Pte Frank -3para-
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Posts posted by Pte Frank -3para-
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;1740782']is SLX ai improvments server side???!!!can you give a list of which pobs effect client side and server side please.
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is SLX ai improvments server side???!!!
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Then I suppose you could use setDamage on the player you want to drag.http://community.bistudio.com/wiki/setDamage
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supose but im useing the accachto command so i dont see why they would need to be damaged? im not makeing then unconciouse at all :/....
unless an unconciouse player becomes an object lmao.
this really sucks
---------- Post added at 11:14 AM ---------- Previous post was at 11:12 AM ----------
I think the way forward would be to firstly link the wounded soldier & the soldier dragging him to the First Aid modules then use a (possibly) yet to be discovered action command for the AI to drag or carry him (if there is such a command).The magic number to have a First Aid Linked Person rolling round on the floor is "this setdammage 0.89", as discovered by someone on the forums (sorry can't remember who).
Regards
James
is that for me?
im not trying to carry an hurt ai im trying to drag one on full life but i havee arrested them.
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K its massive for a post probably but here it is, where 'sarPilot' is the unit name of the AI who gets put unconscious and the player carries out.sarPilot setCaptive true; sarPilot disableAI "ANIM"; sarPilot setHit ["body",0.7]; sarPilot setHit ["legs",0.9]; sarPilot setHit ["arms",0.6]; sarPilot setHit ["head_hit",0.3]; sarPilot setVariable ["BIS_noCoreConversations", true, true]; injuredAnim = sarPilot spawn { _this switchMove "AinjPpneMstpSnonWnonDnon"; // waitUntil{!medicTreatingCaptive}; _this setVariable ["BIS_IS_inAgony",true]; _this setVariable ["BIS_IS_agonyDam",0,true]; waitUntil{ if(_this getVariable "BIS_IS_inAgony")then{_this setVariable ["BIS_IS_inAgony",true]}; !(alive _this) }; _this setVariable ["BIS_IS_inAgony",false,true]; }; captiveShowSignsOfLife = sarPilot spawn { _gestures = ["GestureSpasm0Weak","GestureSpasm1Weak","GestureSpasm2Weak","GestureSpasm3Weak","GestureSpasm4Weak","GestureSpasm6Weak"]; _timer = 0; waitUntil{ if(animationState _this != "AinjPpneMstpSnonWnonDnon")then{ _this playActionNow "GestureNod"; waitUntil{!(alive _this) || (animationState _this == "AinjPpneMstpSnonWnonDnon") || (animationState _this == "AinjPfalMstpSnonWnonDnon_carried_down")}; if(animationState _this == "AinjPfalMstpSnonWnonDnon_carried_down")then{ _this playMoveNow "AinjPpneMstpSnonWnonDnon"; waitUntil{animationState _this == "AinjPpneMstpSnonWnonDnon"} }; _timer = 0 }; if(_timer <= 0 && alive _this)then{ _gesture = _gestures select (floor random 6); _this playAction _gesture; _timer = 120 }; sleep 0.5; _timer = _timer - 0.5; !(alive _this) }; _this playActionNow "GestureNod"; _this setHit ["head_hit",1]; };This just make him unconscious, stops him from talking, makes the player unable to heal him, and allows you to drag/carry.
hey im trying to get a guy to drag a conciouse unit..."he has been arrested and in the sqf before this is lying down faceing th floor with hands behind back and an action to drag...can u spot a mistake?
_suspect = _this select 0; _unit = player; _suspect setCaptive true; _suspect disableAI "ANIM"; _suspect setVariable ["BIS_noCoreConversations", true, true]; _suspect switchMove "CivilSitting"; _unit playaction "AcinPknlMstpSrasWrflDnon" _suspect attachto [_unit,[1, 1, 0]] _suspect setDir 180; _action = _suspect addAction["foo", "foo.sqf"]; while {_action >= 0} do { _suspect removeAction _action; _action = _action - 1; }; _unit addAction ["Drop body", "arrest_sqf\drop.sqf"]; if (true) exitWith {}; -
i have an arrest script that end up with the suspect face down on the ground with hands behind back...
does anyoen know a script i could use to drag or pick them up (switchmove) to them standing with hands behind back and attch them to _player or _ unit then be able to drop them wich would put them back to the original position or to anyone like sitting with hands behind back?
and then if they are picked up near a vehicel u can load them in to cargo?
ive asked a few people who have scripts with similar stuff but have not yet recived an email back...if i do ill post it here.
cheers
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Don't know if this will help but you could just place a trigger wit activation BLUFOR, the in the "on act" box placebomb="Bo_MK82" createVehicle (getPos IED)
that will make the object named IED (or whatever in place of IED) explode when a BLUFOR unit enters the trigger radius. It can be used multiple times as long as there is a seperate trigger and name for each item you want to explode.
that does sound usful...the only thing now is how to put the ied in the editor..
this is what it looks like in the ied creator script that places them in game (wich works...but no explosion)..
im looking to be able to place these ied from baff and an engerneer to be able to disarm as they can..but for if people walk right over them they will explode....thats the reason.
