Deg
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Everything posted by Deg
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Dynamic-AI-Creator (DAC) V3.0 released
Deg replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi all, first off id like to say that this mod is awsome :) but i have a question regarding this in the readme. So if you set resistance is friendly to nobody and that makes east and west friends which i dont understand why that would be , is there a way to set DAC so that all 3 factions are enemies to each other (maybe i missed something in the readme) or do i need to place one factions units in the editor outside of DAC, or maybe use the ACM to spawn one faction? which im trying to avoid doing. My mission relies heavily on 3 waring factions and im hoping DAC can allow me to do this because this awsome tool makes mission building so much easier :) Any input or advice would be great. Thanks Deg -
Hi all, firstly my mission in a nut shell, im working on a post global disaster type scenario on the chernarus map with Charon Productions undead mod where an asteriod is responsible for the infected spread and humanity is on the brink of extinction. Basicly you need to survive and search towns for salvage all the while fighting off undead and other small pockets of humans. I have a salvage system in place so you can collect salvage points as long as you have a truck near by which you have to find, and you will need a construction truck to build minor fortifications with those salvage points , i have lots of things that can be salvaged for example, common salvage like bags of goods and garbage cans to very rare salvage like large cargo containers and C-130 wrecks which would give you alot of salvage points, all salvagable items have their probaility of presence set accordingly, also burnt out wrecks can be salvaged to :) ammo crates could be found hidden in buildings, sheds, found when salvaging some cargo containers, or maybe even a small camp hidden in the wilderness. Also some parts of towns will be in ruins, Its still a WIP about 3/4 done. Now on to my issue, im not using the warfare module in my mission just the construction interface which it all works well until i add the zombie or infected module at which point when i try to access the construction interface it hangs with a black screen, ive read earlier in this post about it not working, so before i figure out another direction to take with my mission im asking if anyone has got this working because this is a real showstopper for me. Thanks for reading and BTW very awsome mod Charon :) Deg
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Moving CoIn to a new location problem
Deg posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all , Im trying to have it so when the player drives a Ural Civil named "truck" to a new location the CoIn will move to that location when the player gets out of the truck so i tried putting this in the trucks init line truck addEventHandler ["GetOut", {myCoin setPos (position _this)}]; but i get an error when i get out of the truck, error position: Type Array,expected Object,Location could someone please tell me what im doing wrong.:confused: Thanks Deg -
Moving CoIn to a new location problem
Deg replied to Deg's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Awsome that did the trick, thank you :) -
Yup worked perfectly, i really appreciate all your help thanks :)
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Thanks alot Kylania :) ya i noticed that while i was looking at armaHolic for the name of the supply truck also where i found Land_Misc_IronPipes_EP1 among other objects. Ill give it a try after i walk my Dog :) Thanks again Deg
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I have another little question id like to ask. I was thinking its kind of unrealistic for the player to walk up to a wreck or whatever it is and salvage it, i happened to see the salvage truck in the editor and it made me think of this. Would it be possible to have it so the player can only salvage when he is in the truck or just out side it ? Would i need to do something along the lines of, if player is in truck x then salvage ? i hope this makes sense :)
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I actually didnt need that extra UralWreck addAction in my init.sqf,as long as i have ''this addAction ["Salvage","addSalvage.sqf"];'' in my Wrecks init lines and the ''case (_salvagedItem isKindOf "UralWreck"): {_amount = 10;};'' in my addSalvage.sqf im all good. :)
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I made a bit of progress, i left the UralWreck addAction as it is in the init.sqf and put down a couple UralWrecks in the editor and put, this addAction ["Salvage","addSalvage.sqf"]; in their init lines and i could salvage them all its a little victory but ill take it :)
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Yup thats how i had it in the addsalvage.sqf :),ok checking out nearestObjects on biki, thanks again.
