SkyDice
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Everything posted by SkyDice
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I know this is probably a really obvious question, but I can't find (and I have looked long and hard) any examples of creating a trigger that ends the mission on the death of a particular unit(s). I can find stuff that counts groups, and I know it uses !alive shilka1 (I think?), but I get a 'type bool, expected nothing' error when I try to set it up so I must be doing something wrong! Mission is to eliminate two Shilka AA batteries (shilka1 & 2). I have the trigger set to activate on OPFOR, 'not present', type End#1. I want it to end the mission after shilka1 & shilka2 have been destroyed. At the mo I'm getting around it with a huge 'OPFOR not present' trigger but that seems messy and open to error, so if I can target the trigger to just the two AA vehicles I'll be much happier! Can anyone help? I'm just starting out but am keen to learn! It's planned as a co-op mission if that makes any difference! :)
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I'm new to editing and ARMA 2, help?
SkyDice replied to Psychology's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Good places to start would be: Mr Murray's Editing Guide (for Arma, but most of it still applies). http://www.armaholic.com/page.php?id=4847 Another guide, for Arma2 - just found this recently myself and it's very good: http://www.armaholic.com/page.php?id=13109 For specific examples of more complex scripts etc, with demo missions so you can see it all working, Kylania is a forum regular and an absolute legend. He helped me out last year with several scripts, and has probably taught me more than anyone else here: http://www.kylania.com/ex/ This guy has some good videos: http://www.youtube.com/user/eclipse245#p/u/40/oIIN4Fep3U0 You're starting down a road that will get longer and more complicated the further you go down it. It will be daunting, and infuriating, and you'll have to learn some scripting, but it's well worth it. Search these forums and Armaholics too for specific things you want to do - it's a safe bet that someone's already asked, and answered before you. Above all else, keep asking questions and persevere! -
Hey guys, it's been ages since I last coded briefings (made several missions for Op Arrow), but I'm having a little trouble coding for vanilla Arma2. I've got my briefing set up, my init.sqf is there with execVM "briefing.sqf"; in it (I just copied an init.sqf from one of my older missions for OA, which works fine). When I load my Arma2 mission with all the above set up correctly, the task and diary texts appear as normal on the map screen etc - but the actual briefing itself doesn't run at startup, it just loads straight to the game engine. I'm sure I'm missing something really obvious, and I have googled/searched for a good half hour with no success. Anyone care to tell me what I'm doing wrong? :) EDIT: here's the briefing.sqf: waitUntil { !isNil {player} }; waitUntil { player == player }; player createDiaryRecord ["Diary", ["Info", "Created by SkyDice<br/>http://www.theclawproject.net"]]; player createDiaryRecord ["Diary", ["Scenario", "US forces are undertaking a covert insertion to locate and disable an enemy Early Warning Radar system and accompanying AA batteries."]]; tskobj_1 = player createSimpleTask["Disable AA Site"]; tskobj_1 setSimpleTaskDescription ["Locate and destroy enemy Radar installation and AA batteries", "Destroy AA/Radar Installation", "AA/Radar Installation"]; tskobj_1 setSimpleTaskDestination (getMarkerPos "obj_marker1"); player setCurrentTask tskobj_1; // run this file again when respawning (only setup the killed EH once though) if ( isNil{player getVariable "mk_killedEHadded"} ) then { player addEventHandler ["killed", { [] spawn { waitUntil { alive player }; // waitUntil player has respawned execVM "briefing.sqf"; }; }]; player setVariable ["mk_killedEHadded", true]; }; EDIT2: More confused now. The briefing loads properly when run as a multiplayer game, but not as a single player. Guessing this is something to do with the scripting in the briefing.sqf... ah well as long as it works, though if anyone knows why do let me know!
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Minor Init.sqf issue
SkyDice replied to SkyDice's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, on further checking - with the saved briefing.html, the briefing appears in SP mode (yay). The actual tasks etc are gone though - presumably because the briefing.html I used was blank. I'll check in a second and transfer the code from my .sqf to the .html, which I assume will sort it out. However - the Biki says that in Arma2, briefing.html is only used to hold the debriefing information, which as I said, I'm not using. So is the Biki just plain wrong, and Arma2 needs .html, not .sqf? EDIT: Yup, transferring the code to the .html and changing the init.sqf to call the .html instead of the .sqf makes it all work perfectly. Guess the documentation's wrong after all! -
Minor Init.sqf issue
SkyDice replied to SkyDice's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
(lots of swearing later..:) ) Yup, you're quite right - forgot to resave the mission with the .html file present! What a plonker I am! Thanks for pointing me in the right direction. So, just to clarify then - in Arma2 that briefing.html needs to be present (even if empty) as well as the briefing.sqf, but in Op Arrow, briefings work fine with just the .sqf? -
Minor Init.sqf issue
SkyDice replied to SkyDice's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, will do. I was under the impression that briefing.html was only used for debriefing text (which I wasn't going to use). Is it the case then that this file is still required, even if it's not going to be used? It's not called anywhere in the init.sqf? Appreciate the help mate, seem to remember you helping me once or twice before in fact - so thanks! :) Edit: tried it, no success. :( -
Minor Init.sqf issue
SkyDice replied to SkyDice's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Celery - briefing.html? I have briefing.sqf in there, does it need to be .html in Arma2? I used to make missions for Op Arrow, but this is my first go at making one for Arma2. I assumed they were the same though for the most part, I knew OA had some minor differences in the way the editor/scripting is used? Like I say the briefing screen shows up fine when played as an MP mission, just not if played as an SP mission. In both modes the task/diary entries show up fine once you're in the game and playing, but odd that it doesn't show the briefing in a single player start. :) -
ARMA 2: Operation Arrowhead, version 1.55 - Patch released.
