Khalashnikovf
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Posts posted by Khalashnikovf
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Again simple task, but I couldnt find anything about it. Is there any way how to do this? I just need to addAction when player is looking directly on some object and he is pointing on him with gun (in the best way).
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Nice job, Hercules, Trucks and New BAF Wildcat and Merlin would be nice too :)
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Im looking if Armored vehicles like BMP etc. are designated like Armored or if it is also Tank Object. Is there anywhere some useful list of that?
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So far so good.
Im working on this
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Script for using randomness to select which civilian is dangerous to a player and will try to hurt him somehow // Script by: Khalashnikovf // Thx for help to neokika for base script of revealing all certain units // ----------------------------------------------------------------------------- // Example: nul = [unit,distance] execVM "CivilianDanger.sqf"; // // unit = name of unit // distance = distance of danger area, recommended is 20 // ----------------------------------------------------------------------------- // Use: Place unit on map, place enemy unit with zero probality of existence and name it Eneminator // // Idea: Script will choose unit and says, if it is possible weapon holder, or stone thrower, or if he is just annoyer // There is 10% chance that possible weapon holder has got a gun, 40% for stone throwerer, and 80% for annoyer // Civilians with gun will just for sure shout Allah Agbar ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// private ["_unit","_distance","_mag","_wep"]; _unit = _this select 0; _distance = _this select 1; _mag = ""; _wep = ""; _targetsArray = nearestObjects [_unit, ["Man"], _distance]; { if ((side _x == CIVILIAN)and( alive _x)) then { _unitType = ceil (random 3); _unitProb = floor (random 101); switch (_unitType) do { case 1: { _unit sidechat "Armed Possible"; if(_unitProb < 10) then { _unit sidechat "Armed Is"; _weaponType = ceil (random 6); switch (_weaponType) do { case 1: { _mag = "17Rnd_9x19_glock17"; _wep = "glock17_EP1";}; // Glock 17 case 2: { _mag = "6Rnd_45ACP"; _wep = "revolver_EP1";}; // Revolver case 3: { _mag = "30Rnd_9x19_UZI"; _wep = "UZI_EP1";}; // UZI case 4: { _mag = "8Rnd_9x18_Makarov"; _wep = "Makarov";}; // Makarov case 5: { _mag = "7Rnd_45ACP_1911"; _wep = "Colt1911";}; // Colt 1911 case 6: { _mag = "20Rnd_B_765x17_Ball"; _wep = "Sa61_EP1";}; // SA-61 }; [_x] JoinSilent Eneminator; //_x say3D "allahu"; _x addMagazine _mag; _x addMagazine _mag; _x addWeapon _wep; _x selectWeapon _wep; _x SetUnitPos "Up"; _x doTarget _unit; _x SetSpeedMode "Full"; _x SetCombatMode "Red"; _x reveal _unit; _x SetBehaviour "Careless"; };}; case 2: { _unit sidechat "Stone Possible"; if(_unitProb < 40) then { _unit sidechat "Stone Is"; [_x] JoinSilent Eneminator; _x reveal _unit; _x addMagazine "HandGrenade_Stone"; _x addMagazine "HandGrenade_Stone"; _x selectWeapon "HandGrenade_Stone"; _x doTarget LOG; // only try for attacking logUnit _x SetBehaviour "Careless"; _x SetUnitPos "Up"; _x SetSpeedMode "Full"; _x SetCombatMode "Red"; _x doFire _unit; };}; case 3: { _unit sidechat "Runner Possible"; if(_unitProb < 80) then { _unit sidechat "Runner"; _x doMove getPos _unit; _x SetBehaviour "Careless"; _x SetUnitPos "Up"; _x SetCombatMode "Red"; };}; }; }; } forEach _targetsArray; _unit sidechat "-------------------------------------------";Description is in script. In short: It makes possible to arm any civilian anytime you launch this. I was trying to JoinSilent zero probability of existance unit OPFOR side. That certain unit in exactly right time only and wanted from it to attack player.
So I have got problem with switching weapon to a pistol which civilian gets, or Stone and then attack on him with that pistol, or throw a stone on a player.
--------------------------- E D I T --------------------------------------------
I made some little changes, this works fine, but there is big delay when AI is realising that it should attack on me.
