Charles Darwin
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Posts posted by Charles Darwin
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Ok so trying to randomly select a player unit inside a trigger and execute a small bit of code.
in the init:
[] execVM "spy.sqf";
spy.sqf:
if (isserver) then{ _triglist = list triggerone; _count = count _triglist; _num = round(random _count); _spy = _triglist select _num; }; hint format["%1 is a spy!", _spy]; _spy setvehiclevarName "spy";code to be executed:
if("spy" == vehiclevarName player)then{bugaction = CO addAction ["Bug Commander", "bug.sqf"]; ["You are the Spy!"] spawn BIS_fnc_infoText; sleep 7;["Plant the GPS Bug","on your Commander!"] spawn BIS_fnc_infoText;}; _index = spy addMPEventHandler ["mprespawn", {bugaction = CO addAction ["Bug Commander", "bug.sqf"];}];but it doesnt seem to find anyone in the trigger area as it always says null or any is spy
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thats 3d credits, i dont have PMC so im not sure but im 99% sure thats what youre looking for
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You add the action to controller not controlled
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i think youre either looking for info text or 3d credits BIS_FNC 3d credits produces floating text in game, info text produces type write style effect in the bottom right ccreen
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// if the array is empty, anybody can fly, // just add the string name of the playable units that can fly, for example: // for example: ["pilot_1","pilot_2"];, case sensitiv // this includes bonus aircrafts too GVAR(only_pilots_can_fly) = ["pilot_1"]; GVAR(current_mission_text) = ""; GVAR(current_mission_resolved_text) = "";
pilot variable name is pilot_1 also tried with the classname pulled directly from mission.sqm
class Item0 { position[]={8258.834,296.04001,2144.3391}; azimut=-110.771; special="NONE"; id=144; side="WEST"; vehicle="US_Soldier_Pilot_EP1"; player="PLAY CDG"; leader=1; skill=0.2; text="pilot_1"; init="this setGroupid [""Flight Wing""];"; description="Flight Wing Leader";on the names after checking some of the names do work..but it seems there is a limit to how many names can be displayed at once? it displays about the first 30 to 40 names and then doesnt display anymore
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ok heres two more problems lol
Some how I broke the blue floating names over players heads, even with show play names enabled they don't show up.
also in the only pilots can fly array in i_client no matter what I put in there it kicks everyone out, i have tried
"pilot_1","pilot_2" etc
and also
"US_Soldier_Pilot_EP1"
only difference is when i use "US_Soldier_Pilot_EP1" i get a hint saying only pilots can fly
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omg..i looked that over like 4 times for missing quotes how did i miss that :S thanks a ton that was exactly the problem
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#ifndef __TT__ GVAR(player_entities) = switch (true) do { case (__OAVer): { ["co_1","co_2","co_3","co_4","co_5","co_6","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","alpha_9","alpha_10","alpha_11","alpha_12","alpha_13","bravo_1","bravo_2","bravo_3","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","bravo_9","bravo_10","bravo_11","bravo_12","bravo_13","charlie_1","charlie_2","charlie_3","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","charlie_9","charlie_10","charlie_11","charlie_12","charlie_13","hwep_1","hwep_2","hwep_3","hwep_4","tanker_1",tanker_2","tanker_3","tanker_5","tanker_6","tanker_7","tanker_8","tanker_9","tanker_10","tanker_11","tanker_12","pilot_1","pilot_2","pilot_3","pilot_4","pilot_5","pilot_6","sf_1","sf_2","sf_3","sf_4"] }; case (__ACEVer): { ["co_1","co_2","co_3","co_4","co_5","co_6","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","alpha_9","alpha_10","alpha_11","alpha_12","alpha_13","bravo_1","bravo_2","bravo_3","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","bravo_9","bravo_10","bravo_11","bravo_12","bravo_13","charlie_1","charlie_2","charlie_3","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","charlie_9","charlie_10","charlie_11","charlie_12","charlie_13","hwep_1","hwep_2","hwep_3","hwep_4","tanker_1",tanker_2","tanker_3","tanker_5","tanker_6","tanker_7","tanker_8","tanker_9","tanker_10","tanker_11","tanker_12","pilot_1","pilot_2","pilot_3","pilot_4","pilot_5","pilot_6","sf_1","sf_2","sf_3","sf_4"] }; case (__COVer): { ["co_1","co_2","co_3","co_4","co_5","co_6","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","alpha_9","alpha_10","alpha_11","alpha_12","alpha_13","bravo_1","bravo_2","bravo_3","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","bravo_9","bravo_10","bravo_11","bravo_12","bravo_13","charlie_1","charlie_2","charlie_3","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","charlie_9","charlie_10","charlie_11","charlie_12","charlie_13","hwep_1","hwep_2","hwep_3","hwep_4","tanker_1",tanker_2","tanker_3","tanker_5","tanker_6","tanker_7","tanker_8","tanker_9","tanker_10","tanker_11","tanker_12","pilot_1","pilot_2","pilot_3","pilot_4","pilot_5","pilot_6","sf_1","sf_2","sf_3","sf_4"] }; -
ok have been pulling my hair out over this one for some time now, I am sure its a simple fix but one I cant seem to find.
