe, _typeofFire]; if (_debug) then { diag_log format ["Fire for effect switch: %1 type of fire: %2",_ffe, _typeofFire]; }; //----------------------------------------- //Read custom values //----------------------------------------- { switch (_x select 0) do { case "mode" : { _firingMode = _x select 1; if (_debug) then {diag_log format ["Mode var got the value %1",_x select 1];}}; case "ammo" : { _ordinance = _x select 1; if (_debug) then {diag_log format ["ammo var got the value %1",_x select 1];}}; case "type" : { _typeofFire = _x select 1; if (_debug) then {diag_log format ["type var got the value %1",_x select 1];}}; case "proximity" : { _proximity = _x select 1; if (_debug) then {diag_log format ["proximity var got the value %1",_x select 1];}}; case "guns" : { _numberofGuns = _x select 1; if (_debug) then {diag_log format ["guns var got the value %1",_x select 1];}}; case "initDelay" : { _initDelay = _x select 1; if (_debug) then {diag_log format ["initDelayvar got the value %1",_x select 1];}}; case "roundDelay" : { _roundDelay = _x select 1; if (_debug) then {diag_log format ["roundDelay var got the value %1",_x select 1];}}; case "amount" : { _amountofRounds = _x select 1; if (_debug) then {diag_log format ["amount var got the value %1",_x select 1];}}; case "spread" : { _spread = _x select 1; if (_debug) then {diag_log format ["spread var got the value %1",_x select 1];}}; case "pattern" : { diag_log format ["pattern var got the value %1",_x select 1]; switch (_x select 1) do { // Changes presets according to the type of pattern you choose case "tight" : { _amountofRounds = 10; _spread = 50 ; _roundDelay = 2.2}; case "spread" : { _amountofRounds = 12; _spread = 150; _roundDelay = 4 }; case "scatter" : { _amountofRounds = 16; _spread = 300; _roundDelay = 5 }; case "harrass" : { _amountofRounds = 8 ; _spread = 100; _roundDelay = 3 }; case "suppress": { _amountofRounds = 20; _spread = 200; _roundDelay = 3 }; }; }; if (_debug) then {diag_log format ["amount of rounds: %1 spread: %2 rounddelay: %3",_amountofRounds, _spread, _roundDelay];} }; } forEach _this; hint "Setting custom Fire Mission [COMPLETE]"; sleep 3; //----------------------------------------- //Variable Tester //----------------------------------------- hintc format ["Fire For Effect Switch: %1 \nType of Fire: %2", _ffe, _typeofFire]; if (_debug) then { diag_log format ["Fire For Effect Switch: %1 \nType of Fire: %2", _ffe, _typeofFire]; }; //----------------------------------------- // Check if _ffe was getting the true value _ffe = true; hintc format ["Fire for effect value: %1", _ffe]; if (_debug) then { diag_log format ["Fire for effect value: %1", _ffe]; }; // Check if _typeofFire = "FFE" then hint if (_typeofFire == "FFE") then {hint "Fire for effect!"; if (_debug) then {diag_log "if 1 triggered";}}; // The code doesnt pass this point of the code _ffe = false; hintc format ["Fire for effect value: %1", _ffe]; if (_debug) then { diag_log format ["Fire for effect value: %1", _ffe]; }; if (!(_ffe)) then {hint "Fire for Effect Shot!"; if (_debug) then {diag_log "if 2 triggered";}}; if (_debug) then { diag_log "end debugging"; }; ---------- Post added at 05:54 PM ---------- Previous post was at 05:53 PM ---------- I also tried what you told me about semi colon after the hint. -
Control Structure problem [If and switch]
