A-SUICIDAL
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Medals
Posts posted by A-SUICIDAL
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I've been trying to figure out how to make a script just like this for a mission I'm working on right now. With the idea to give each coop player 3 Med Kits, and the ability to get more from a field hospital tent, but never be able to carry more than 3. The problem I have is... I'm not an expert at scripting. I was directed to this thread when I asked for help, and it seems like your bandage script is exactly what I want to put into my mission. I tried the script and it seems great, but I have a couple of questions...
I'm not sure exactly what the damage threshold value does. I tried lowering the value and I seemed to take less damage in general, but I'm not really sure. When I set the threshold to 0 I died very easily, like I hit a small rock while driving slowly on an ATV and I died right away. What does the threshold value actually do? The default value is 0.15 and I am assuming that you had to be more than 0.15 damage before the option to use bandages will appear. Is this correct?
Also, is there a way to make it so I can get more bandages from say... a Field Hospital? I have 2 medics in my mission that can deploy a mash_EP1 tent and I really want players to be able to get more bandages from the field hospitals that the medic deploy. But I don't want players to be able to take more than 3 bandages.
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Thank you so much guys. I'm going try it right now.
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I just tried it, it works great. I'm trying to addAction to a field tent now to "Take bandages", no more than 3, but I'm having a little trouble with it, but I should get it figured out soon.
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I am using a heal script in my coop mission, but I am trying to make it so players start with 3 "Med Kits" and when they run out I want to make it so they can get more from a field hospital(or other medical related object or vehicle). I cannot use Norrin's revive script in this mission because it conflicts with a few of other scripts that I created. In Norrin's revive, there is the ability to take bandages and med packs from a field hospital. I tried examining the way Norrin did it, but it's a little over my head and my attempts to create a way to do it have not been working out at all, so I figured I'd ask for help here. The purpose of limiting the 'Med Kits" is so I have a reason to keep the 2 playable medics in my mission. If I can't limit the "Med Kits", then there is no reason for me to keep the medics or the field hospitals that they can deploy - in the mission -and I really want to keep the medics and their field hospitals. My mission creation is done, this is the last nail I need to get tapped in. Any help with this would be much appreciated.
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Sorry, I meant to post in the Arma 2 editing forum.
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Works great. No sqs lag this time, lol. I set it to delete dead AI after 3 minutes and vehicles after 10 minutes (180 & 600). Thank you very much Celery. Now my mission won't look like a corpse ridden junkyard.
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Confusion
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Nice, I'm liking Arma edit very much. Oh, that FileBoss program I was using, the trial ran out. I searched for like 30 minutes and finally found a good free program that searches files containing text.
http://www.sadmansoftware.com/search/
It's much better. I browse to the folder that I want to search, tell it to search for a specific word, then it finds the file and opens it to just the exact line containing the word and if I double click it then opens the file in a program similar to Notepad X that has line numbers and infinity undo. Really good program. It's not a trial either.
I'm going to try Celery's remove body/vehicle script. He just changed it from sqs to sqf. Last time I tried it it lagged my mission real bad and it took me a week to figure out why my mission was lagging. Hopefully it works well this time, otherwise I'll be coming back here to nag you for your remove dead stuff script, heh.
