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twirly

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Everything posted by twirly

  1. twirly

    TWIRL_Hide v 1.0

    Many thanks Old Bear.
  2. Ran it three times...it CTD'd three time within minutes leaving this in the .rpt file. Exception code: C00000FD STACK_OVERFLOW at 009158EF
  3. No... you have to create something like that yourself with one of the various methods of outputting text to the screen. There was a thread on hints recently. You have to give the enemy ground team a name.... lets say... enemy_grp1 You can do this by adding this code to the Init of the leader of the enemy group:- enemy_grp1 = group this; In the trigger that detects your player... you add something like this to the OnAct:- wp = enemy_grp1 addWaypoint [getpos player, 0]; Not too sure about the addWaypoint bit. Whether the waypoint will kick in.... that depends on if they have other waypoints to complete first. But give it a try. It's heading you in the right direction anyway :)
  4. They're looking at me...looking at guys on their own side 20 metres away that you clearly don't need binoculars for. Standing up ....looking..... kneeling down....looking.... and basically not doing shit else! That's an awful lot of looking while we're trying to conduct a friggin' assault! They are certainly not following me or my orders anymore! EDIT: Move orders are being essentially...for all intensive purposes ignored. Sometime they will move...other time just seem to cower around me. Methinks the AI is properly buggered now. Good job!
  5. Just be aware that Arma 2 Free is not going to be capable of a lot! So half your problems may stem from that fact. When you have code problems people will gladly help you....when you don't know what you want... well that 's a big problem for everyone. Including yourself! That's why it is crucial that you at least know some basics.... and there are a lot of basics to learn.
  6. Units in my group don't want to follow orders they just look through their binocs most of the time or just sit there and not move. They will not re-join formation. It seems like something is terribly wrong with the players AI group members. Very frustrating indeed. Anyone else noticed anything like this? MORE: I'm leaving them behind and when ordered to return to formation they just dick around there in the background and never come forward. Like they are shit scared of the enemy. This is after giving them STEALTH and HOLD FIRE orders. After that they seem stupid and stuck in those orders.
  7. Like this mate..... with addWaypoint _wp = _squad addWaypoint [getpos (leader squad), 0]; [_squad, 1] setWaypointCompletionRadius 10; [_squad, 1] setWaypointType "MOVE"; [_squad, 1] setWaypointBehaviour "AWARE"; [_squad, 1] setWaypointCombatMode "RED"; [_squad, 1] setWaypointSpeed "FULL"; [_squad, 1] setWaypointFormation "LINE"; [_squad, 1] setWaypointTimeOut [30,120,60]; [_squad, 1] setWaypointStatements ["true", ""]; This would be a good place to bookmark... The Scripting Commands. http://community.bistudio.com/wiki/Category:Scripting_Commands
  8. Hi mate... this might be one way. Put this in your triggers OnAct:- nul = [thislist] execVM "yourscript.sqf"; and yourscript.sqf might be:- _list = _this select 0; hint format ["%1",count _list]; The trigger passes an array... or list of objects in the trigger to your script with [thislist] execVM "yourscript.sqf". In your script you are assigning that array to a variable called _list (it can be anything) with _list = _this select 0. Since this list is an array we can count how many items are in it with count _list .....and I pretty much think you've got the hint sussed! EDIT: After reading your question again... I think I might have actually complicated that for you. LoL.... see how you get on.
  9. The planes fly like they're going to fall out of the sky. Just isn't right...you can clearly see it. Aircraft don't behave like that.
  10. What you add before it? You can add anything before it! It doesn't have to be:- tank = "M1A1" createvehicle (getpos player); It could just as easily be:- boat = "M1A1" createvehicle (getpos player); It would still create it. The "tank" or "boat" part is only the variable name you are assigning to the object created. It can be anything... but must be unique in all the code in the mission. So to make the tank go somewhere if you happened to call it boat:- boat domove (getpos player) ...would make the tank move to the player!
  11. You'll need to figure out how to use this mate... "Simple Support Module (SSM) allows the player to have access to a variety of support options. These include Ammo Drop, Units Drop, Airstrike, Mortar and Artillery. " http://community.bistudio.com/wiki/Simple_Support_Module
  12. This thread here might help you with the looping part.... http://forums.bistudio.com/showthread.php?t=125413
  13. Hi mate... and welcome. Yes there's a lot of other stuff.... and it can be a bit overwhelming! The link below would be a good place for you to start. Prepare to read a lot. http://forums.bistudio.com/showthread.php?t=89257 Trying to do a major edit of something would be jumping in at the deep end. If you don't know how to use the editor amongst other things... it would actually be very hard to help you. Do everyone... and yourself... a big favour and get the editor and some scripting under your belt first before you take on a project! There's people here with ten years under their belts and everyday they're still learning!
  14. twirly

