A-SUICIDAL
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Everything posted by A-SUICIDAL
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problem with addAction
A-SUICIDAL replied to McArcher's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a similar problem. I started out with a flag pole with a small trigger surrounding it and stepping inside the trigger radius would cause the flag to change, the marker color to change, respawn area to move to that area, hint message and a few other things. Then I decided to add an action to the flag pole called "Raise Flag" and take all the things from my trigger and put them into the "raise flag" script and then I got rid of the trigger. Then problems started to occur where things were happening locally that only the specific client that used the raise flag action would see. Others on the server would not see the same results. So I searched around and wound up here and I'm still confused and need help. There are 10 (0-9) enemy flags that we capture in my coop mission. The flags cannot be recaptured by the enemy. this is my addAction for flag_raise0.sqs: "0" objStatus "DONE"; tskobj_0 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_1; obj_0 = true; publicVariable "obj_0"; playSound "drumroll"; US_Flag1 setFlagTexture "usa.paa"; ammobox2 setPos (getmarkerPos "box0"); "respawn_west" setMarkerPos getMarkerPos "base1"; "base1" setMarkerColor "ColorGreen"; hint composeText [parsetext format["<t size='1.4' align='center' color='#6698FF'>OBJECTIVE COMPLETED%1</t><br/><t size='1.1' align='center' color='#FFFFFF'>This is your HQ. You can respawn and rearm at this location%1</t>"]]; "respawn_west" setMarkerPos getMarkerPos "base1"; "respawn_west" setMarkerType "Flag"; Tak_Flag0 removeAction 0; exit Some of the commands work for everybody on the server, like the command that moves our ammo crate and sets the area as our new respawn location, but the hint message and sound file was seen and heard only by the client that raised the flag and only the leader seemed to be able to change the flag image. How do I would make the raise flag commands process correctly for all clients on the server so if one of the clients performed the action it would process the commands for all clients and remove the action for all clients? Any help would be appreciated. -
cant get AI to follow waypoint
A-SUICIDAL replied to natethegreat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried Kylanias example, but it didn't work. So then I figured since the script had "call BIS_fnc_spawnGroup", I figured to add the functions module and then everything worked. I tried other ways of scripting it and I was able to spawn enemy without the functions module, but they wouldn't move at all and I got errors. At least I got it working now. Thanks guys. -
cant get AI to follow waypoint
A-SUICIDAL replied to natethegreat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
is there an example mission that somebody could hook me up with? i got them to spawn, but i can get them to go to their waypoints. i get an error telling that _wp is an invalid expression or something. -
cant get AI to follow waypoint
A-SUICIDAL replied to natethegreat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying this for the first time. My mission is too laggy with all the enemy in it so I knew eventually that I would have to tackle this stuff. My mission is done, I just need to remove a lot of enemy and then spawn them when needed. When you mentioned "declared ahead of time", that's the part I'm lost on. Other than that, this thread seems to cover the rest pretty well. Actually, what I want to do is take a bunch of 12 man enemy squads, break them down into 6 man squads that when killed will respawn over on the other side of a hill someplace and then head back to the same area that they were originally patrolling around. So yeah, I'm lost right now, help! heh :) ---------- Post added at 07:41 AM ---------- Previous post was at 06:26 AM ---------- yay, i got some to spawn, and they killed me, lol. still needs some more work tho. ---------- Post added at 08:37 AM ---------- Previous post was at 07:41 AM ---------- Yeah, they wont move. I'm getting _wp errors. grr ---------- Post added at 08:50 AM ---------- Previous post was at 08:37 AM ---------- I think I just got dummer. Can somebody please post a full working script? Right now I'm using what nate started with and what grimes finished with, lol. Where's the first part of grimes script? - where he creates the group. He said he got it working. -
AddAction Question
A-SUICIDAL replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
k, trying that now -
I have an action appear on the menu for player named s1 (me), then after using the action - the action is then removed using: s1 removeAction 0; Later the action gets added again, but to remove the action a second time, I have to use: s1 removeAction 1; and when the action is added again later I have to use: s1 removeAction 2; since the action is added many times throughout my mission, I decided to just use an .sqf file that has 60 removeAction commands for the player named s1. So my question is... Instead of using 60 remove action commands, is there a way to script it somehow to be like: s1 removeAction 0 through 100; ??? And if possible, how would I script it?