I took the latest version of domi 2.6 and added more playable units, i gave each one a variable name and changed the number of players in the x_setup. i also added the unit variable names to the appropriate lists in the i_common.
Problem is, When I load the game it acts as if the init is broken, it doesnt hide the black area markers nor create any of the dynamic ones, nor create the ammo box etc.
I have traced it down to the i_common and the only thing i changed in there is the variable name list for players.
heres the rpt
This one with an unedited i_common:
"############################# Alpha_Tactical_Domination[V1] #############################"
[27681,860.433,0,"Executing Dom init.sqf"]
[27681,860.434,0,"Dom init.sqf processed"]
[27682,860.514,0,"Executing Dom d_init.sqf"]
[27682,860.973,0,"Dom d_init.sqf processed"]
[27827,868.931,0,"XEH: PostInit Started"]
[27827,868.97,0,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,7,6,160],-1]],[[0,0,0],0]]]
[27827,869.217,0,"XEH: PostInit Finished; [true,false,false,true,false,true,false,true,true,true]"]
this one with the edited i_common:
"############################# Alpha_Tactical_Domination[V1] #############################"
[115557,36454.6,0,"Executing Dom init.sqf"]
[115557,36454.6,0,"Dom init.sqf processed"]
[115566,36455.1,0,"XEH: PostInit Started"]
[115566,36455.2,0,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,7,6,160],-1]],[[0,0,0],0]]]
[115566,36455.2,0,"XEH: PostInit Finished; [true,false,false,true,false,true,false,true,true,true]"]
and the new lines in the i_common are:
["co_1","co_2","co_3","co_4","co_5","co_6","alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","alpha_9","alpha_10","alpha_11","alpha_12","alpha_13","bravo_1","bravo_2","bravo_3","bravo_4","bravo_5","bravo_6","bravo_7","bravo_8","bravo_9","bravo_10","bravo_11","bravo_12","bravo_13","charlie_1","charlie_2","charlie_3","charlie_4","charlie_5","charlie_6","charlie_7","charlie_8","charlie_9","charlie_10","charlie_11","charlie_12","charlie_13","hwep_1","hwep_2","hwep_3","hwep_4","tanker_1",tanker_2","tanker_3","tanker_5","tanker_6","tanker_7","tanker_8","tanker_9","tanker_10","tanker_11","tanker_12","pilot_1","pilot_2","pilot_3","pilot_4","pilot_5","pilot_6","sf_1","sf_2","sf_3","sf_4"]
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yeah same issue here the rest of it i think I could figure out but at all sure how to get the object details of the dead body
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Not meant for the general arma community since for most team work means shooting at the same target but i digress. Going to look at norins revive now
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Just from reading description this doesnt seem to be what Im after I want other players to have t move the person's body back to base, that way players will strive really hard to not die and to try and save their squad mates.
this appears to just allow you to call in a medevac to remove dead bodies
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Ok so I have an idea for a script but I am not sure it would work so before I spend much time trying to figure it out thought I would ask for advice and any helpful info
Basic Premise: In the event a player a player dies, his body must be retrieved and taken to a base hospital. When his body is taken to the base the body disappears and he is respawned.
Basic Idea for Implementation:
--------- add event handler to all players that when killed adds them to "deadarray"
--------- All players will respawn in a locked hangar far from mission. any players not in "deadarray" will be moved to the base hospital
--------- Players can interact with dead body when within so many meters of the hospital activating a script added to the corpse via event handler that will move the player associated with that corpse and ONLY the player associated with that corpse to the base hospital
so question is mainly if you were scripting this how would you tackle it? and how would you associate a specific corps with a specific player? My best guess would be an array like ["Mycorpse", "playername"] but this seems a very ugly way to do it and Im sure there is a more elegant way
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The 3d editor produces a differant mission structure and it is completely incompatible with the 2d editor..you can use the mission sqm to get the location direction etc of the objects but no simple way to port it over.
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What is the name of that PRO
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Mid level scripted here so how would that on script?
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In ArmA 1 days I played on a mission where when a player opened the map it showed a custom image instead of the standard ArmA map I am sure its possible in ArmA 2 just not sure how or what the name of that mission was to find out how he did it
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You could use captureunit function to land the help on the roof
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For pedestrians I would use alice for vehicles I would use method 1 you might look into some civilian traffic scripts on armaholic never used them but might be what your looking for
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Armor in real life nor in arms does not work like space ship shields setdamage 0 will work if the vejichle becomes a wreck you must spawn a new one
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Armor being? Damage is armor ie if Stan is damaged by 50% then armor is down 50% so what is the issue?
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What aspect of the alice module doesn't work I ask to get a better idea of what you want
Randomly Select Unit in Trigger
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
opfor
present
once
name: triggerone