"west" is the side the IED will be triggered for. You can use "east" or "resistance" as well.
Civilian or anyone will NOT work!!!
In the script itself you can edit these areas:
======IED locations======
Specify below all marker names you have added (you need to use empty markers!!!) to your mission as to be a possible IED!
For example:
_iedarray = ["ied1","ied2","ied3","ied4","ied5"]
======IED types======
Add all possible ied's you want the script to choose from. For now an IED can only be
an object type (in the editor choose empty ---> objects!!!!)
Please note that wrecks can not be destroyed by the player cause they are wrecked already. So if you ;add wrecks to this array the players cant do anything to destroy those!
For example:
_spawnunit = ["BAF_ied_v1","BAF_ied_v2","BAF_ied_v3","M113Wreck","hiluxWreck"]
======IED ordinance types======
Here you can specify what type(s) of ammo you want the script to select from to be used as the explosives.
For example:
GRF_ammo_array = ["Sh_125_HE","Bo_GBU12_LGB","Sh_122_HE","Sh_125_HE","Sh_122_HE","Sh_122_HE"]
======IED radius======
Here you can specify at what distance (in meters) a created IED should explode.
For example:
_radius = 10
======IED deactivation======
If you want to allow the player to be able to shoot/destroy suspected IED's set this value to true.
If you dont want the player to be able to shoot/destroy IED's set this to false.
Please keep in mind pallets and wrecks (and maybe other objects I missed/didnt try) can NOT be ;destroyed since they dont register of being hit (a wreck is already destroyed and pallets dont explode right?)
Like this:
_deactivation = true
or
_deactivation = false
---------------------------------------------------
Credits
---------------------------------------------------
I suggest and ask you kindly to not modify this script at this point (let me finish it), however if you want to edit, change or use this script in anyway give me credit for the work I have done.
I have used 2 elements in this script I got from one of Kronzky's scripts.
The not working array elements (call and sent array scripts) were given to me by Bobor SK
---------------------------------------------------
License & disclaimer
---------------------------------------------------
You are permitted to use this script for personal entertainment purposes only.
Any commercial and/or military use is strictly forbidden.
if anyone knows this script....
if this doesnt make any sense to anyone then its ok im sorry but you are all giving really good ideas :)...
BTW: this is not my script and it is for personal use (and clan) but it is not for commerial use nor milltary.
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all further spoilers are the other files from the said script
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fox_ied.sqf
;Random IED script
;Made by El nino Foxhound
;Version beta 0.1 - 29/04/2007
;visit http://www.armaholic.com
;exit if the local machine is not server
GRF_total_ied_array = []
GRF_name = "GRF"
?!(local server): exit
[] exec "GRF_iedcreator\removeammo.sqs"
;======INIT======
GRF_IED_randomElement = {private["_r"]; _r = random (count _this); _r = (_r - (_r mod 1)); (_this select _r)}
;======IED positions======
;Please specify below all marker names you have added (you need to use empty markers!!!) to your mission as to be a possible IED!
_iedarray = ["ied1","ied2","ied3","ied4","ied5","ied6","ied7","ied8","ied9","ied10","ied11","ied12","ied13","ied14","ied15","ied16","ied17","ied18","ied19","ied20","ied21","ied22","ied23","ied24","ied25","ied26","ied27","ied28","ied29","ied30","ied31","ied32","ied33","ied34","ied35","ied36","ied37","ied38","ied39","ied40","ied41","ied42","ied43"]
;======IED types======
;Add all possible ied's you want the script to choose from. For now an IED can only be
;an object type (in the editor choose empty ---> objects!!!!)
;Please note that wrecks can not be destroyed by the player cause they are wrecked already. So if you ;add wrecks to this array the players cant do anything to destroy those!!!!!!
_spawnunit = ["BAF_ied_v1","Explosive","Explosive","Old_bike_TK_INS_EP1","BAF_ied_v2","BAF_ied_v3","BAF_ied_v4"] -on a side note this works in in spawning the ied's but they dont explode
;======IED ordinance types======
;Here you can specify what type(s) of ammo you want the script to select from to be used as the ;explosives.
GRF_ammo_array = ["R_80mm_HE","R_80mm_HE","R_80mm_HE","R_80mm_HE","R_80mm_HE"]
;======IED radius======
;Here you can specify at what distance (in meters) a created IED should explode.
_radius = 8
;======IED deactivation======
;If you want to allow the player to be able to shoot/destroy suspected IED's set this value to true.