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Lol. remora is just an internal joke with a friend. But yes, its actually the target.First I made a marker, but then I changed it to a car so I could use the getPosASL. Im going to take the quoptes out and check if it works. Ill post back in a few minutes with any results. ---------- Post added at 05:00 PM ---------- Previous post was at 04:57 PM ---------- Ok, I got confused with the remora target since thats for another code.... why is that what appears in my rpt instead of what the debug of my script? anyway, Im going to check it out and post back the new rpt ---------- Post added at 05:18 PM ---------- Previous post was at 05:00 PM ---------- Ok, I moved the RPT to another folder, deleted everything else on the test map and left only the trigger with the debug code MichaelGER did and runned everything again. This is what the RPT says now. 680.041 (0) XEH: PreInit Started 685.636 (0) XEH: PreInit Finished 0:11:26.896 (0:00:00.000) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=SimpleArtillery ?¯??trikeV2e0, worldName=utes, isMultiplayer=false, isServer=true 686.905 (0) XEH: PostInit Started 688.478 (0) XEH: PostInit Finished 0:11:28.483 (0:00:00.000) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex","acexpla"],[[[0,4,0,97],-1],[[1,1,1,356],-1],[[1,1,1,236],-1],[[1,1,1,19],-1]],[[0,0,0],0]] "Starting debug" "Settings defaults complete" "Fire for effect switch: false type of fire: none" "ammo var got the value ARTY_Sh_105_HE" "type var got the value FFE" "amount var got the value 10" "spread var got the value 0" "roundDelay var got the value 1" "Fire For Effect Switch: false \nType of Fire: FFE" "Fire for effect value: true" "if 1 triggered" "Fire for effect value: false" "if 2 triggered" "end debugging" It keeps stopping at this point: hintc format ["Fire For Effect Switch: %1 \nType of Fire: %2", _ffe, _typeofFire]; I mean it shows the hint but after that it doesnt make anything else. -
Control Structure problem [If and switch]
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here it is, its says Buffer to small - nowhere to write the data like 100 times Buffer to small - nowhere to write the data Buffer to small - nowhere to write the data ===================================================================== == C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe == "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" ===================================================================== Exe timestamp: 2010/05/22 11:47:33 Current time: 2010/06/19 14:11:56 Unsupported language English in stringtable Unsupported language English in stringtable Unsupported language English in stringtable Exe version: 1.05.62017 ===================================================================== == C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe == "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=@ace;@acex;@acex_pla;@acex_sm;@bb_units;@cba;@ffaa;@ffaa_pickup_terrorista;@ffa_terroristas_v1.1;@mma;@mma_xeh;@ou_air_beta;@zcommon;@a10_camo;@fastrope -nosplash -winxp -cpuCount=4 ===================================================================== Exe timestamp: 2010/05/22 11:47:33 Current time: 2010/06/19 14:13:02 Conflicting addon ou_air in 'ou_air_cfg\', previous definition in 'ou_air\' Unsupported language English in stringtable Unsupported language English in stringtable Unsupported language English in stringtable Updating base class AnimationSources->, by ou_air_cfg\config.bin/cfgVehicles/ou_ch_53d/AnimationSources/ Updating base class MH60S->ou_ch_53d, by ou_air_cfg\config.bin/cfgVehicles/ou_ch_46e/ Updating base class AnimationSources->, by ou_air_cfg\config.bin/cfgVehicles/ou_ch_46e/AnimationSources/ Updating base class ->BulletBase, by ca\weapons\config.bin/CfgAmmo/B_9x18_Ball/ Updating base class ->BulletBase, by ca\weapons\config.bin/CfgAmmo/B_556x45_SD/ Updating base class ->MissileCore, by ca\weapons\config.bin/CfgAmmo/MissileBase/ Updating base class ->MissileBase, by ca\weapons\config.bin/CfgAmmo/M_Stinger_AA/ Updating base class ->Grenade, by ca\weapons\config.bin/CfgAmmo/GrenadeHand/ Updating base class ->CA_Magazine, by ca\weapons\config.bin/CfgMagazines/VehicleMagazine/ Updating base class ->CA_Magazine, by ca\weapons\config.bin/CfgMagazines/HandGrenade/ Updating base class ->Pistol, by ca\weapons\config.bin/cfgWeapons/M9/ Updating base class ->M9, by ca\weapons\config.bin/cfgWeapons/M9SD/ Updating base class ->M16A2, by ca\weapons\config.bin/cfgWeapons/M16A2GL/ Updating base class ->rifle, by ca\weapons\config.bin/cfgWeapons/M24/ Updating base class ->rifle, by ca\weapons\config.bin/cfgWeapons/M240/ Updating base class ->rifle, by ca\weapons\config.bin/cfgWeapons/M249/ Updating base class ->rifle, by ca\weapons\config.bin/cfgWeapons/MP5SD/ Updating base class ->MP5SD, by ca\weapons\config.bin/cfgWeapons/MP5A5/ Updating base class ->rifle, by ca\weapons\config.bin/cfgWeapons/G36a/ Updating base class ->G36a, by ca\weapons\config.bin/cfgWeapons/G36K/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/Launcher/ Updating base class ->Launcher, by ca\weapons\config.bin/cfgWeapons/Stinger/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/ Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/ Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/datsun1_civil_1_open/ Updating base class ->Car, by ca\wheeled\config.bin/CfgVehicles/hilux1_civil_1_open/ Updating base class ->Turrets, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_base/Turrets/ Updating base class ->MainTurret, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_base/Turrets/MainTurret/ Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/ Updating base class ->Turrets, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_base/Turrets/ Updating base class ->MainTurret, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_base/Turrets/MainTurret/ Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/ Updating base class ->Turrets, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/Turrets/ Updating base class ->MainTurret, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/Turrets/MainTurret/ Updating base class ->FlagCarrierCore, by ca\misc3\config.bin/CfgVehicles/FlagCarrier/ Updating base class Turrets->Turrets, by x\acex_sm\addons\c_sound_veh_armor\config.bin/CfgVehicles/BMP2_Base/Turrets/ Updating base class MainTurret->MainTurret, by x\acex_sm\addons\c_sound_veh_armor\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/ Updating base class RocketPods->Launcher, by x\zeu\addons\cfg_core_ai_engagement\config.bin/CfgWeapons/SPG9/ Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/Turrets/ Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/AAV/Turrets/MainTurret/ Updating base class Launcher->RocketPods, by x\ace\addons\c_vehicle\config.bin/CfgWeapons/SPG9/ Exe version: 1.05.62017 47.393 (0) XEH: PreInit Started 52.664 (0) XEH: PreInit Finished 0:00:59.579 (0:00:00.500) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=intro, worldName=utes, isMultiplayer=false, isServer=true 62.211 (0.7) XEH: PostInit Started 65.613 (1.464) XEH: PostInit Finished 0:01:05.614 (0:00:01.464) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex","acexpla"],[[[0,4,0,97],-1],[[1,1,1,356],-1],[[1,1,1,236],-1],[[1,1,1,19],-1]],[[0,0,0],0]] 131.737 (0) XEH: PreInit Started 137.161 (0) XEH: PreInit Finished 0:02:18.609 (0:00:00.000) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=SimpleArtillery ?¯??trikeV2e0, worldName=utes, isMultiplayer=false, isServer=true 138.623 (0) XEH: PostInit Started 142.488 (0) XEH: PostInit Finished 0:02:22.569 (0:00:00.000) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex","acexpla"],[[[0,4,0,97],-1],[[1,1,1,356],-1],[[1,1,1,236],-1],[[1,1,1,19],-1]],[[0,0,0],0]] "Starting debug" "Settings defaults complete" "Fire for effect switch: false type of fire: none" "ammo var got the value ARTY_Sh_105_HE" "type var got the value FFE" "amount var got the value 10" "spread var got the value 0" "roundDelay var got the value 1" "Fire For Effect Switch: false \nType of Fire: FFE" "Fire for effect value: true" "if 1 triggered" "Fire for effect value: false" "if 2 triggered" "end debugging" 539.31 (0) XEH: PreInit Started 544.805 (0) XEH: PreInit Finished 0:09:06.266 (0:00:00.000) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=SimpleArtillery ?¯??trikeV2e0, worldName=utes, isMultiplayer=false, isServer=true 546.28 (0) XEH: PostInit Started 548.094 (0) XEH: PostInit Finished 0:09:08.147 (0:00:00.000) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex","acexpla"],[[[0,4,0,97],-1],[[1,1,1,356],-1],[[1,1,1,236],-1],[[1,1,1,19],-1]],[[0,0,0],0]] Error in expression < _battery = _this select 0; _coords = [getPosASL "remora" select 0, getPosASL r> Error position: <getPosASL "remora" select 0, getPosASL r> Error getposasl: Type String, expected Object File C:\Users\User\Documents\ArmA 2\missions\SimpleArtillery ?´??trikeV2e0.utes\evilarty.sqf, line 12 -
