SmartGun
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Dynamic-AI-Creator (DAC) V3.0 released
SmartGun replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
search the readme for "events" there are examples -
Hi, you could check Doolittle's Example Scripts there is a UAV-template in it
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Wierd ending problem
SmartGun replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, the F2 Mission-framework has a Multiplayer Ending Controller -
ammo crates and teammates
SmartGun replied to iceman11a's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, your ammocrate should work so far. Do you get the "gear" option in your actionmenu when testing? When testing in editor you sometimes have to wait a few seconds until your soldier "recogises" the crate and gets the gear-action. regarding teammates: depends on what you want them to do. you can, e.g. stop a unit at mission start by putting doStop this; in its initline -
[DEMO] Moving lips and a talking bot with effect waypoint.
SmartGun replied to muni's topic in ARMA 2 & OA - USER MISSIONS
Good thing, THX! demo-missions are always good to learn from -
or 7-Zip
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Trigger Objective Question
SmartGun replied to todayskiller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, on the first question: { task1 = _x createSimpleTask ["NewTask"]; } forEach units group soldier1; could work, not tested -> forEach on the different objectives: i think TASKS are global. So you give one unit a task -> task1 = unit createsimpletask; blah blah blah If you give an other task to an other unit but name it also task1 then this could be a problem. -
more than 1 animation
SmartGun replied to muni's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
do you mean all of these one by one? in that case i would use a script, something like: Initline unit/waypoint/trigger: nul=[guard] execVM "anim.sqf"; anim.sqf: _guard = _this select 0; _guard playMove "CtsPercMstpSnonWnonDnon_idle33rejpaniVzadku"; sleep 0.2; waitUntil { ((animationState _guard) != "CtsPercMstpSnonWnonDnon_idle33rejpaniVzadku") }; _guard playMove "c7a_bravoTOerc_idle24"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravoTOerc_idle24") }; _guard playMove "c7a_bravoTleskani_idle3"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravoTleskani_idle3") }; _guard playMove "c7a_bravoTleskani_idle4"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravoTleskani_idle4") }; _guard playMove "c7a_bravoTleskaniTOerc"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravoTleskaniTOerc") }; _guard playMove "c7a_bravo_dovadeni5"; sleep 0.2; waitUntil { ((animationState _guard) != "c7a_bravo_dovadeni5") }; _guard playMove "c5calming_apc"; sleep 0.2; waitUntil { ((animationState _guard) != "c5calming_apc") }; €: ups, too slow, 2nd Ranger already posted -
How to create a custom scroll menu.
SmartGun replied to Alan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, addAction is the command you are looking for. addAction always referes to a scriptfile AFAIK. put in your first trigger something like myAct = player addAction ["nameOfAction", "myScript.sqf"]; in your init.sqf: variableAction1 = false; in myScript.sqf -> goes to your missionfolder _obj = _this select 0; _caller = _this select 1; _id = _this select 2; _obj removeAction _id; variableAction1 = true; the condition of your second Trigger will be variableAction1 this should work in SP, MP will be more complicated -
Server,jip + addaction et marker = :(
SmartGun replied to cool=azroul13's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
according to createMarker rallymarker1 hast to be a String -> "rallymarker1" try using "rallymarker1" instead of rallymarker1 -
Server,jip + addaction et marker = :(
SmartGun replied to cool=azroul13's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, cant help on the marker / jip but regarding the comosition: i bet you will find the createVehicleLocal command in your "Createcomposition.sqf" your "mallette" is created via createVehicle wich is global If you change the "Createcomposition.sqf" from createVehicleLocal to createVehicle you´ll have to make sure that only one machine runs the script otherwise you will get multiple compositions. -
BIS Module Improvement Project
SmartGun replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you dont need to remove the lines, you can just comment them out with //: //BIS_alice_mainscope setVariable ["debug", true]; If you put // at the start of a line in sqf scripts then this line will be ignored. In sqs you use ; for that. If you dont want the whole island being populated you can try it this way: add this setvariable ["townlist",[town01,town02,town03]]; to the initline of the Alice2Manager-logic put location-logics type citycenter on your map and name them town01, town02, and so on. You could also add a trigger area. Then all locations within the trigger area will add to the townlist. This works only on vanilla islands or other islands/maps that support ALICE! this setvariable ["townlist",[trigger01,town01,town02,town03]]; -
Pre Load A vehicle with AMMO ?
SmartGun replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, if you want to put weapons / magazines in the cargospace of a car you can do it this way put this execVM "cargo_truck.sqf"; in the initline of the car cargo_truck.sqf contains clearWeaponCargo _this; clearMagazineCargo _this; _this addWeaponCargo ["SCAR_L_STD_Mk4CQT",4]; _this addWeaponCargo ["SCAR_L_STD_EGLM_RCO",2]; _this addWeaponCargo ["M24_des_EP1",1]; _this addWeaponCargo ["glock17_EP1",8]; _this addMagazineCargo ["17Rnd_9x19_glock17",40]; _this addWeaponcargo ["MAAWS",1]; _this addWeaponCargo ["Laserdesignator",1]; _this addMagazineCargo ["MAAWS_HEAT",2]; _this addMagazineCargo ["MAAWS_HEDP",2]; _this addMagazineCargo ["30Rnd_556x45_Stanag",20]; _this addMagazineCargo ["1Rnd_HE_M203",22]; _this addMagazineCargo ["5Rnd_762x51_M24",20]; _this addMagazineCargo ["20rnd_762x51_B_SCAR",20]; _this addMagazineCargo ["laserbatteries",4]; _this addMagazineCargo ["pipebomb",9]; _this addMagazineCargo ["HandGrenade_West",20]; _this addMagazineCargo ["SmokeShell",20]; the string in the Bracket is the classname of the item and the number is the amount. classlists addMagazineCargo addWeaponCargo -
Some Coop Mission Help Please
SmartGun replied to Snypr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, try this addaction: _ActionID = officer addaction [ "Patrol", "obj\patrol.sqf", [], 1, false, true, "", "_this == (leader group player)" ]; now only the leader should see the addaction In obj\patrol.sqf put _officer = _this select 0; _caller = _this select 1; _id = _this select 2; _officer removeAction _id; chatOfficerVar = true; puplicvariable "chatOfficerVar"; dont forget to put chatOfficerVar = false; in your init.sqf now place a trigger. condition: chatOfficerVar onactivation: nul=[] execVM "obj\chatPatrol.sqf"; in obj\chatPatrol.sqf officer sideChat "Welcolme To FOB Revolver Lads"; sleep 7; officer sideChat "I Am Cpt.America And I Am The Person In charge Of This FOB"; Sleep 7; officer sideChat "Now All Thats Over Lets Get Alpha Squad Onto Your First Patrol"; Sleep 7; officer sideChat "Your Task Is To Patrol Sangin Town,Report Any Findings, But Be Warned There Are Civillians In Town So Remember The ROE"; sleep 7; tsk1 = player createSimpleTask["Patrol Sangin Town"]; tsk1 setSimpleTaskDescription["Our Officer Wants Alpha Team To Patrol Sangin Town","Patrol Sangin Town","Patrol Sangin Town"]; tsk1 setSimpleTaskDestination (getMarkerPos "tsk1"); player setCurrentTask tsk1; "tsk1" setMarkerType "Warning"; officer sideChat "Your task Has Been Set, Good Luck Alpha Team"; just an idea, NOT tested, just typed down fast hope it helps SmartGun -
Characters hair changing colour
SmartGun replied to Funkman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, No idea. but have you already tried the setFace command?