SkyDice replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Just wanted to say thanks BIS for patch 1.55 - I can finally run both GPU's (5770) and get much better performance at full 3D resolution. Game plays like a dream now! :) -
A2 - OA BAF Campaign Impressions
SkyDice replied to nedley's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Loving it so far, much better (despite the occasional dubious moment of voice acting, some brilliant moments too tho) than the Arrowhead/ARMA2 campaigns in terms of playability. Still have no idea how to use the construction interface in the firebase mission. BUT - oh my god, why no co-op?! The whole of Arrowhead has it, why not this? These missions would be perfect for 2-10 players! Hopefully either BIS'll change it, or someone more savvy than me will mod them! -
Community driven Bug&Issue Tracker (CIT) for ARMA 2: Operation Arrowhead and ARMA 2
SkyDice replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Can't access the site, so it can go here. It's been posted in the troubleshooting thread, but has slipped off the front page (I found it by extensive googling on the subject): http://forums.bistudio.com/showthread.php?t=106407 Basic tripod bags are not in the backpack menu in the editor. Static placed weapons can be broken down into mortar + tripod sets, but a bagged mortar (for example) given to a player, or left for them to collect is useless, as we can no longer give/place the tripod required to assemble it for use. OP tested better than I did though, I just came across it by accident while toying with mortar packs and static weapons just now. :) -
graphics bugs with ATI 4800 series (4850/4870/4890)
SkyDice replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
Is 10.7 actually any good then? Few people seem to think so? 10.6 wasn't stable, I might upgrade if 10.7's worth it for OA. Did anyone get better FPS or performance? -
Some questions need help
SkyDice replied to MonsterXXX's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Kylania's a legend, isn't he? :D -
Ambient Combat Module
SkyDice replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Lots more. First thing that needs to be overhauled IMO. -
Hi all - I'm creating a co-op mission and I could use a little help. I've got the players running/driving/etc their way from one end of the map to the other, 'escaping' from a Takistani jail. I want to end the mission in a different place each time, and have an airlift called in when they reach the pickup point. I'd planned to call the location of an invisible H with a large placement radius to randomise the mission, and to call to place the objective marker in the briefing. But of course, I can't place a trigger in the location to activate a helo-pickup if the location is randomised each time. Is there a way to create one at the invisible H, even when it's random? I'd also like them to have access to a single supply drop past a certain distance travelled, which I've been trying to get working with the BIS call support_fnc on a blufor/present trigger, but I can't seem to get it working either. Any thoughts on either problem would be appreciated! I've searched, and I've tried everything I can think of, but I'm still stuck! :)
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Ok, great, thanks! I do have a couple more questions though.. :) I'm using this heli extraction script btw (thanks again - searching does work sometimes!), on a BLUFOR present trigger getpos'd to the grouped invisible H, like you said: http://forums.bistudio.com/showthread.php?t=103625&highlight=helicopter+extraction and I just want to check that when you say you mean putting a functions module down for each and naming them hStart & hEnd - for where the heli is spawned, and where it should land/vanish? I'm going to have the hEnd at an airbase, with an endmission BLUFOR/Present trigger when they get close to the base.I'm also using: to set up weapons (stolen ak's) for the escapees - but the mission begins early in the morning and it's pitch black (for a while anyway). I'd like one or two of the players to have NV goggles (maybe the guards had them, etc) so they're not completely screwed in the dark, but the addweapon/addmagazine don't recognise the class "NVGoggles". Any idea how to add NV goggles manually? Also, looking at the Direction Spawn in the editor, I see you've got a trigger making sure the groups are dead in the mission area, and that you've got radio triggers set for each group. the .sqf seems to randomly select one of the spawn markers to spawn the group when the trigger is called. So - to implement this in my mission (say, three or four locations where enemies will spawn when approached), am I right in thinking I'd need to make one spawn marker, one trigger that uses the selnewdir.sqf (set to say 8 men) script and a unique selnewdir.sqf for each location? Would I also need separate triggers to ensure the groups are dead? I think I understand most of it, just filling in my own gaps now lol! I'm also not sure what's defining 'infdestination' (I assume a getpos player?) to define where the enemy attacks. Thanks again for all the help :) EDIT: Tested it all and for some reason, the exfil point only appears at the invisible H :( I've got an invisible H grouped with 4 empty markers (exfil1 through 4), with in the init line (the briefing calls a marker called "exfilmarker" to place the objective, which is also getpos'd to the invisible H). The trigger, trig1 has on a BLUFOR present 50 x 50 metres (so they'll trigger it, and the message, when they get close). The invisible H is grouped as you said, but it doesn't seem to be randomising the spawn between the markers and the placement position, the H just stays where it is. After a bit more testing, the trig1 setpos/exfilmarker setpos aren't being placed on top of the invisible H, AND the H isn't randomising it's spawn with the grouped markers either - so it's actually two problems!