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Removing actions
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's working now. I replied thanks to you and cobra in the other thread AddAction Question -
AddAction Question
A-SUICIDAL replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i was just trying out addEventHandler when i came back here and noticed that you mentioned to do the same. i was already using addEventHandler for weapons respawn, and thought it might work for healing as well, and it did. thanks for suggesting to use it. i got everything working finally. the players can keep healing as many times as needed within their first life, but i had to change some stuff to get that resolved. after they respawn they can still keep healing as needed. works well online and offline. i appreciate the help so much, thanks for your help kylania and cobra4v320. it's such a relief to not have to spend anymore time trying to get this heal stuff working. now i can concentrate on all the other problematic things in my mission, lol, starting with assembling an m2 bag and tripod bag. i can't seem to find any tutorials for that. -
AddAction Question
A-SUICIDAL replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This worked for me, but it only worked 1 time. The 2nd time I got hurt, the action would not appear. Also, if it's in the players init, and the player were to die and then respawn, won't the init be wiped clean on respawn and remove all the init commands so it can't be used after respawning? -
Removing actions
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's a sample mission of what I have. http://www.odaly.com/files/a2oa/MedKitTest.Takistan.zip To test it, install it to your mission editing folder and open it in your editor and preview it. To test the med kit, I placed 4 ATV vehicles, just hop one and then drive straight into the wall. You wont die, but you will get hurt, so just hop off and use your med kit, then hop back on and hit the wall again if you want. The med kit works great. But it still has the 60 removeAction commands in the sqf files and I don't know how to apply the method of removing the actions as you described above without taking a completely different route of setting up the hit detection. Right now I am using 20000 radius triggers, each trigger grouped to a player and set on "repeatedly" and detects when they get hit. It was the only way I knew how to get it to work with unlimited respawns. I included a multiplayer pbo file so you can test to see that it does work online, but trust me, it does, so you don't need to bother with it. Anyway, I posted the link here so you could take a look at it in the editor and fix the 60 removeAction commands using your method instead, but only if you feel like helping me out, it would be omg very much appreciated. The way I have things set up to work is probably the way wrong route to take, but I am a noob at this stuff, although it does work and I had no help when I first created it, so I do feel like I did a good job with it for the most part. Like I said before, after a player uses his med kit more than 60 times, the action will then stay on his menu, but the chances of a player using it that many times is extremely slim, although... the real mission I am working on did take 3 hours for me and a few friends to complete and the med kit was used a lot. In any case, I could always increase the removeAction commands higher if needed, but I would prefer using your method. I am using my med kit in a mission I am making that has unlimited respawn, no medics, no field hospitals, no place to go and heal at, and I do not use any revive scripts or first aid modules because they ruin the ability to use the med kit action when they cause you to be incapacitated. When you are incapacitated, you have no abilty to use any actions at all, which is so annoying, especially when you can still crawl and you have a med kit that you could have used if the damn first aid modules weren't in the mission. So if you use the med kit in a mission, don't use anything else that is first aid related. I hate that incapacitated stuff. As a leader of a group, you can command a wounded AI teammate to use his med kit and he will. Also, I have the suicide script incorporated in this sample med kit test mission. I use the suicide action when I am stuck on a rock. There is a problem with the suicide script where the game tells me "Sound gunshot not found" and when I replace the sound with my sound, everything works fine except only the player suiciding can hear the pistol fire, other teammates standing near by do not hear the shot at all. Only the shooter hears the shot. So if you can figure out how to fix that, that would be really cool. Otherwise I am going to remove it from my mission completely and I really do not want to. Right now the suicide script is using an M9 sound that I recorded. The recorded sound has 1 second of silence before the fire sound occurs. I did this because the animation was out of sync with the animation. In my other mission that is using the suicide script, I removed all pistols except the M9 since I don't want players that are carrying a M9sd or G17 to hear the loud M9 shot that I added. In this test mission, some players have an M9sd, but just ignore that, lol. It's kind of hard to test the suicide script without somebody there to test with you online and tell you if they are hearing it when you suicide. Like I said before, when I tested it, only the shooter could hear the pistol fire. Okay, that's enough ramble for me. I'll check back soon. My XFire is suicidal8000 if you wish to add me. Thanks in advance. -
Removing actions