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I checked a few of the replies after I released the mission, but haven't been back here to check since then. That was a long time ago. Sorry. I've just been very busy working and stuff and also trying to get better at making missions before I attempt to release any new missions. For those that didn't like my Angel Squad mission, well, I'm sorry if you didn't like it. It was the first mission that I ever made for Arma 2 OA after I had just purchased it. The intro wasn't easy to make. After the last couple of patches released, I tried playing the mission and noticed that the intro kind of got screwed up, like the men walking on the side of the road before the patch - then started walking in the street after the patch - blocking the cars coming down the road. Also, if you have CBA addon enabled, the choppers might crash into each other on the intro flight. Since then I learned alot more about scripting, like spawning enemy, lol, and other things that help keep the cpu usage to a minimum. And I've made a few friends that have helped teach me how to make better missions. My main focus with my Angel Squad mission was to attempt to remake a mission I made for Cold Crisis 10 years ago, except I completely forgot how to write scripts and make missions, heh. But yeah, the intro was created based on the old school intros I used to make for 24 man coop missions, where in the beginning, the camera would pan in to each players face, which was my way of giving players a chance to show off their custom faces that they used to make back then. The camera would also show their name and role in title text, then an IA pilot would fly us to the battle while several cameras filmed the flight there while a cool song played in the background, or I would just pan to each player with title text and then cut the intro short. Back then long intros were acceptable, because players only had 1 life and no respawns, and some missions would last like 3 hours, so a good intro would get you pumped. Everything is respawn these days. Back then some guys would die in the first 10 minutes and they were so devoted to their group of friends and the server they played on, that they would spectate for the entire remainder of the 3 hour long mission. Kegetys Spectator had only just released at the time, so for most the missions we played, we would die and spectate as a seagull, which was hard to do when the players would all hop in a chopper and fly to a different island, lol. The rest of us dead guys used to have to Flap Flap Flap for 30 minutes with our little bird wings. Literally a flock of dead guys. So funny.
Yeah, Angel Squad will drop you right into the battle, that was the idea. In real life men do get dropped right into battle without time to plan. And there are no stingers to help you take those nasty birds out of the sky, but if you die, you can always load back to the last bunker that you captured, the game will save after the intro and after each completed objective. It's a playable mission, but I would never make another mission like it that has all the enemy placed in the mission at mission start, lol. But it didn't lag for me at all when I played it. If it lags for you, go into your game options - advanced video settings and disable "Postprocess Effects" and it should play fine.
I might possibly revamp/tweak the mission and re-release a newer version of it one day soon. Anyway, thanks for the feedback guys, both good and bad. It's much appreciated.
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Norrin's script has conflicted with other scripts in my mission many times. For instance, the leader in my mission can deploy a ralley point that players can teleport to from the base flag. When redeploying a new ralley point, it deletes the old ralley point. The problem is... if I am the leader, sometimes when I revive somebody, the action to deploy the ralley point vanishes from my actions menu. I also had to remove my mission start camera (12 second pan-in effect) and my screen picture, because it conflicted with the revive script as well.
---------- Post added at 11:59 PM ---------- Previous post was at 11:57 PM ----------
I'm going to try what you mentioned above right now. I wish I wasn't such a newb scripter.
---------- Post added at 01:04 AM ---------- Previous post was Yesterday at 11:59 PM ----------
Thanks Demonized. I think that fixed it. Not 100% sure unless there are more people in the server. Right now I'm just testing with 1 friend and it worked fine. But yeah, Norrins's revive script keeps conflicting and causing me to lose the ability to deploy a rally point. I revive a guy and then lose the action to deploy the rally point.
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I downloaded your helo script a few days ago and tested the sample mission, then I tried to figure out how to use it, but I got really confused when I tried to apply it to my mission.
In my mission there are 8 satchel charge objectives. At each objective there are 2 circle triggers that surround the objective. The first trigger radius is 150 meters, the second is 50 meters. Both triggers spawn an enemy helo that has a waypoint directly over the objective that will exec the para drop script. So basically when you get within 150m of the objective, 1 helo spawns and drops enemy at the objective. And when you get within 50m of the objective, another helo spawns and drops more enemy at the objective. Some tanks and stuff spawn too, but they work fine, it's just the AI that fall out of their chutes that is the problem.
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I am using murk_spawn.sqf in my mission. I downloaded the scripts & sample mission from Armaholic.
http://www.armaholic.com/page.php?id=7074
Everything works well, except I have a few triggers throughout my mission that spawn an enemy helo and when it flies to one of it's waypoints, the waypoint executes a script to eject the AI in cargo. The problem is, the chutes open and the enemy AI fall out of their chutes and splat on the ground, but the chutes stay open and gradually fall to the ground without any enemy in the chutes. Sometimes the first AI to jump out will stay in his chute, but the rest just fall to the ground fast. I've tried scripting it many different ways and each time I test in single player it works fine, but then I play it in multiplayer and they always fall out of their chutes.
Does anybody know why this happens? Does somebody have a better script that is proven to work in multiplayer without the enemy falling out of their chutes? Everything in my mission is done, except for this problem I am having with the parachutes, and I also need a good remove body/vehicle script.