Artillery
wickedstigma replied to Militant1006's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'll try it and post back (to change the getMarkerPos to getPosASL) ---------- Post added at 02:23 PM ---------- Previous post was at 02:20 PM ---------- ... didnt work... Ill try to edit it later -
Control Structure problem [If and switch]
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I copy / paste your code to a new sqf, and it did the same thing. -
Simple Artillery Strike v1.0
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok, i see. -
Control Structure problem [If and switch]
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nope, the other hintc show the value of _typeofFire first as none when I set defaults and then it shows FFE. so the var is actually getting the FFE. Even though I cant make the if or the switch case work. ---------- Post added at 01:08 PM ---------- Previous post was at 12:48 PM ---------- I saw your edit now and tried it right away. It didnt work either. I set up so the value changed before the if and it dint work either. -
Artillery
wickedstigma replied to Militant1006's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Its really simple to set up the artillery with the SOM. Here is a simple way of doing it taken from one of the youtube videos. 1) Create unit 2)Create SOM and call it som1 3)Sync unit and som1 4)Create trigger activated by game logic with min mid max of 1. 5)In the condition box write the following code: som1 getVariable "initDone" 6) On the On Act. Box write the following code: [["artillery_barrage"], player, [[RIPPER, [1,2,3,4,5,6,7,8,9]]]] call BIS_SOM_addSupportRequestFunc; 7)Create another trigger activated by Radio, delete Axis a and Axis b numbers and write the following code in the On Act. box [["artillery_barrage"], player, [[RIPPER, [1,7,9]]]] call BIS_SOM_addSupportRequestFunc; 8) Place Artillery Units on the map. Give one of the a higher rank and the other ones low rank, the group them (F2) 9) Place Artillery Module on the map and call it RIPPER. 10)Sync ARTY module with the main a Artillery Unit. Lets say you have three beloved MLRS, just Sync the SOM with the MLRS leader and that's it. 11)Done. Enjoy! I also made a simple artillery script. Here is the link and is very simple to set up/ Im working on the version 2.0 that will add a lot of new stuff, and that will be more easy to use: http://forums.bistudio.com/showthread.php?t=100237 Is not real artillery but its simple and useful. P.S. If you want to eliminate the SOM secondary ops just add to the Sec Ops Module init the following line of code: this setVariable ["settings", [[], true, nil, nil, false]]; This way you will only get the artillery and not the sec ops. ---------- Post added at 12:43 PM ---------- Previous post was at 12:16 PM ---------- Hi. How do you set the _pos? with the OnMapSingleClick or can you just set the marker name like substitute _pos with "artyTarget" ? ---------- Post added at 01:02 PM ---------- Previous post was at 12:43 PM ---------- Evil, I tried your code by giving it the MarkerPos of my target and it doesnt matter where I put the target, the units turn back and start shooting to another location. Why might that be happening? -
Control Structure problem [If and switch]
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks, but it didnt work after correcting it. :(