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ArmAriffic

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Everything posted by ArmAriffic

  1. and being drunk...cant alpha test without beer
  2. ArmAriffic

    Josppeh Kony's crimes against humanity

    Yeah I saw the video this morning, that bastard needs a bullet
  3. ok, i'll give your script a look
  4. 1. I have a code here //_nul = ["nubakeast", nubakcenter, 0, east] execVM "RespawnTest2\respawnThis.sqf"; //_nul = ["nubakwest", nubakcenter, 0, west] execVM "RespawnTest2\respawnThis.sqf"; //Prepare the local variables private ["_grp1","_Side","_wp","_grp2","_RSMkr","_WPPos","_RS","_EastUnits","_WestUnits","_UnitSpawnE","_UnitSpawnW","_wp2"]; _RSMkr = _this select 0; _WPPos = _this select 1; _RS = _this select 2; _Side = _this select 3; //The units that can spawn, selected at random _EastUnits = ["MOL_Soldier_Medic", "MOL_Soldier_Engineer", "MOL_Soldier_Rifleman", "MOL_Soldier_GL", "MOL_Soldier_Marksman", "MOL_Soldier_AR", "MOL_Soldier_MG", "MOL_Soldier_AT", "MOL_Soldier_LAT"]; _WestUnits = ["AFR_Soldier_GL", "AFR_Soldier_Rifleman", "AFR_Soldier_Engineer", "AFR_Soldier_Medic", "AFR_Soldier_MG", "AFR_Soldier_AT", "AFR_Rifleman", "AFR_Medic"]; //If EAST is called, then an east guy will spawn, same with west //East if (_Side == EAST) then { _UnitSpawnE = _EastUnits select floor(random count _EastUnits); _grp1 = createGroup east; if (_RS == 1) then { _UnitSpawnE createUnit [getMarkerPos _RSMkr, _grp1, "_nul = [this, 5, _RSMkr, _WPPos, EAST] execVM ""RespawnTest2\deleteUnit.sqf""; this allowFleeing 0;"]; } else { _UnitSpawnE createUnit [getMarkerPos _RSMkr, _grp1, "this allowFleeing 0;_nul = [this, 5] execVM ""RespawnTest2\deleteUnitNR.sqf"";"]; }; _wp = _grp1 addWaypoint [position _WPPOS, 1]; [_grp1, 1] setWaypointCombatMode "RED"; [_grp1, 1] setWaypointBehaviour "AWARE"; [_grp1, 1] setWaypointPosition [position _WPPOS, 1]; [_grp1, 1] setWaypointType "SAD"; _grp1 setCurrentWaypoint [_grp1, 1]; }; //West if (_Side == WEST) then { _UnitSpawnW = _WestUnits select floor(random count _WestUnits); _grp2 = createGroup west; if (_RS == 1) then { _UnitSpawnW createUnit [getMarkerPos _RSMkr, _grp2, "_nul = [this, 5, _RSMkr, _WPPos, WEST] execVM ""RespawnTest2\deleteUnit.sqf""; this allowFleeing 0;"]; } else { _UnitSpawnW createUnit [getMarkerPos _RSMkr, _grp2, "this allowFleeing 0;_nul = [this, 5] execVM ""RespawnTest2\deleteUnitNR.sqf"";"]; }; _wp2 = _grp2 addWaypoint [position _WPPOS, 1]; [_grp2, 1] setWaypointCombatMode "RED"; [_grp2, 1] setWaypointBehaviour "AWARE"; [_grp2, 1] setWaypointPosition [position _WPPOS, 1]; [_grp2, 1] setWaypointType "SAD"; _grp2 setCurrentWaypoint [_grp2, 1]; }; It works great but I want to know if creating a group called _grp1 or _grp2 will make the group name a local variable. 2. Will the group be automatically deleted when the unit is killed or deleted with (delete the unit) private ["_DA","_DD","_Side","_nearguys"]; _DA = _this select 0; _DD = _this select 1; _Side = _this select 2; _nearguys = nearestObjects [_DA,["Man"],_DD]; {if (side _x == _Side) then { deleteVehicle _x; }} forEach _nearguys; (respawn the unit when it is killed) private ["_Delay","_nul","_ThisUnit","_RSMKR","_WPPOS","_Side"]; _ThisUnit = _this select 0; _Delay = _this select 1; _RSMkr = _this select 2; _WPPOS = _this select 3; _Side = _this select 4; //Wait untill the unit dies waitUntil {not alive _ThisUnit}; sleep _Delay; //Delete him deleteVehicle _ThisUnit; sleep 1; //Respawn him _nul = [_RSMkr, _WPPOS, 1, _Side] execVM "RespawnTest2\respawnThis.sqf";
  5. In-game tool to create and edit script files (.sqf, .sqs, all the new java languages), alt+tabbing is annoying
  6. try [b]_nul = [/b][] execVM "zombiedelete.sqf"
  7. ArmAriffic

    error missing ]

