Thats_Life 2.0
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Everything posted by Thats_Life 2.0
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Multiple intro's/cutscenes?
Thats_Life 2.0 replied to Thats_Life 2.0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This does the trick: // // Thats_Life 2.0 Operation Dutch campaign // class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Campaign { name = "Operation Dutch"; firstBattle = Chapter_Intro; class Chapter_Intro { name = "Intro Movies"; cutscene = ; firstMission = Movie1; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = ; class Movie1: MissionDefault { end1 = Movie2; lost = Movie2; template = Introduction_OD.utes; }; class Movie2: MissionDefault { end1 = Movie3; lost = Movie3; template = intro_arrive.utes; }; class Movie3: MissionDefault { end1 = ; lost = ; template = introtraining.utes; }; }; }; But now you still see the names of the intro's in the campaign mission selection menu. :j: It looks like the same as my previous description.ext, only other names... :cool: -
Multiple intro's/cutscenes?
Thats_Life 2.0 replied to Thats_Life 2.0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here it is.. class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Campaign { name = "Operation Dutch"; firstBattle = Chapter_Intro; class Chapter_Intro { name = "Intro Movies"; cutscene = ; firstMission = Movie1; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = ; class Movie1: MissionDefault { end1 = Movie2; template = Introduction_OD.utes; }; class Movie2: MissionDefault { end1 = Movie3; template = intro_arrive.utes; }; class Movie3: MissionDefault { end1 = Chapter1; template = introtraining.utes; }; }; }; -
Multiple intro's/cutscenes?
Thats_Life 2.0 replied to Thats_Life 2.0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry, I cannot get it to work. Tried your script. didn't work. Tried adding on top: class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Campaign { name = "Operation Dutch"; firstBattle = Chapter1; That also didn't work. It has something to do with: class Movie1: MissionDefault{ end1 = Movie2; template = Introduction.utes; }; Error - Line 14. -
Simple CountDown script
Thats_Life 2.0 replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks dat worked.. It's dumb of me, but how can I do it if i'm faster then the timer? something like this? A wild guess :cool: if (isServer) then { while {_timer > 0} do {timerDone = true;}; -
Simple CountDown script
Thats_Life 2.0 replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay I used the script from post 3. Works... When the timer become 0, I want a objective completed.. Where do I put that script in? :) -
Multiple intro's/cutscenes?
Thats_Life 2.0 replied to Thats_Life 2.0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry for the late reaction. Was drunk for 4 days. haha. I love carnaval. :bounce3: Try that very soon. thanks for your help... I let you know... -
Simple CountDown script
Thats_Life 2.0 replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
After 4 days of carnaval i'm back.. I'll try script from post 3 soon. -
Multiple intro's/cutscenes?
Thats_Life 2.0 replied to Thats_Life 2.0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What I treid didn't work. For the rest I have no ideas.. So the last way you mentioned gives you 1 show up as mission? It's unfortunate it will not work the easy way ;) -
[Campaign] Operation Dutch
Thats_Life 2.0 replied to Thats_Life 2.0's topic in ARMA 2 & OA - USER MISSIONS
Thanks missioncreep, At the moment I'm doing both. Cutscenes and i'm trying to make good missions. It's going to be a lot more work then the first build. I trying to give you al a good story driven experience, with enough action and variety. Not from waypoint to waypoint. And new stuff that's also new for me ;) I'm very impressed from one of the introscenes. Looking very nice. And for you and offcourse many others a allready have a nice change in one of the missions. It's gonna be more and more. It's going slow, but maby because i'm in sort off a perfectionist :p I like good story driven campaigns, but need to know what the community wants.. -
Simple CountDown script
Thats_Life 2.0 replied to resistance-rat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I need one and I used the scripts from post 1 and 17. But both give me error 7. Anyone knows whats up with that? Need one for SP... -
Multiple intro's/cutscenes?
Thats_Life 2.0 replied to Thats_Life 2.0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes thats what I want. 3 cutscenes playing after one another. So I need to add for every unit or group a spawn, despawn and waypoint script in a .sqf? Then I have allot of work to do at the moment :( Is there no simpler way? Edit: Can I not use multiple chapters and every chapter has a intro but no mission. So if I want 3 intro's I do this: class Chapter1 { name = "Going"; cutscene = Introduction.utes; }; class Chapter2 { name = "Going2"; cutscene = Intro.utes; }; class Chapter3 { name = "Going3"; cutscene = Intro2.utes; firstMission = BOBbob; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = ; }; I'm on work now so cannot test... :D -
[Campaign] Operation Dutch
Thats_Life 2.0 replied to Thats_Life 2.0's topic in ARMA 2 & OA - USER MISSIONS
Operation Dutch has been updated to version 1.03 hotfix. Download links added at first page. Also Edited the first post... Campaign picture didn't show up at start. Strange that nobody has mentioned that :confused: -
help with making Objectives/Tasks?
