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Everything posted by twirly
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How do you get a variable from another player?
twirly replied to zooloo75's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What variable is the money stored in on the other player? -
Deciphering this bit of script to spawn a squad
twirly replied to pd3's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/addWaypoint ---------- Post added at 02:51 PM ---------- Previous post was at 02:47 PM ---------- This will change the skill for the group. {_x setskill 0.7} foreach units GroupSquad1; -
Arma 2 - Editing & Scripting Tutorials @Youtube
twirly replied to oksman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It goes without saying that this is so useful to the community. Keep up the good work mate. -
Making 1 slot SP mission into 2+ slot MP
twirly replied to sneerz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try "C:\Users\Jason\Documents\ArmA 2\Missions\" and load it in the SP editor. Maybe that should be "My Documents"!!???? -
Making 1 slot SP mission into 2+ slot MP
twirly replied to sneerz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have you got to the point where you can load the mission into the editor. That's step number 1! -
Adding Weapons (flares, Hydras) to Choppers
twirly replied to EBass's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey mate.... http://forums.bistudio.com/showthread.php?128287-Adding-flares-to-a-UH-1Y&highlight=flares Search term was "flares"!! -
Allow ai to ignore waypoint orders, possible?
twirly replied to katipo66's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think that will take more than just a little scripting to accomplish mate. -
Some help with Artillery Module
twirly replied to JaFuzz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here a test mission that works. Mission here. See if that helps you man. -
Making 1 slot SP mission into 2+ slot MP
twirly replied to sneerz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you de-pbo the mission you should be able to load it in the editor no problems. Anyway if you can...in the description.ext try adding this line or changing the existing one if it's there.. to... disabledAI=0; http://community.bistudio.com/wiki/Description.ext There may be more to be done...as SP missions usually don't work in MP without quite a few changes. See how you go. -
How to increase a unit/vehicle's health to 200% or more?
twirly replied to AlphaKappa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What's do you think that 0.02 is in the script for? -
How to create timed projectiles?
twirly replied to slodin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's a totally different approach mate.... edit the movie. It'll be easier! Sometimes the AI won't do stuff on cue as you would think they should. -
Marker that created with createMarkerLocal can seen by everyone.
twirly replied to chorodai's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi mate. Try using the "CODE" Tags next time you post code. That makes it so much easier for everyone to read. Not tested but should work. I just re-arranged your code a bit and changed a few things. Create a file called "trackplyr.sqf" in your mission folder and put this in it. trackplyr.sqf:- private ["_name","_mark"]; _name = format [" %1", name player]; _mark = createMarkerLocal [_name, (getPos player)]; _name setMarkerShapeLocal "ICON"; _name setMarkerTypeLocal "DOT"; _name setMarkerColorLocal "ColorBlue"; _name setMarkerSizeLocal [0.5, 0.5]; _name setMarkerAlphaLocal 1; _name setMarkerTextLocal format [" %1", name player]; while {alive player} do { _name setMarkerPos (getPos player); sleep 0.1; }; deleteMarker _name; Put this in your players Init... nul = [] execVM "trackplyr.sqf"; -
Editing multiple units at once
twirly replied to molotov_billy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There's no key combo.... you have to do it with script. Something like this in the leaders init will do it for a group... {_x setskill 0.7} foreach units group this; ..or for all units in the game.... {_x setskill 0.7} foreach allunits; This is where learning to script comes into it. You can do much more powerful things than just using objects in the editor.....just about anything really!! Here's a link to the scripting commands.... Arma 2 Scripting Commands You should also read this.... for Armed Assault and older .sqs but still applies big time. Mr Murray's Armed Assault Editing Guide. -
static weapons not spawning but tanks do
twirly replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Static Weapons aren't vehicles! Use createVehicle to create the weapon then createUnit to create the unit. Then assignAsGunner and moveInGunner. EDIT: You're also going to have to create a group for the unit with... you guessed it... createGroup -