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Sounds awesome. I used to have trouble finding old test scripts that I wrote, then I started using FileBoss. Basically FileBoss allows me to search for text within a file or folder. So If I can't find a script, but I remember that it contained the word, say... "cleaner", I would then open FileBoss and tell it to search my entire missions folder for any files containing the word "cleaner" and it would instantly list any files that contained the word.
Off-topic, but another good program is Notepad-X. It shows line numbers and unlike regular notepad, it has the infinity "undo" actions, where regular notepad only has 1 undo action, which totally friggin sux, lol.
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Found the problem, me Sec Mouse Btn was set to optics "Optics" and was conflicting with "Lock or Zoom" which was also set to my Sec Mouse Btn. So I removed the "Lock or Zoom" from the Sc Mouse Btn and it fixed the problem. Thanks for your help ryguy.
---------- Post added at 07:32 PM ---------- Previous post was at 07:25 PM ----------
Basically to fix the problem, make sure there is only 1 key or mouse button set for "Optics" and that no other keys are using that same key or button. "Optics" is most commonly set as Sec Mouse Btn, so if you do use Sec Mouse Btn for "Optics", try not to bind anything else to your Sec Mouse Btn.
And don't confuse the control action "Optics Mode" with "Optics", they are different. For instance, the MK17 EGLM RCO has 2 optics modes, 1 is the scope lens and the other is an iron sight on top of the scope and to switch between the two you would use "Optics Mode", but to actually use your scope lens view, you would use "Optics".
I am guessing that the last patch did in fact cause my problem, because I always used to have my "Optics" and "Lock or Zoom" binded to my Sec Mouse Btn and I never had a problem with it in the past.
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I used to be able to switch to iron sights on the M2 and other tripod guns. I was assuming that the last patch I installed might have disabled that ability. I've tried every zoom key and optics and no matter what, I just can't seem to get the iron site view to work. Is there anybody else that is having this problem?
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Yeah that picture above is for mission tasks.
When you finish a mission and lets say... the last task was task8, use this in your last task script.
task8 setTaskState "succeeded";
endMission "END1";
Then you will get the task8 completed green box AND the SP scenario completed green box.
I was just testing the other end numbers an hour ago, like end2, end3, etc. Not sure what the difference between them are. My guess is so you can have different ending outcomes in 1 mission, but I'm not sure.
---------- Post added at 06:35 PM ---------- Previous post was at 06:23 PM ----------
Here is an actual script I use to end one of my missions.
task8_completed.sqf
obj8 = true; publicVariable "obj8"; task8 setTaskState "succeeded"; playSound "IncomingChallenge"; hint composeText [parsetext format["<t size='1.2' align='center' color='#6698FF'>EXTRACTION SUCCESSFUL%1</t>"]]; sleep 10; taskhint ["MISSION COMPLETED\nGood Job!", [1,1,1,1], "taskNew"]; sleep 11; endMission "END1"; exit
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Going to give it a whirl now. Thanks.
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What's the best remove dead bodies/vehicles script?
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I made a single player mission that is basically just dog-fighting. If the player ejects they can then radio for a chopper extraction that takes them back to base. The problem is the chopper always gets shot down. lol.
Is there a a simple way to script things so that only during the chopper extraction - that the entire east side holds fire until the player is dropped off back at base? Then maybe I could just turn it on and off during and after the extraction using:
east_hold_fire = true;
east_hold_fire = false;
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I don't mean to sound like a jerk, but I worked really hard on a mission and one day it started getting so laggy to the point where it was unplayable. For over a week I kept trying to figure out what was causing the problem and how to fix it. I lost a lot of sleep and was ready to just scrap the mission and all the work I put into it, then I tried to remember what things I last added to the mission before it became so laggy. I kept thinking that it couldn't be your remove body/vehicles script, because that is supposed to make the mission less laggy, but then I finally removed it from the mission and suddenly my mission was completely lag free. I don't know if anybody else has had this experience. Maybe there is something else in my mission that is conflicting with it. I don't know. Right now I am once again trying to find a good "remove dead bodies/vehicles" script and so far I haven't found a good one. I think my computer just hates sqs files, lol. I wish your script worked for me.