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I got busy earlier, so i just tried it out now with the extra line but didnt work, did i put UralWreck addAction ["Salvage","addSalvage.sqf"];in the right place? im still trying to figure it out though :) // START OF COIN SETTINGS myMoney = 1000; myCoin setvariable ["BIS_COIN_name","Base"]; myCoin setvariable ["BIS_COIN_rules",[player]]; myCoin setvariable ["BIS_COIN_areasize",[50,50]]; myCoin setvariable ["BIS_COIN_categories",["Base", "Defence"]]; myCoin setvariable ["BIS_COIN_items", [ //--- Class, Category, Cost or [fundsID,Cost], (display name) ["US_WarfareBBarracks_Base_EP1","Base",200,"Barracks"], ["US_WarfareBFieldhHospital_EP1","Base",400], ["US_WarfareBHeavyFactory_EP1","Base",600], ["WarfareBMGNest_M240_US_EP1","Defence",100] ] ]; myCoin setvariable ["BIS_COIN_funds",["myMoney"]]; myCoin setvariable ["BIS_COIN_fundsDescription",["$"]]; myCoin setvariable ["BIS_COIN_onPurchase",{sleep 2}]; // END OF COIN SETTINGS _done = []; { if (side _x == east) then { if ((vehicle _x != _x) && !(vehicle _x in _done)) then { (vehicle _x) addAction ["Salvage","addSalvage.sqf",[],1,false,true,"","!alive _target"]; _done = _done + [vehicle _x]; }; _x addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Salvage","addSalvage.sqf"];}]; UralWreck addAction ["Salvage","addSalvage.sqf"]; }; sleep .01; } forEach allUnits;
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Great thanks, i just wasnt to sure if thats what i needed to do, ill give it a shot :)
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So i was tinkering around a bit and thought there would be alot of useful stuff to salvage on the empty side, like woodpiles, iron pipes and such, so to start off why not try and use some of the empty side Wrecks to salvage, so in the addsalvage.sqf i put, case (_salvagedItem isKindOf "UralWreck"): {_amount = 20;}; and in the init line of the wreck i put, UralWreck addAction ["Salvage","addSalvage.sqf"]; i named the wreck "UralWreck" i tried it out and sure enough it worked :). Now if i wanted to have a bunch of ural wrecks scattered around my map instead of naming them all wreck1,2 and so on, would i need to put an addaction for the ural wrecks in my init.sqf ?
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lol i tried it again and it didnt work, before when i shot the guy in the car it worked but i couldnt salvage one of the 3 guys standing around and this time around i blew up the tank before the guys got out but i could still salvage the tank :) its all good, its like you cant always find stuff worth salvaging :)
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I shot the driver in the car and i could salvage both, and im not really worried about mp its more for me anyways :)
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I just got home and tried your demo mission thats fantastic thats more than i hoped for thank you very much , so by the looks of it i should be able to add other stuff to salvage then :) My hat off to you kind sir. Thanks again. Deg
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Awsome, ill try this out as soon as i get back home later and ill let you know how it goes, thank you again Kylania. :)
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I do prefer to figuring things out myself, but when it comes to scripting im not the brightest apple on the tree.:o but im slowly learning, ive only had arma 2/OA for a few weeks now but im getting the hang of editing it. :)
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No worries dbrant, i do have my coin already set up thanks, starting with 0 funds and values ive set for basic base stuff like wire fences ect.. but what im trying to figure out is how i can add funds while im playing the mission, for example if i find a wreck on the side of the road if i can figure out a way to collect say 20 dollars/salvage points for it then after i collect from it the wreck will be deleted/removed from the mission. Im just wondering if this could be done or its over my head. :)
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If i put the warfare module in my mission can i disable it except for the construction and funds part, thats all i really need for my mission, like i said before my mission is about survival and gathering equipment from dead guys and what little funds(in my case salvage points) you can get to build a small base.Im still working on a mission end but id really like to get this all figured out, if it can even be done. Thanks again dbrant and Kylania for your replies. :) Deg
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Thank you again, now im off to figure this all out lol :)
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Thanks Kylania, i was reading something about pbo files a while back do i need to get those files from the warfare pbo to my mission file so i can see them ?
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Sorry for the dumb question but where exactly do i find those scripts :o
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Thanks ill look into those as soon as i get home :)
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Cant seem to find anything that really relates to what i want so im still digging around, to bad there wasnt some kind of add funds command i could use on a trigger or something that would just add x amount of money(salvage points) to your funds right away when you interact with a crate or something lol, well back to digging :)