-
Content Count
1304 -
Joined
-
Last visited
-
Medals
Everything posted by twirly
-
CLY Morse - a Morse code encoder/decoder and player
twirly replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wicked! -
How to disable aircraft evasive Action
twirly replied to Prancer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For the helo's the completion radius seems to be around 70m. Ditto. This would really make things a lot easier. -
At a loss with SPAWNING
twirly replied to goose4291's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's another post that might help you out. Includes a demo mission. http://forums.bistudio.com/showpost.php?p=1776358&postcount=3 -
Trouble SPawning Groups on Marker
twirly replied to xALIENAx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi... You need to use quotes for markernames and make sure you have the Function module placed in the editor. Works fine. [getMarkerPos [b]"aSpawnPos"[/b], West, 5] call BIS_fnc_spawnGroup; [getMarkerPos [b]"bSpawnPos"[/b], West, 5] call BIS_fnc_spawnGroup; [getMarkerPos [b]"cSpawnPos"[/b], West, 5] call BIS_fnc_spawnGroup; BIS_fnc_spawnGroup getMarkerPos -
How to start for an absolute beginner ?
twirly replied to Joe98's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Joe 98.... With 110 posts I would think you would already have the editor figured out! -
How do I activate Init.sqf?
twirly replied to failtolawl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Mission here.... if I take out the briefing.html it doesn't work. I used his code! If I go to any of my missions with a briefing.html and take it out they dont work! I suggest he try it! -
How to make it so the mission ends in a loss when certain trucks are destroyed
twirly replied to texkaz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Shouldn't that be or's instead of and's? !alive ural1 [b]or[/b] !alive ural2 [b]or[/b] !alive ural3 [b]or[/b] !alive ural4 -
UnitCapture/ Unitplay: Am I doing something wrong
twirly replied to Morten87's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Look here....follow the instuctions... http://windows.microsoft.com/en-US/windows-vista/Show-or-hide-file-name-extensions EDIT: You need to display file extensions. -
How do I activate Init.sqf?
twirly replied to failtolawl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your init.sqf looks fine..... your description.ext looks fine.... so I'm guessing there's something wrong in briefing.sqf. I've seen in some posts that you might need a briefing.html in the folder as well. But then some people say you don't need it anymore. Worth a try. ---------- Post added at 03:52 PM ---------- Previous post was at 03:46 PM ---------- EDIT: You need a briefing.html in your folder. Then it works! Just tested it on Utes. If you need the demo mission I can post it for you. -
How do I activate Init.sqf?
twirly replied to failtolawl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes...break it down into small pieces and use "hint" to track progress. EDIT: I tried loading the mission but then realised besides Lingor... I need a whole bunch of other stuff! ..so didn't get too far there I'm afraid! -
New Mission Help
twirly replied to steelblood's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You are going to need to know something about scripting.... setpos sleep time Not sure if this will help but.... http://forums.bistudio.com/showthread.php?t=119382 Anything is possible :)... but don't know that one off hand. Many many Airstrike scripts in these forums....a search in for the word "airstrike" does wonders! Here's a link to get you started. http://forums.bistudio.com/showthread.php?t=90365 Should be fairly easy to make some kind of scoring system if you know how to script. Maybe someone else can help you here with a great location. -
How do I activate Init.sqf?
twirly replied to failtolawl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Downloaded your file. Your briefing.sqf is not right.... check your opening and closing brackets. switch (side player) do [b]{[/b] case WEST: [b]{[/b] ....your code ....your code [b]}[/b]; [b]}[/b]; -
How do I activate Init.sqf?
twirly replied to failtolawl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try this... briefing = 1; debriefing=1; http://community.bistudio.com/wiki/Description.ext#briefing -
dynamic mission targets
twirly replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Please guys....when you post code use the code tags "#". Use the Go Advanced button below. Otherwise it's just a jumble of text and too hard to read! -
Bullet sound effects
twirly replied to cjust89's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not sure if you are looking for VopSound or just the actual sound files and intend to make your own sound mod. If you are looking for VopSound.... you can find it here at Armaholic. http://www.armaholic.com/page.php?id=11770&highlight=VOPSOUND -
Netcode that works please!