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Will this work with a playSound? My Music is actually a sound file, so I use "playSound" to start playing the music. Normally I have my in-game music always turned off and I never add a jukebox module to my missions or use "playMusic" ever, because I don't like the music that comes with this game. lol. Most all of my friends always have their in-game music turned off too. So I figured by using playSound, I could force the music to be heard even if their in-game music volume is turned off, but if they really don't want to hear the music, I wanted to give them the option to turn it off. I've already tried Cobra's method, but I tried using "playSound" instead - and it does not work. Basically it gives me a missing sound error when I try to use playSound ""; I've even tried creating a blank sound file that plays 4 seconds of silence and named it blank.ogg and tried to stop the sound by using playSound "blank"; but it just keeps playing. I guess it's just not possible and the only alternative is to actually turn my music volume up in the game and start using playMusic instead of playSound. That sux, lol.
---------- Post added at 05:30 AM ---------- Previous post was at 05:27 AM ----------
In some missions I use:
plane1 say "track1";
and then the sound does stop when the vehicle is destroyed. And I was able to make the sound play again when the vehicle respawned.
---------- Post added at 05:43 AM ---------- Previous post was at 05:30 AM ----------
lol, soooo... I addAction "Music On" which creates and attaches a radio to the player and uses radio say "track1"; to make the sound(music) play - and removes the action while adding another action "Music Off" which when selected would delete the radio and stop the sound - and add the action back "Music On" again. Maybe attach the radio in such a way that it's hidden in the players rib cage, heh. Nah, then it would float in the air if the player were to go prone. Or better yet, attach the radio to the inside of the jet cockpit, yeah, that might work.
---------- Post added at 07:34 AM ---------- Previous post was at 05:43 AM ----------
Actually, my crazy idea works perfect, but better suited for the single player mission I am working on.
I added this to my vehicle's init:
this addAction ["Music On", "music_on.sqf", [], -1, false, true, "", "(_this in _target)"];
Then created a music_on.sqf:
_man = _this select 0; _act = _this select 2; if (alive _man) then { _man removeAction _act; radio = "Radio" createVehicle [0,0,0]; radio attachTo [plane1,[0,2,-1]]; radio say "track1"; p1 addAction ["Music Off", "music_off.sqf", [], -1, false, true, "", "(_this in _target)"]; };
Then I created a music_off.sqf:
_man = _this select 0; _act = _this select 2; if (alive _man) then { _man removeAction _act; deleteVehicle radio; p1 addAction ["Music On", "music_on.sqf", [], -1, false, true, "", "(_this in _target)"]; };
Basically when I get in my F-16 it gives me the option "Music On" and when I select it - it removes the action and attaches a radio inside my plane and the radio says the sound file and adds the action "Music Off". When I choose "Music Off" it deletes the radio which stops the sound and adds back the option "Music On".
Since my single player mission does have respawn in it for the player, the AI and vehicles, I also added an empty trigger (0 radius, activation none) and in the "Condition" I put:
!alive plane1
and in the "On Act." I put:
deleteVehicle radio
Which deletes the radio if the plane is destroyed.
Again, I don't like any in-game music turned on, so this is one way to get my sound to stop when I want it too. It also seems kind of cool when I eject and hear the music fade away as my plane descends towards the ground, except the pitch increases and starts sounding like it mickey mouse, like it sucked some helium. Is there a way to fix that by adjusting the class CfgSounds and editing the number that comes after the volume number?
sound[]={"sound\track1.ogg",1,1};
---------- Post added at 07:53 AM ---------- Previous post was at 07:34 AM ----------
Ok, that's the pitch I guess.
CLY Heal - a self-bandaging script
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted · Edited by A-SUICIDAL
This is the trigger so far...
So exactly how would I add...
getVariable CLY_healings<3 and
... to the trigger condition?
lol, sorry I'm not better at this stuff. I tried jamming it in the trigger a several different way and keep getting errors. ( :P )
Also, in my "take_bandages.sqf" I started trying to script it, but I'm not sure what I'm doing. Kind of embarrassed to even post this, but this it what it looks like so far...