;If you dont want the player to be able to shoot/destroy IED's set this to false.
;Please keep in mind pallets and wrecks (and maybe other objects I missed/didnt try) can NOT be ;destroyed since they dont register of being hit (a wreck is already destroyed and pallets dont explode ;right?)
_deactivation = true
;=====start=====
_sideX = if (((_this find "west")!=-1) || ((_this find "WEST")!=-1)) then {"WEST"} ELSE {"ANYONE"}
?(_sideX == "WEST") : goto "start"
_sideX = if (((_this find "east")!=-1) || ((_this find "EAST")!=-1)) then {"EAST"} ELSE {"ANYONE"}
?(_sideX == "EAST") : goto "start"
_sideX = if (((_this find "resistance")!=-1) || ((_this find "RESISTANCE")!=-1)) then {"RESISTANCE"} ELSE {"ANYONE"}
?(_sideX == "RESISTANCE") : goto "start"
#start
_chance = _this select 0
_sideX = _this select 1
;player sidechat format ["side is set to %1",_sideX]
_i = 0
GRF_ied_array = []
_totalieds = count _iedarray
?_radius < 6 : _radius = 6
GRF_radious = _radius
GRF_name = GRF_name + format ["%1",_i]
ied.sqs
;======Ordinance=====
;Below you can specify an array of possible explosions, the script will randomly select 1. Keep in mind that if you add ammotypes of lesser "damage" but you want to kill the unit you should make the radius of the IED activation smaller to be sure the closest unit gets killed.
_ordinance = GRF_ammo_array call GRF_IED_randomElement
;======Start=====
;Edit below at your own risk!!
_unit = _this Select 0
_radious = call {GRF_radious}
#start
_z = nearestObjects [_unit, ["Thing","Static"], _radious + 4]
_checker = count _z
_i = 0
?_checker < 1 : exit
#loop
_nObject = _z select _i
?!(alive _nObject) : exit
_name_checker = _nObject in GRF_ied_array
;player sidechat format ["value of namechecker = %1",_name_checker]
?_name_checker : goto "explosion"
_i = _i + 1
?_i != _checker : goto "loop"
;player sidechat "IED not found in array, seems this was a dud!!! so exiting again"
exit
#explosion
_nObjectpos = getpos _nObject
_nObjectposX = _nObjectpos select 0
_nObjectposY = _nObjectpos select 1
_nObjectposZ = _nObjectpos select 2
_a = nearestObjects [_nObject, ["Man"], _radious + 2]
_b = nearestObjects [_nObject, ["Car","Motorcycle"], _radious + 2]
_c = nearestObjects [_nObject, ["Tank"], _radious + 2]
_d = nearestObjects [_nObject, ["Tank","Car","Motorcycle"], _radious + 2]
_ordinance createvehicle [_nObjectposX,_nObjectposY,_nObjectposZ]
~0.05 + random 0.3
?_ordinance != "Bo_GBU12_LGB" : _ordinance createvehicle [_nObjectposX,_nObjectposY,_nObjectposZ]
~0.01
{_x setdamage (0.85 + random 0.15)} foreach _a
{_x setdamage (0.8 + random 0.2)} foreach _b
{_x setdamage (0.75 + random 0.25)} foreach _c
_damage_test = damage _unit
;player sidechat format ["unit damage = %1",_damage_test]
_gamble = random 100
?_gamble > 0 : goto "survive"
?!(alive _unit) : Exit
_unit setdamage 1
Exit
ied_destroyed.sqs
;======Ordinance=====
;Below you can specify an array of possible explosions, the script will randomly select 1. Keep in mind that if you add ammotypes of lesser "damage" but you want to kill the unit you should make the radius of the IED activation smaller to be sure the closest unit gets killed.
_ordinance = GRF_ammo_array call GRF_IED_randomElement
;======Start=====
;Edit below at your own risk!!