    ah ok, thanks
  8. init line of the unit _null = [this, 1] execVM "deleteUnit.sqf"; respawnGer.sqf private ["_grp1"]; _grp1 = createGroup east; "I44_Man_G_WH_K98k" createUnit [getMarkerPos "respawn_east", _grp1, "_nul = [this, 5] execVM "deleteUnit.sqf""]; deleteUnit.sqf private ["_Unit","_Delay","_nul"]; _Unit = _this select 0; _Delay = _this select 1; waitUntil {not alive _Unit}; sleep _Delay; deleteVehicle _Unit; sleep 1; _nul = [] execVM "respawnGer.sqf"; apparently there is a problem with "I44_Man_G_WH_K98k" createUnit [getMarkerPos "respawn_east", _grp1, "_nul = [this, 5] execVM "deleteUnit.sqf""]; and I am missing a ], can anyone find it? squint says I have no problems there but the unit does not spawn. I get a "...east, _grp1, "_null = [this, 5] execVM "|#|deleteUnit.sqf";"]; in -showScriptErrors. PS. There is no classname error, if I remove the execVM deleteUnit the unit spawns (only once though, that's why I need the deleteUnit)
  9. ArmAriffic

    1.60 fxaa

    here is my ArmA2OA.cfg language="English"; adapter=-1; 3D_Performance=100000; Resolution_Bpp=32; Resolution_W=1360; Resolution_H=768; refresh=60; winX=162; winY=44; winW=800; winH=600; winDefW=800; winDefH=600; Render_W=1280; Render_H=900; FSAA=0; postFX=0; GPU_MaxFramesAhead=1; GPU_DetectedFramesAhead=1; HDRPrecision=8; lastDeviceId=""; localVRAM=1041825792; nonlocalVRAM=2147483647; Windowed=0; vsync=0; AToC=0; sceneComplexity=110000; PPAA=1; PPAA_Level=1; FXAA=12; FXAASharp=0; class ModLauncherList { class Mod1 { dir="baf"; name="Arma 2: British Armed Forces"; origin="GAME DIR"; fullPath="C:\Program Files\Bohemia Interactive\ArmA 2\baf"; }; class Mod2 { dir="pmc"; name="Arma 2: Private Military Company"; origin="GAME DIR"; fullPath="C:\Program Files\Bohemia Interactive\ArmA 2\pmc"; }; class Mod3 { dir="CA"; name="Arma 2"; origin="REGISTRY"; fullPath="C:\Program files\Bohemia Interactive\ArmA 2"; }; class Mod4 { dir="Expansion"; name="Arma 2: Operation Arrowhead"; origin="REGISTRY"; fullPath="C:\Program files\Bohemia Interactive\ArmA 2\Expansion"; }; class Mod5 { dir="@CBA"; name=""; origin="GAME DIR"; fullPath="C:\Program Files\Bohemia Interactive\ArmA 2\@CBA"; }; class Mod6 { dir="@I44"; name="Invasion 1944"; origin="GAME DIR"; fullPath="C:\Program Files\Bohemia Interactive\ArmA 2\@I44"; }; }; add FXAA = 12; (replace 12 with a number 0-40, 0 = disabled) and FXAASharp = 0; (same as before, replace with a number you like; 0 - 6, 0 = disabled) to your ArmA2OA.cfg
  10. ArmAriffic

    1.60 fxaa

    If it is not at the bottom add it
  11. ArmAriffic

    Depiction of war in video games

    http://au.games.ign.com/articles/121/1218964p1.html here is another one I saw on IGN the other day, it's similar
  12. this addWeapon "ItemRadio" in the init line should work
  13. Awesome release, absolutely loving it. I found a bug, the mission "[144] 05: Landing" can not be launched, it has more than 144 groups per side
  14. Community Alpha version is planned after E3 2012 (June 5-7) http://forums.bistudio.com/showthread.php?131519-Arma-3-Community-Alpha-Announcement!
  15. ArmAriffic

    Syndicate

    I think it looks cool but no, the dumbass Australian government had to ban it :(
  16. Make AI detect your line of fire and go around you instead of going in front of you and getting shot
  17. that thing's looking seeeeexy ;)
  18. ArmAriffic

    Development Blog & Reveals

    radar? spaceship? giant golf ball?
  19. ArmAriffic

    Douchebag moderators in this forum

    We do not agree with you
  20. ArmAriffic

    Arma2+Laptop

    I got mine on ebay for $750, specs in my sig, framerate is pretty good (average of 41 in the OA benchmark). PS. Wrong section ;)
  21. ArmAriffic

    World’s Tiniest Chameleons Found in Madagascar

    awww they're soooo cuuuute!!! oh wait I'm a dude..... :D
  22. ArmAriffic

    The Elder Scrolls 5: Skyrim

    I just found this out, if the mods are not downloading then verify the game cache (Properties > Local Files > Verify Integrity Of Game Cache), it fixed the workshop download issue for me
  23. ArmAriffic

    back to desktop

    Alt + Tab
  24. ArmAriffic

    The Elder Scrolls 5: Skyrim

    It's not working for me ether, fucking steam :(
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