-
Setting enemy accuracy in editor ?
twirly replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes... this setskill ["aimingAccuracy",0.15]; -
Createvehicle with random "Classname";
twirly replied to daimyo21's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a variation of the script working with the Town Generator in Arma2 OA. So I'm not sure why it won't work with your placed buildings. Regarding too many objects in each building..... hmmmm.... not sure how you would go about given the existing code.... but just about anything is possible with enough thought. Another problem might be that more than one object is placed in the same position! To get around this you can remove any used positions from _posarray. -
Why do units I place keep running around like they're in combat?
twirly replied to Drumheller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have a look and see if anything here will help. Not sure if these actually work or not! http://community.bistudio.com/wiki/setSkill_array -
Createvehicle with random "Classname";
twirly replied to daimyo21's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here mate... I made a demo mission for you. There seems to be a few quirky things when creating objects in buildings. Now remember this is not going to be exactly what you need but it is tested and works.... it is also heavily commented. I tried to get it as close as possible to what I think you need. Demo mission here. EDIT: Oh yeah... 5 "Fuel_cans" will be hidden in the buildings in front of you. There's hints that output the values of the arrays etc. Hope it helps! -
Createvehicle with random "Classname";
twirly replied to daimyo21's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So all the buildings have 23 positions available? -
Createvehicle with random "Classname";
twirly replied to daimyo21's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK back to your original post... _randbuilds = ["bt25", "bt35", "bt45"]; [b]_build[/b] = _randbuilds select (floor (random (count _randbuilds))); That will select a random building from the list of buildings. Then... _cnt=0; while {format ["%1", [b]_build[/b] buildingpos _cnt] != "[0,0,0]" } do { _pos = _build buildingPos _cnt; [b]_posarray[/b] = [b]_posarray[/b] + [_pos]; _cnt = _cnt + 1; sleep 0.02; }; That will fill the array _posarray with a list of available positions in the building (_build) selected above. _posarray will look something like this [[2345.56,1234.45,4.5],[4567.78,2345.45,4.5],[1234.67,3245.45,5.8]]. Use hint or diag_log to see the contents simply to know what the contents of an array like this will look like. This is an array of coordinates...which is what you need. In my example above the array contains 3 available positions. The number of available positions will vary for different buildings. You are having a problem with.... _genfood setPos (_build buildingpos (floor(random 23))); Well... this is just plain wrong because you are trying to setpos _genfood at a random position number... from 0 to 23.... in the building. It probably does not have as many as 23 positions! Because the building may not have 23 positions... "[0,0,0]" is being returned when an un-available position is selected. "[0,0,0]" is a string....hence your error. You need to setpos _genfood at a random position chosen from _posarray. So.... [b]_rndpos[/b] = _posarray select (floor (random (count (_posarray)))); _genfood setPos [b]_rndpos[/b]; _rndpos will be a set of coordinates [xxxx.xx,xxxx.xx,x.x].... which I believe is what you need. From what I understand the flow should be... Select a random building Find all the available positions in that building Select a random position from the available positions Setpos _genfood at this position -
Plane crash and map marker
twirly replied to SPC.Spets's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oops my bad.... thanks Demon. I'll fix the post above. -
Plane crash and map marker
twirly replied to SPC.Spets's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is a hard one... I would say No to this. Other people might have other ideas though and know a good way to this! I'm sure it's out there somewhere! LOL! You can try setcaptive on the UAV. No guarantees though! Yes.. check the vehicles height with getpos. If the UAV's height is less than 1 then it's safe to say the UAV is on the ground or has crashed and you can createvehicle createMarker the marker there. If you don't know how to implement these commands then it will be a long hard road indeed! This is a good place to start... http://forums.bistudio.com/showpost.php?p=1308336&postcount=21 -
Createvehicle with random "Classname";
twirly replied to daimyo21's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK... the while loop :- If you've got your head around the hint example I gave you above...this is similar. while {format ["%1", _build buildingpos _cnt] != "[0,0,0]" do { When _cnt is 0 this means :- while {(_build buildingpos 0) != "[0,0,0]"} do { or in English :- while building position zero is not equal to the text string "[0,0,0]" then do the following code In every loop _cnt is incremented by 1 and the while loop executed again. An invalid building position will return "[0,0,0]"...so it loops until a building position of "[0,0,0]" is returned. Then it exits the while loop. At this point you have built an array of all valid positions in the building (_posarray). For -showscripterrors... open your shortcut on your desktop or wherever and add -showscripterrors to the Target line. It should look something like this.. but may contain other stuff there. I'm not sure what is already in your shorcut.... "J:\ArmA 2\arma2.exe" -showscripterrors Also you can check your .rpt (report) file for errors. The Arma 2 report file can usually be found in the folder :- C:\Documents and Settings\your_user_name\Local Settings\Application Data\ArmA 2 or for OA... C:\Documents and Settings\your_user_name\Local Settings\Application Data\ArmA 2 OA You can also use diag_log much the same as hint except that diag_log will output to the .rpt file and not to the screen. This way you can capture to a file whatever you need to track. It's a bit to take in ...but I hope it helps you.