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Whatever, I'll just leave the 60 removeAction commands. Just curious though, does it even matter to have that many commands? Meaning... doesn't the game just use the one removeAction command that it needs and ignores the rest of the commands? And then later when it runs the same script again, it would just use the next removeAction and ignore the rest. It's not like leaving 60 commands in the file is lagging me at all or anything. -
Desert USMC Units
A-SUICIDAL replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
yeah, thats what i thought. oh well. -
Desert USMC Units
A-SUICIDAL replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have both arma 2 and arma 2 oa and I am making a mission that only uses oa stuff, because my friend only has oa stand alone and i want him to be able to play my mission with me. i want to use these units in my mission, but if i do, will my friend who has oa stand alone be able to install these units and play my mission, or would he need to buy regular arma 2 to be able to play? meaning... can these units be used with oa stand alone? -
Removing actions
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
so, let say I have an 2 man coop mission, and the players are s1 and s2 and the action is "Use Med Kit" which will pop up on both players menu any time they get hit and using the action executes s1_med_kit.sqf or s2_med_kit.sqf depending on who got hit and then the action instantly vanishes from the actions menu. How would I script what you posted above? Everything in my script is working perfectly, I just wanted to use an alternative method of removing the actions for both players. I am currently using s1_rem_action.sqf and s2_rem_action.sqf, and both remove sqf files have 60 removeAction commands, and if for some reason either player would use their medkit more than 60 times, the action would then remain on their actions menu, and even though I severely doubt either of the players would use their med kit more than 60 times,lol, I still want to get rid of the 60 removeAction commands and use what you described above instead, but I'm a total noob at scripting, so could you give an example of what you explained above for s1 and s2. And would I need to put the new scipt into my init.sqs file? Where would this stuff go? -
init gone when respawning?
A-SUICIDAL replied to dematti's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm not sure how or where to apply unit setVehicleInit "blah blah blah"; processInitCommands; I am not using a respawn script, but instead I am simply using a respawn_west marker and the following script in the description.ext respawn = base; The players on my team respawn and none of their init stuff works and I don't know what to do and it's ruining everything. Please. I really need help with this. -
Making an normal Unit to Medic?
A-SUICIDAL replied to ViV's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
never mind. i scripted it myself. works awesome too. tested it with friends. no medic in the mission at all. if any of us get so much as a scratch, the option to "Use Med Kit" suddenly appears in our inventory. when the choice is made to use the Med Kit, the action suddenly vanishes from your actions menu, then a heal animation starts to play out - just like when you kneel and heal at a Med Tent. a few seconds later the animation stops and your back in the action. no more screaming and yelling for a medic, no more drag and carry, and no more worries about hitting a bush and getting hurt when your on an ATV or when you trip over a rock. best of all, no more being stuck crawling 200 meters to a Med Tent or MHQ. the script re-checks each players health and has unlimited usage. i can also add group chat messages that automatically announce the moment a teammate gets hit "I'm Hit!", "Using Med Kit" and "I'm healed". yeah, to most guys it's like a cheat, but the way I look at it... 90% of the time you get shot at - you die instantly, so the Med Kit just helps out for all the other times you get hurt, like from tripping over rocks, driving through bushes on your ATV, a rough chopper landing, when a Hummer hits a tree or a wall, and a zillion other buggy and klutzy reasons. lol. and i suck at scripting, so this was a major breakthrough for me. lol. spent like 10 hours playing with commands from the command reference page. for the first 6 hours i made no progress at all and if anything i became even more dumb than when i first started. then it started to come together slowly. i couldn't find any script examples out there that helped at all. none. and this forum board search engine seriously needs an upgrade since none of my 10 thousand searches yielded anything helpful at all. i definitely didn't copy my script from anybody. one look at my script and you'd see right away that i basically rigged it together with some sticks and twine, but it works, and i fired the medic and now he's collecting unemployment. pfff, revive script, i don't think so. i've grown tired of risking my tail to go revive players that play stupid and get themselves incapacitated every 2 minutes. if anybody is interested, let me know. i'll hook you up with it. i'm going to get back to work on my mission now. i'll try and make time to zip up a sample mission of the Med Kit script, upload it to my server and then post it for download here or wherever. i'm sure there's another script just like it out there, but i don't really know since - i couldn't find one. -
Making an normal Unit to Medic?
A-SUICIDAL replied to ViV's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks. I found one there, but the download link for it doesn't work. Here's the page: http://www.ofpec.com/forum/index.php?topic=30530.0 Anybody know where I can find this? It's exactly what I am looking for. Or a script by somebody else that does the same thing? -
Making an normal Unit to Medic?