Lingor Units Insurgency Edit
twirly replied to iOGC_Aenigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try removing this bracket (in red) see if that does it.... if (_type == "count") then { _result = 0; } else { _result = []; }; [b][color="#FF0000"]{[/color][/b] if (typeOf _x in eastInfClasses && ( (alive _x && primaryWeapon _x != "") || !_alive ) ) then { if (_type == "count") then { _result = _result + 1; } else { _result set [count _result, _x]; }; }; -
Help with an IF command
twirly replied to rcmw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's because you used "exec". The file was executed as a ".sqs" script and not an ".sqf"! -
Help with an IF command
twirly replied to rcmw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah...thought so too. There's no way all the if's can fire! -
Help with an IF command
twirly replied to rcmw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your script should work sometimes except when round(random 3) gives you a zero (0) Try this for your generating a 1,2 or 3 for your random number.... YarumDeff = [url="http://community.bistudio.com/wiki/ceil"][u]ceil[/u][/url] (random 3); Another couple commands you can use to accomplish what you want is floor and switch. YarumDeff = [b]floor[/b](random 3); //this gives a 0,1 or 2 [b]switch[/b] (YarumDuff) [b]do[/b] { case 0: { //blah blah blah......do stuff here.. }; case 1: { //blah blah blah.... do stuff here... }; case 3: { //blah blah blah.... do stuff here... }; }; This would be preferable to doing a bunch of if's -
[HELP] How to create a squad of NPC in...
twirly replied to RedShootLeo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
They are helping you.... you just don't know enough to be helped! If that makes sense to you! -
Getting gun reticle's position in ArmA 2
twirly replied to borg117's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Doesn't screenToWorld [0.5,0.5] give you the coordinates? EDIT: Ah... just realised if you are using the Aiming Deadzone (I'm not)...that won't work. -
It works for me mate.... I just added a line to Altimeter.sqf to waituntil the player was actually in the air. altimeter.sqf:- [b]waituntil {((getposATL player)select 2) > 1};[/b] while {((getposATL player)select 2) > 1} do { hintsilent format ["Altimeter: %1", round (getPosATL player select 2)]; sleep 0.1; }; hintsilent "";
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Don't think that's the problem man. Might have something to do with the Halo_Wait or Halo_Active. That's the first thing I would be checking. Make sure the logic is sound. Don't have time now.... but will run through the whole thing later for you (if you don't fix it first!).
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All in one Marker, not updating when player, vehicle or choppa killed/destroyed
twirly replied to Rkillah-Rye's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try something like this then..... In your players init:- nul = [] execVM "player_init.sqf"; player_init.sqf:- while {true} do { waituntil {alive player}; nul = [_unit] execVM "markers\aio_marker.sqf"; waituntil {not (alive player)}; }; -
ARMA 2: OA beta build 93040 (1.60 MP compatible build, post 1.60 release)
twirly replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I agree one hundred percent. This has always blown my mind. Very distracting..... not at all "real world" and leads to too much movement onscreen in my opinion. Makes seeing the things I really need to worry about... the enemy.... difficult for me. They also change shape in the process.... why??? I also get the flickering on the buildings as MagdogX shows.... and can't believe that it still exists in this game. ---------- Post added at 09:49 AM ---------- Previous post was at 09:46 AM ---------- Originally I came here to say..... tested this. Now works well. Thanks guys. [92821] Fixed: Joining unit in the vehicle to a different side group did not change the perceived side of the unit. -
All in one Marker, not updating when player, vehicle or choppa killed/destroyed
twirly replied to Rkillah-Rye's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Lol! OK.... well just call the script again from inside the simple vehicle respawn script after the unit has respawned. Shouldn't be too hard to find the correct place in the respawn script to add the line. ---------- Post added at 12:38 PM ---------- Previous post was at 12:32 PM ---------- Had a look mate.... look for these lines in the SVR script.... and add the bold line. deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; [b]nul = [_unit] execVM "markers\aio_marker.sqf"; //or whatever you have called your script!!![/b] if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCommands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; _dead = false;