Anyway functional code:
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Script for using randomness to select which civilian is dangerous to a player and will try to hurt him somehow // Script by: Khalashnikovf // Thx for help to neokika for base script of revealing all certain units // ----------------------------------------------------------------------------- // Example: nul = [unit,distance,10,40,80] execVM "CivilianDanger.sqf"; // // unit = name of unit // distance = distance of danger area, recommended is 20 // 10,40,80 is possibility of Actions: ArmedCiv,StoneCiv,RunCiv // ----------------------------------------------------------------------------- // Use: Place unit on map, place enemy unit with zero probality of existence and name it Eneminator // // Idea: Script will choose unit and says, if it is possible weapon holder, or stone thrower, or if he is just annoyer // There is 10% chance that possible weapon holder has got a gun, 40% for stone throwerer, and 80% for annoyer // Civilians with gun will just for sure shout Allah Agbar ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// private ["_unit","_distance","_mag","_wep"]; _unit = _this select 0; _distance = _this select 1; _posArm = _this select 2; _posSto = _this select 3; _posRun = _this select 4; _mag = ""; _wep = ""; _targetsArray = nearestObjects [_unit, ["Man"], _distance]; { if ((side _x == CIVILIAN)and( alive _x)) then { _unitType = ceil (random 3); _unitProb = floor (random 101); switch (_unitType) do { case 1: { if(_unitProb < _posArm) then { _unit sidechat "Possible armed threat"; _weaponType = ceil (random 6); switch (_weaponType) do { case 1: { _mag = "17Rnd_9x19_glock17"; _wep = "glock17_EP1";}; // Glock 17 case 2: { _mag = "6Rnd_45ACP"; _wep = "revolver_EP1";}; // Revolver case 3: { _mag = "30Rnd_9x19_UZI"; _wep = "UZI_EP1";}; // UZI case 4: { _mag = "8Rnd_9x18_Makarov"; _wep = "Makarov";}; // Makarov case 5: { _mag = "7Rnd_45ACP_1911"; _wep = "Colt1911";}; // Colt 1911 case 6: { _mag = "20Rnd_B_765x17_Ball"; _wep = "Sa61_EP1";}; // SA-61 }; [_x] JoinSilent Eneminator; //_x say3D "allahu"; _x setskill 0.6; _x reveal _unit; _x addMagazine _mag; _x addMagazine _mag; _x addWeapon _wep; _x selectWeapon _wep; _x doTarget _unit; _x SetBehaviour "Careless"; _x SetUnitPos "Up"; _x SetSpeedMode "Full"; _x SetCombatMode "Red"; _x doFire _unit; };}; case 2: { if(_unitProb < _posSto) then { [_x] JoinSilent Eneminator; _x setskill 1; _x reveal _unit; _x addMagazine "HandGrenade_Stone"; _x addMagazine "HandGrenade_Stone"; _x selectWeapon "HandGrenade_Stone"; _x doTarget _unit; _x SetBehaviour "Careless"; _x SetUnitPos "Up"; _x SetSpeedMode "Full"; _x SetCombatMode "Red"; _x doFire _unit; //_x fire ["throw","HandGrenade_Stone","HandGrenade_Stone"]; };}; case 3: { if(_unitProb < _posRun) then { _x doMove getPos _unit; _x SetBehaviour "Careless"; _x SetUnitPos "Up"; _x SetCombatMode "Red"; };}; }; }; } forEach _targetsArray;Next Thing I will put simple thing for smoking soldier out of his position, something like that civilian throw there instead of stone one Smokeshell :) , or maybe with really little percentage a grenade.
Little demo mission: CivilianDanger.zarghabad there is a hint when some civilian will be armed.
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Thanks neokila :)
For Civilian is
CIVILIAN
and for GUER is
RESISTANCE
Thanks,you helped me solve my civilian randomize arming and attacking script. Thanks alot
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_targetsArray = nearestObjects [_pos, ["Man","Tank", "Air", "Car"], 500]; { if (side _x == EAST) then { _unit reveal _x; }; } forEach _targetsArray;Is there any reason why its not working on Civilians unit? If I know, it should be easily changed by CIV and it shoudl work,isnt it?
For EAST,WEST works fine, but for CIV,GUER not
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I would like to make this:
I have trigger circle named City.
And I would to:
civ countSide list City
This will count every civilian unit in town (but would like to not count vehicles,only men). They are not named!
Then I would like to Add them a Pistol (makarov or whatever) randomly to a for example 1 / 20 of all civilians.
And these armed Civilians would become EAST and would try to kill west player.
Then all of civilians would run onto a player. Just to annoy him and obstruct in his sight. And when player will kill one civilian all of the crowds would throwing rocks on him. And count every throw that some civilian do and make some possibility to hit player (some blur,little damage according to where civilian would hit, all random).
I know that this is too much.
Lets start with how to send all civilians in trigger area onto a player.
Then arm some of them.
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Yeah, when I saw that explosion from SmallExplode I had on my mind FLAK fire. Will try this, I need explosions for effect,so this will be good enough after my little modification :)
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bomb = "SmallSecondary" createVehicle [getpos targ select 0,getpos targ select 1,200];
place the code in a gamelogic and name targ or place in a trigger.
That will spawn a small explosion in the air.
a couple of other explosions that will work are
"HelicopterExploSmall"
"HelicopterExploBig"
These are just effects and I don't think they will damage anything.
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Nice,not quite undestand it ... but will try and will report.
---------- Post added at 20:00 ---------- Previous post was at 19:09 ----------
Like I thought, dont understand what to do with that gameLogic,etc. Could you describe it more in details pls?
I most likely have got this in init file only for just one explosion of helicopter tail.
Something like you write is practicaly same like from BI tutorial recently added onto Youtube.
_explosion1 = "SmallSecondary" createVehicle [(getpos hawk6 select 2),(getpos hawk6 select 2),(getpos hawk6 select 2)];
so why its not working just like that only because of "SmallSecondary" ?