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God damn supplydrop function
SkyDice replied to travn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Kylania pointed me to this thread, but I'm also having trouble getting the ammo to drop. HMMV works fine, plonks it right down in front of me, but "USBasicWeapons_EP1" does nothing. Any ideas? -
Wow script looks great, thanks - one problem is that de-pboing is completely beyond me (I have the program but no idea how to use it, and yes I've tried!) so I won't be able to check that way. However, from what you've said this code is going in a selNewDir.sqf (which I can create fine), to be called by a trigger (which is where it gets sketchy). Can you fill in the gaps? You're creating two groups, waiting until both are killed and then calling another two groups? Is there a delay? I get the set enemies count section (should it be set to '0'?). How would I duplicate markers - if that's where enemies are spawning, then marker a/b will be fairly close to the trigger perimeter - to set up multiple triggered spawns in different places?
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Thanks for taking the time to help, I appreciate it. One final question - I've had to place a fair few enemy units/waypoints on the map, but I'm sure there's a way to spawn enemy units and add waypoints with triggers. I've read a couple of threads on this, tried out the code and nothing spawned - and the threads are just code, with no explanation. Any thoughts? :)
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Ok, will give those a try, thanks. Re the search, I think for noobs like myself the hard part is finding the right post.. sometimes, if it's not what *exactly* what you're looking for, it can be hard to apply it. I do try though :) Also trying to find a way to make MiG24's use searchlights, any ideas? :) Appreciate the help! EDIT: Also, will the code for the supply drop work with an ammo crate? Or several? Just repeat the code for more than one item per drop?
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Voted yes, a good suggestion I think. I pondered the stamina thing for a bit but running etc already has an effect on aiming, so I'd assume your dynamic recoil would kick in only when stationary/rested?
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Have they fixed the 360 controller config to allow invert look for infantry controls yet?
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modules - Weather - Environment Effects - Particle
SkyDice replied to nikita320106's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there any official documentation on the two Environment modules (Effects/Colour)? Searches reveal nothing, the BIS Wiki has no entry for them and they don't seem to do anything, synced or un-synced. It'd be nice if we could tweak the effects module to make sandstorms etc, but I'm afraid Toasticuss' post is a bit beyond me! Anyone got any info? :) -
Ambient Civilians (Expansion) Query
SkyDice replied to CerberusDog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Same problem here, I've managed to get it working once or twice, but never repeatedly. Most of the time, you put them down and nothing happens. I'm sure I read there was a 500m AOE around the module (to calc the no. of doors), but even placing two or three over villages you want to use seems to do no good. -
[How To] Simple Support Module (OA) ?
SkyDice replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I know very little about code and even less about ARMA2/OA coding & scripting, but having looked through that link I see nothing that allocates those support requests to the numbered communication functions. It's my guess that if the allocation of supports to numbers can be changed, it'd be possible to run this alongside the Sec Ops Manager, as all the SSM does is override the SOM's use of '2' to accept/decline missions. Is this possible? It seems daft that they can't be used together as standard. -
New OA Modules
SkyDice replied to JuggernautOfWar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@ all The reason the Sec Ops & Simple Support module do not work together: The SSM overrides the '2' communications option, setting it to 'supply drop'. The Sec Ops Manager uses '2' to accept/decline generated missions. When both modules are present, the '2' option (supply drop) is not initially present, appearing only after/during the time a generated mission is being offered. The mission itself cannot be accepted, as selecting '2' gives you a supply drop, not the Sec Ops communication options. It's impossible to use both and still be able to accept/decline Sec Ops Missions. I've posted this about three times now with little response. Suppose this is a bug that needs reporting, but I don't know how to do it, so perhaps someone more knowledgeable can post it to the CIT? Or find a way to use both at the same time? EDIT: Apologies Juggernaut, didn't see your reply in the other thread :)