Thats_Life 2.0 replied to mgsfann99's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What???? explain please,,, -
Nuclear Explosion - Physics Improved
Thats_Life 2.0 replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah I will do that. I use it in mission at the beginning of the story from my campaign. It's a training mission, but with enough bluefor ;) The only thing is, that some heli's just drop to the ground. (not all) And a boat fly's for km's into the air. Weird looking thing. Also when he is a km away If i find more i let you know... -
Nuclear Explosion - Physics Improved
Thats_Life 2.0 replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Haha that's weird, I'll did try that allready and didn't work. And after another try it works. Me and scripting :D:rolleyes: I have it to work like I wanted. Thanks verry much. This is great -
Nuclear Explosion - Physics Improved
Thats_Life 2.0 replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any ideas? -
Nuclear Explosion - Physics Improved
Thats_Life 2.0 replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay some feedback. Bomb only explode when missile is false. Timer only works with 10 sec or higher? If I set it to 0 in trigger it doesn't work and it doesn't work if it is lower then 9. And finally I still cannot find a way to delete the hintbox from the timer. Can you give me the script where I need to look at? What I want is: When I enter a trigger the bomb goes boem. But without the timer en hint boxes. Thanks for the new release, looks good... Edit: Oooooh,I know. Its because of you have set up Nuke like missile. (from post 33) What did you mean by Nuke like? What is the other way then? Edit2: Last question. I have some teammates that may not die after the explosion. For the player you can say that by say false in the triggerdescription. I found this: this setVariable ["gethit",[0,0,0,0,0],false];this addEventHandler ["HandleDamage",{_unit=_this select 0;_selection=_this select 1;_damage=_this select 2;_gethit=_unit getVariable "gethit";switch (_selection) do {case "": {_gethit set [0,_damage];_unit setVariable ["gethit",_gethit,false]};case "head_hit": {_gethit set [1,_damage];_unit setVariable ["gethit",_gethit,false]};case "body": {_gethit set [2,_damage];_unit setVariable ["gethit",_gethit,false]};case "hands": {_gethit set [3,_damage];_unit setVariable ["gethit",_gethit,false]};case "legs": {_gethit set [4,_damage];_unit setVariable ["gethit",_gethit,false]}};_damage}] But I putted it in the init from the units and they stay alive for 2 a 3 sec and then die. Because I think your script tels them to do so. Can I keep them alive or half alive ;)? -
Nuclear Explosion - Physics Improved
Thats_Life 2.0 replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah I know, just wanne let you know there is no difference haha I'm curious what the changes are ;) Edit: Just weird. Again when I change: nul = [nuke3,2,true,10,false,true,10] execvm "lk\nuke\nuke_countdown.sqf"; in de trigger, nothing happens anymore. Also when I change it back. Did you have the same problem. This is the second time for me. Hopefully it's gone with the next update... -
Nuclear Explosion - Physics Improved
Thats_Life 2.0 replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
looking forward to it... Ojah, before I tried your script. It tried Iknuke. And there the viewdistance indeed the same. wierd it can't be larger. So I need to make the damage smaller. But hè this is cool to have in a mission :p -
Nuclear Explosion - Physics Improved
Thats_Life 2.0 replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That would by great.. Okay I added nul = [nukePos,1,true,480,false,true,20] execvm "lk\nuke\nuke_countdown.sqf"; in the trigger. set it to bluefor. Have a H(invisible) with the name nukePos. And I have the 3 modules in the editor. Files are in the mission folder. But now the timer will run, but theres no bomb. Tryed different thinks, like other names. true to false ect.. The old way worked. this way doesn't? Edit: In some way my old map doesn't work anymore. So I made a new test map and now it works again. Also the meters on the right are gone. Hope you can get the time and timehint away. And one question: Were is the big boem? When the bomb hit the ground you only hear a rush and a bang from the vehicles... -
Nuclear Explosion - Physics Improved
Thats_Life 2.0 replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
? there are four bombs right? Can you explain more? Try that when I'm back home. Well can't help with that. To dumb ;) -
Nuclear Explosion - Physics Improved
Thats_Life 2.0 replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, But cannot get rid off the countdown. when I set it to 0 in the trigger. from: nul = [nuke3,5,true,35] execvm "lk\nuke\nuke_countdown.sqf"; to: nul = [nuke3,5,true,0] execvm "lk\nuke\nuke_countdown.sqf"; It does not activate. The dots are gone: thanks And Another question: How do I get rid of the meters on the right of the screen? This bomb looks really cool. But when the nukes landed. There's a long blackscreen. Does it not need to be white, like a flash? I want this to use for my campaign: Operation Dutch. I'm bussy making a new build. And want to use this, because it's the only one looking this good. You are making this communitie proud :D Edit: If the distance is to far you see no smoke or fire? only white circles and a shockwave... -
Nuclear Explosion - Physics Improved
Thats_Life 2.0 replied to Khalashnikovf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This looks really cool. Okay I have a question: May I use this allready for a mission of mine? If so, How do I get rid of the timer and the dots on the map? I just want the explotion. I want the have a nuclear explotion on a point at the map when the player actived a trigger... Can you help me? -
[Campaign] Operation Dutch
Thats_Life 2.0 replied to Thats_Life 2.0's topic in ARMA 2 & OA - USER MISSIONS
Yeah okay thanks. I will try to do both. But it will take a while. Just back from work and jeej, a great idea :p -
[Campaign] Operation Dutch
Thats_Life 2.0 replied to Thats_Life 2.0's topic in ARMA 2 & OA - USER MISSIONS
Well both is possible offcourse. But what I mean is, are you guys really wanthing the cutscenes or do you just skip it away. Because it's a lot off work to make a 'nice' one. So what I want to know is, do I need to concentrate more on the missions so you have great (large scale) and good playable missions in the campaign. Or do you appreciate a good story and want to understand the story? Offcourse I try to do both, but wanne know if it is importent enough to make a good story. Maby it's a dump question, but I know/read, some people just skip it.