A-SUICIDAL replied to ViV's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was trying to do the same thing today. It's strange that I just stumbled on this. I suck at scripting, but I thought their might be a way to do this. For my 8 man coop mission, I wanted to add into each player a script that would check to see if the players damage was greater than 0 and if so, to then add an action to the menu called something like "Bandage" or "Treat Wounds" that would run a script that would use a basic bandage animation and then return the player to 0.1 health, or some health level that at least allows the player to walk and run again. This should be possible. If there was a script on the shelf like this I would pay for it and bring it home and add it to all the missions I make. -
Setting enemy accuracy in editor ?
A-SUICIDAL replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I read back though this thread and then found what he explained. I some how missed it the first time I read through it. But at least now I know how to set it both ways. Thank you. This will make my mission so much better. All mission creators should use this stuff to tone down the enemy a bit. I've played a ton of custom made missions where enemy are placed into the mission on roof tops and in the middle of streets and they do nothing except sit there picking their nose and then I get into a good position and right when I get ready to aim and fire - one of the enemy AI flips around aimbots and shoots me right between the eyes with his crappy iron sight weapon from 200 meters away and insta kills me before i can pull my trigger. Then I respawn, run 3 miles back to the same spot and I got shot while I'm running and the very first shot fired kills me again. -
Script question (if = then?)
A-SUICIDAL replied to excruciator's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
when i first tried this it worked fine except i was hearing the gunshot sound a full second before the animation showed the gun firing. So to fix this I decided to replace the sound with an m9 sound that I recorded and I added a full second of silence before the fire sound occurs. I saved it as ogg, added it to my description.ext and told the suicide script to use the new sound and then it worked perfect. The sound was then in sync with the animation. So then i made sure all 8 players in my 8 man coop mission all have m9 pistols only - and i made sure that there were no other pistols in the ammo crates other than m9's. later when i was testing my mission online with a friend we noticed that only the shooter/suicider can hear the new m9 sound that i added. meaning... my friend couldn't hear the shot when i suicided, but i could. and when he suicided i couldn't hear the shot, but he could. Is there anyway to fix it so both of us can hear the shot fire? also, i tried setting everything back the way it was originally setup using the default sound, but now i'm getting "Sound gunshot not found" when i test. what i'd like to do is get it to work using my new sound, have it give the option on the menu to suicide when the pistol is selected, and have all players near by hear the shot when its fired. or get the default gunshot sound to stop giving me the message "Sound gunshot not found" and also play the gunshot in sync with the animation. -
Setting enemy accuracy in editor ?
A-SUICIDAL replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I added to the enemy group leaders init field: then I put this into my init.sqf: I know I did this wrong since it's giving me script errors. I wish I knew this stuff better. If I use: What exactly would I need to put into my init.sqf? And would I have to apply this for every enemy group I want to change? Because I want to change them all. Or is there a way I can just apply it to the entire enemy team in my coop mission? because that's what I thought Wiggum was trying to accomplish and I kinda wanted to do the same if it's possible. -
Setting enemy accuracy in editor ?
A-SUICIDAL replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
was just about to ask that. thank u -
Setting enemy accuracy in editor ?
A-SUICIDAL replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool thx shk :) -
Setting enemy accuracy in editor ?
A-SUICIDAL replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Where do you put the script? -
custom ammo box appears at new captured area?
A-SUICIDAL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
At the start of my coop mission there is an custom ammo box with all weapons in it. It has the following ammo box filler script in its init field: null0 = this execVM "ammo.sqf"; this allowDamage false; My team later captures an area and our respawn location then becomes the new area we just captured. How can I get the custom filled ammo box to then appear at our new respawn location? Can the ammo box at mission start be relocated to the new respawn location? So far I have figured out how to create a new ammo box at the new respawn location, but I am having trouble filling the new ammo box with all weapons. To create the new ammo box, so far I have: _ammobox1 = "USSpecialWeapons_EP1" createVehicle (getMarkerPos "area2"); ...but then I get stuck on the part where I am trying to exec the ammo.sqs I tried using setVehicleInit, but I think I'm doing it wrong. It would be easier to just relocate the ammo box from the starting point in the mission to area2, but I don't know how to do that either. Any help with this would be greatly appreciated. Also, I was trying to change a Takistani flag to a USA flag using setFlagTexture, but I don't know what the default USA flag texture path would be.