    Unit disableAI "FSM"

    More to this.... After dicking around for hours I kind of... sort of... realise once again :) that almost nothing works on these little buggers. So... my claim that disableAI "FSM" worked for me I believe was only wishful thinking. I actually don't know what to believe. Who knows??? My C130 pilot will not do as told using any combination of :- _pilot disableAI "TARGET"; _pilot disableAI "AUTOTARGET"; _pilot setBehaviour "CARELESS"; _pilot disableAI "FSM"; group _pilot enableAttack false; What does seem to work on aircraft is this....and this is how it used to be done in OFP days (but in .sqs)....it seems nothings changed. while {_plane distance player > 350} do { sleep 0.1; if(_plane distance player < 2000) then { _pilot FlyInHeight 250; _pilot doMove getpos player; }; }; Nothing else seems to be necessary. Unreal! Here's what I think is a good question. What the hell are all those commands actually for?
  15. twirly

    JTD Hide

    Thanks man :).... but credit really goes to you for producing it in the first place :ok:
  16. Try something like this.... cut and paste it this into the init line of your chute.... a bit long winded but also detaches the chute and makes sure the box is on the ground and level. this setpos [getpos this select 0,getpos this select 1,100]; ammo1 attachto [this,[0,0,1]]; nul = [] spawn {sleep 1; waituntil {(getpos ammo1) select 2 < 1}; detach ammo1; ammo1 setpos [(getpos ammo1) select 0,(getpos ammo1) select 1,0]; ammo1 setvectorup [0,0,1]}; I'm assuming you're looking to put something in the chutes init here. In this example the ammo box is called ammo1 EDIT: I'm finding that once the box is on the ground it's useless because you can't access the weapons in it! I can access another box of the same type that hasn't been for a ride in a chute. Quite weird.
  17. Just had a quick look.... and can see something right away. Shouldn't it be like this?... instead of what you have. tpw_vmin = _this select [color="Red"]0[/color]; // minimum draw distance tpw_vmax = _this select [color="Red"]1[/color]; // maximum draw distance tpw_fmin = _this select [color="Red"]2[/color]; // max framerate tpw_fmax = _this select [color="Red"]3[/color]; // min framerate tpw_avtime = _this select [color="Red"]4[/color]; // how often to adjust viewdistance (sec) ~10 There might be other errors of course!
  18. There's Celery's jukebox here.... http://forums.bistudio.com/showthread.php?t=108535
  19. twirly

    JTD Hide

    @DMarkwick...What a great idea mate! I wrote this alternative script that uses the mod and makes it automatic for the player. It's got a lot of configuration options. They are however...all optional. I've been having loads of fun with the script and your mod so thought I'd clean it up and post a link to it here. From reading the thread I know there are people that will find it useful. Which would be great! The script can be found in a demo mission here.
  20. Use .sqf for your scripting and not .sqs! The guides are probably written for .sqs but it is the older language and is not as efficient. It's not that big a difference language wise.... but it is in structure.... and 99.9 percent of the stuff you'll run into here is .sqf. So start using it right away...don't dick around with .sqs scripting. Try this to make a guy dance....this will play the animation 3 times. Put this in his init.... nul = [this] execVM "dance.sqf"; dance.sqf:- _dude = _this select 0; sleep 1; _dude playMove "ActsPercMstpSnonWnonDnon_DancingDuoIvan"; waitUntil {animationState _dude != "AinjPpneMstpSnonWrflDnon_DancingDuoIvan"}; _dude playMove "ActsPercMstpSnonWnonDnon_DancingDuoIvan"; waitUntil {animationState _dude != "AinjPpneMstpSnonWrflDnon_DancingDuoIvan"}; _dude playMove "ActsPercMstpSnonWnonDnon_DancingDuoIvan";
  21. twirly

    Hint

    See if you can wrap your head around this one.... http://community.bistudio.com/wiki/parseText hint parseText format [ "<t align='center' color='#f39403' shadow='1' shadowColor='#000000'>Rifle Image</t><br/><t align='center' color='#666666'>------------------------------</t><br/><br/><t align='center' color='#666c3f' shadow='1' shadowColor='#000000'><img size='4' image='%1'/></t><br/><br/><t align='center' color='#ffcc33' shadow='1' shadowColor='#000000'>This is a Rifle</t><br/><br/><t align='center' color='#ffffff' shadow='1' shadowColor='#000000'>Did an image of a rifle pop-up?</t>", getText (configFile >> "cfgWeapons" >> "M16A4_GL" >> "picture")]; Shows a picture of the a "M16A4_GL" in the hint. You'll have to try it to see.
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