EDIT: Forget it,working already, I just need to somehow put it into script :)
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Thanks for quick report, should it meant to be Two same Shells?
So that is not working :(
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Hi, another day,another problem.
I cant in any way set created shell in explode.
Is there any way how to do it in Air?
Some type of ammo maybe? but which one and how to write it?
I know there is possibility to lay down pipebomb and touch off them, but dont know how to touch them of if they are created by createvehicle.
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Man,these FSM are totally out of my legaue. I can see something what is probably taking care about 3rd view, but its to comlicated written to understand it. You saying that this whole thing is only for checking if player is not using 3rd view?
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Ok, diferent way. Is there a way how to force player to use only Internal camera view?
So its not allowed to player switch camera on External?
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How can I do this simple thing?
I just need to stay camera view in eyes of pilot of helicopter and he could just watch on diferent targets by camCommands.
But I just dont know how to set Camera view into a player.
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Well,this works fine for groups. But I need set identity for members of squad. Because they are talking between them.
And this is just making them to talk like Scooter 1, Scooter 2, etc.
That is not what I want
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Im trying to make identities to showing in game
I made this:
class CfgIdentities { class Overlord { name = "Overlord"; face = "Face35"; glasses = "none"; speaker = "Eva"; pitch = 1.1; }; class Pilot { name="Pilot"; face="Face05"; glasses="none"; speaker="Jonah"; pitch=1.0; }; };Then I made in init file this:
overlord setIdentity "Overlord"; c130_real setIdentity "Pilot";
So its not showing their names in game? Its still showing for example 1-1-C 1: " bla bla bla" ...
I searched forum for this thing and there is everywhere only this guide,nothing more.
Im using sideRadio in desription.ext and stringtable.xml for messages.
So what is wrong?
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He made really good stuff, but for beginner its absolutely out of my abilities.
He made something like universal dialog tool. But I dont know how to change fonts,colours, etc etc. in that one file. Too complex... Darn
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But, it isn't simple ;) It's as simple as that :D The best thing you can do is download existing missions and see how dialogs are done from that, and try to change there until you got what you want, and then try to implement it into your own mission.Commands: http://community.bistudio.com/wiki/Category:Command_Group:_GUI_Control
Dialog Control: http://community.bistudio.com/wiki/Dialog_Control
Although I have created my share of dialogs, and modified a lot of others to suit my need, trust me - I never look forward to doing it. I don't know your skill level on scripting in general, but if 20 posts is to be a pointer, I'd say it's a bit too early to jump into dialogs.
I'm not saying it can't be done. I'm saying that if you do, expect a lot of crashes :p
And that the another problem. I dont know any mission where is dialog ... Some recomendations? :)
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Yup, I tried this last night. That was useless.
I really need only some pretty nice tutorial, or demo mission where it could be all in one.
Creating Dialog, Buttons with reaction like launching eecVM, and Dialog with lot of still changing infos. How to change color, shape, style of lines, etc.
Something simple,pls.
I have some tutorial, but it is from OFP1 and it not seems like functional and using all stuff from Arma 2.
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Ok, I wanted to show where I would like to have it :)
Ok, some help pls?
This is my mission. And that I would like to have in Dialog.
http://www.megaupload.com/?d=V4PTONL6
You need EVERON island : http://www.armaholic.com/page.php?id=7913
Just follow the Instructor Example. It is something like final examine of Transport pilot. When it says Choose dificulty, it is in Action Menu.
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I have no idea how to make it smaller with same quality after ... but anyway ...
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I would like to create a simple Dialog window looking like mini display from 80s.
I need a little checking "device" where you can set up dificulty of Exam which you have to finish.
I was searching and watching and reading some instructions. I could not find something really simple.
So I would like to make something like this where player could choose dificulty.
http://img243.imageshack.us/img243/1249/arma2pc1.jpg
And that would switch to this:
http://img838.imageshack.us/img838/8133/arma2pc2.jpg
In first screen would player control mouse only and has to choose, then the second screen would be only like informative character. Only thing on screen.
Almost All data would be dynamic and would be changing.
I already have script which doing all this stuff.
Could anyone help me how to do this pls?
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You can create an addaction then script a unit kneeling using the notebook by using setunitpos If you want a notebook you will probably have to create your own, I do not believe that there are any in the editor.There was some notebooks since OFP1, so it couldbe even here :) will see.
But this is that problem. I dont know how to set that position of notebook.
I dont know how to use that this select0, select1 etc stuff.
So could you pls make me some few lines of how to write this?
I would like to get Unit into position like it searching in Cargo or dead body.
And than add afront of him in distance 0.5 metres a some object,lets call him notebook.
And then action for canceling this all. To remove notebook and return unit into previous position.
I have also problem with getting direction of that unit.
I need this thing also for my mission previous mentioned in other thread. I need to setup waypoint of hawk 50 metres afront of direction of target way (for better catching him up).
AddAction when player focus on object with crosshair or ironsight
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Thx F2K, lets see what it can do :)