_dead_ied = _this select 0
_pos = getpos _dead_ied
_oldposX = abs(_pos select 0)
_oldposY = abs(_pos select 1)
_oldposZ = abs(_pos select 2)
~0.2
;player sidechat format ["ordinance = %1",_ordinance]
_ordinance createvehicle [_oldposX, _oldposY, _oldposZ]
~0.05 + random 0.3
"Sh_125_HE" createvehicle [_oldposX, _oldposY, _oldposZ]
~0.05 + random 0.3
_gamble = random 100
?_gamble > 50 : goto "end"
_ordinance createvehicle [_oldposX, _oldposY, _oldposZ]
exit
receiveArray.sqf
private ["_channel","_array","_i","_count"];
_channel = _this;
while {var_forever} do
{
call compile format ["waitUntil{var_sendArray%1}",_channel];
call compile format ["var_sendArray%1 = false",_channel];
_array = [];
call compile format ["_count = var_sendArray%1Count",_channel];
for [{_i=0},{_i<_count},{_i=_i+1}] do
{
call compile format ["_array = _array + [var_sendArray%1Value%2]",_channel,_i];
};
call compile format ["var_receivedArray%1 = _array",_channel];
};
removeammo.sqs
#loop
?var_forever : goto "Del_ammo"
~4
;player sidechat "waiting"
goto "loop"
#Del_ammo
_T_ied = call {var_receivedArray1}
;player sidechat format ["array = %1",_T_ied]
_i = 0
_nr_ieds = count _T_ied
?_nr_ieds < 1 : exit
#remove_ammo
_Dammo = _T_ied select _i
_Dammo setAmmoCargo 0
_Dammo setVehicleAmmo 0
clearWeaponCargo _Dammo
clearMagazineCargo _Dammo
removeAllWeapons _Dammo
_i = _i + 1
?_i == _nr_ieds : exit
goto "remove_ammo"
sendArray.sqf
private ["_array","_channel","_count","_i"];
_array = _this select 0;
_channel = _this select 1;
_count = count _array;
call compile format ["var_sendArray%1Count = _count; publicVariable ""var_sendArray%1Count""",_channel];
for [{_i=0},{_i<_count},{_i=_i+1}] do
{
call compile format ["var_sendArray%1Value%2 = _array select _i; publicVariable ""var_sendArray%1Value%2""",_channel,_i];
};
call compile format ["var_sendArray%1 = true; publicVariable ""var_sendArray%1""",_channel];
btw i am a fan of this script and who ever made it
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well ive used the old "GRF_iedcreator" and replaced the items in there with the mag mane "BAF_ied_v1" and in the game it will spawn the ied so i can see it it just then does not explode...were as if you place an object such as "explosives" or any small object event a can or the loud speakers, it will still spawn the explosives but they will explode (as the script tells you it will).
i was just wondering if it could be the fact it was a mag or something eles and if there was a way about this.....
i dont like ai joining groups i want the mission to feel very hands on...i have been experimenting with the norin revive wich has a drag body function. and a load in and out of cargo function...but its really complicated to copy and remove the unconciouse bt lol.
i am extremly greatful for your help though :), the stuff i have made is still all usable i just wanted to add some gritty realism to it lol.
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i think ill go back to using barrels and containers for ied's (or use the ai) and keep the teleport function for the arrest then.
they work just not very realistic lol.
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update:
i dont need a lift one i have made one my self :).
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IED script: http://forums.bistudio.com/showthread.php?t=106489&highlight=BAF_ied_v2Arrest script: http://www.kylania.com/ex/?p=53
thanks, but ive seen them before :/ sorry, the baf ied is just i want to be able to place it prior to the game in editor so when the mission starts its already there and armed waiting to be set off by a trigger.
at the moment im trying to use
_spawnunit "BAF_ied_v1" setpos 0;
then work out how to attach to a trigger to set it off...should i name the ied?
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and the arrest is the one i basied mine off...i got all that its more the drag the arrested person and load in and out of cargo i need help with.
thank you for your swift response though :D
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BAF ied trigger..this is the big bit i need help on because i really want to use this in an upcoming mission.
basicly im trying to place lots of the BAF ied's on the map and then have a trigger so if you drive or walk a little bit behind the IED's they will go off.
the problem i have is i dont know how to place them in the editor, i have found an ied under backpacks, but its invisable....and in the mission.sqf its called the "IED_placement_BAF"..any ideas? how can i place things like "BAF_ied_v2" so i can synx them with a tirgger?
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no lift script..i made one
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in the newest domination theres so much i want to ask lol.
for one...can u release ur lift script as a stand alone haha or has some one been able to detach it successfully?
also i wanted to remove all militia and just have standard takistan units....maybe make the takistan have a main base were its units spawn and then move on from there?.
also the para drops to be done by the takistan air craft not a chopper...its in "air" "takistan army" "an somthing".
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K its massive for a post probably but here it is, where 'sarPilot' is the unit name of the AI who gets put unconscious and the player carries out,This just make him unconscious, stops him from talking, makes the player unable to heal him, and allows you to drag/carry.
hey i am working on a arrest script....
i can get to the point were my detained person is on the floor face down but i now want to drage them (maybe have them standing hands behind back attached to a player who has hands holding them or something like they are holding their cuffs.
then i need them to be able to load them in to the cargo of a vehicel and pull them out.
and a function to put them down....any help?
Arma 2 unit retexturing
in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Posted
([/can the retextured aircraft be made in to a seporate addon? becuase i want to retexture the russain utility vehicels to look british and have a desert set...possibly change their faction setting to BAF so can then put them as an addon.