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Everything posted by twirly
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Need some patient person to give a hand
twirly replied to jburn_666's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi mate.... and welcome to the forum. It sounds to me like you are only just beginning with Arma 2.... so making your own mod is not going to be an easy task. The first thing you need to understand is Arma 2 is a beast and things are not accomplished as easily as one might think. For example take a look at the list of the Script Commands.... http://community.bistudio.com/wiki/Category:Scripting_Commands This page here has links and info to keep you busy for many years. Literally! http://www.armaholic.com/forums.php?m=posts&q=6751 So if after seeing all that you are really interested in learning about Arma 2... Mr Murray's Editing guide would be a good place to start. Also... just in case you don't know... Arma 2 has a Mission Editor! You can get in there an have some fun in real Sandbox style. Watch they might answer some of your questions. There are many more videos on YouTube. The links are in one of the pages above. -
You're welcome... keep reading and fiddling with other peoples scripts. Best way to learn.
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[SP] Cyber Warfare VME_PLA MOD mission
twirly replied to Kommiekat's topic in ARMA 2 & OA - USER MISSIONS
Good work man....thanks for the release. Lots going on in this one. Nicely done! -
Hi mate... look at this little test mission that I just put together for you. It will make one group follow another. More can be added but it is a start for you and I commented the crap out of it. This is the script... follow.sqf _grplead = _this select 0; //leading group _grpfollow = _this select 1; //following group _distance = _this select 2; //distance for checking _loop = true; //keep looping till _loop = false while {_loop} do { //get distance between the leaders of each group _currentdist = leader _grplead distance leader _grpfollow; //if distance greater than max distance then update followers waypoint if (_currentdist > _distance) then { //get the index of the followers current waypoint _index = currentWaypoint _grpfollow; //delete this waypoint deletewaypoint [_grpfollow,_index]; //add a new waypoint near (20m) the position of the leader of leading group _wp = _grpfollow addWaypoint [position leader _grplead, 20]; }; //sleep some arbitrary time....5 seconds seems good sleep 5; //if either group has no units left set _loop = false and stop looping if (({alive _x} count units _grplead ==0) or ({alive _x} count units _grpfollow ==0)) then { _loop = false; }; }; Execute the script like this... nul = [leading_group,following_group,distance] execVM "follow.sqf"; Hope it helps in some way.
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Paramaters not working
twirly replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Don't use true and false in the description.ext... won't work! class debug { title = "Debug Y/N"; values[] = {0,1}; texts[] = {"yes","no"}; default = 0; }; ... and maybe use something like this in your script....and it is paramsArray select 2 for the third item. Hog_Debug = false; if((paramsArray select 2) == 1) then {Hog_Debug = true}; -
In what format does ArmA 2 call to database, please?
twirly replied to Zarx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@richardp... If you know what makes DayZ tick and the fact that not much else out there uses a database... it's pretty damn easy to figure out mate. It was also a first post which was asking some pretty heavy duty stuff and not simply how to make a "hint" work! Have a good day brother. -
setVariable,getVariable problems
twirly replied to BomboBombom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Lol!.. Between the two of us he'll get it sorted fuh sure. -
setVariable,getVariable problems
twirly replied to BomboBombom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes mate.... but nothing is right there! What is "_dies"??? and... If you do something like this:- _text = "one"; _text = "two"; _text = "three"; At the end of it _text is equal to "three"... the lines before don't come into it. You have assigned a new value to _text each time! Following the example in the Biki... _myTruck setVariable ["myVariable", 123, true]; _myTruck is a vehicle (an object). So you set the variable "myVariable" on the object to be equal to the number 123, The true/false part is whether or not you want the variable to be set on all machines or only locally (this machine). After you set it... you can retrieve it like this... _aVariable = _myTruck getVariable "myVariable"; Now _aVariable is equal to the number 123 If you want to set the variable to be an array.... go right ahead. Just make the array first... it will be less confusing. _myArray = [_item1,_item2,_item3]; _myTruck setVariable ["myVariable", _myArray , true]; To retrieve it.... _anArray = _myTruck getVariable "myVariable"; _anArray will then be [_item1,_item2,_item3].... just as we stored it! Hope that helps a bit. -
In what format does ArmA 2 call to database, please?
twirly replied to Zarx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I smell DayZ.... and if that is zombies I'm smelling you might have more luck in the DayZ forums. Here's a maybe helpful link anyway... http://forums.bistudio.com/showthread.php?134036-Arma2Net-MySqlPlugin -
setVariable,getVariable problems
twirly replied to BomboBombom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Blackmamb :) Same exact thoughts.... but you added that bit about the text. The whole chunk of code is screwy! -
setVariable,getVariable problems
twirly replied to BomboBombom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi... checked these out yet?... Tells you exactly how to use them. http://community.bistudio.com/wiki/setVariable http://community.bistudio.com/wiki/getVariable Surely you can see on that page for setvariable that your syntax is wrong! _dies = _dies setVariable["PN_Fired",_kil,"PN_Died",_die]; versus... _myTruck setVariable ["myVariable", 123, true]; -
Day Z Announced as standalone title.
twirly replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
That was great! -
Respawn vehicles in mod
twirly replied to Guntz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi... I had a look at this and there are too many errors. From the very first script I looked at.... the "init.sqf"... there are errors. It will not be an easy task to modify this I'm afraid. It will simply take too much time. -
Is it possible to have dynamically named variables?
twirly replied to zooloo75's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What is this supposed to do? missionnamespace [_trgname,createTrigger ["emptyDetector",getpos _x]]; -
Gore Mod / Wound effects
twirly replied to icewindo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice job man. Also like # 1. Don't like the shadow and there's other ways to introduce weapons... so no biggie if there's no weapons. -
spawn vehicles at random distance from marker
twirly replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just taking a quick look it seems there's one "}" too many. Not sure how you intended it to work and haven't tested. But the last few lines need checking. Otherwise the code looks good. -
Object Placer??
twirly replied to chatterbox360's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That code seems to be straight out of DayZ...why don't you ask in those forums. -
Cant seem to hint a variable?
twirly replied to BullyBoii's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Same here.... too true! -
Hi mate. Check out this post here.... http://forums.bistudio.com/showthread.php?106200-Music-comming-from-radio&highlight=radio+music ...and if that does not help. Then there are many more posts like it. Try "music" and "radio" for your search terms.
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spawn vehicles at random distance from marker
twirly replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try this mate... tested and working. _centerpos = getmarkerpos "center"; _aadis = [200,500,1000,2000,3000,4000,5000] call BIS_fnc_selectRandom; _aadir = random 360; _aapos = [(_centerpos select 0) + sin(_aadir)*_aadis,(_centerpos select 1) + cos(_aadir)*_aadis]; _aapod = createVehicle ["Igla_AA_pod_East", _aapos, [], 0, "NONE"]; _aapod setdir (random 290); ...then add your eventhandler. EDIT: To test. Do this.... replace... _aadis = [200,500,1000,2000,3000,4000,5000] call BIS_fnc_selectRandom; with _aadis = [30] call BIS_fnc_selectRandom; That way you should see the Igla spawn 30m from the "center" and know if it is working or not. **Note** you are going to have problems with stuff spawning in water, on or in buildings etc. -
Design Mastery Sky and Sunrise
twirly replied to hogthar's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good work. For me personally this is much better than the drab greens and browns. -
private DayZ server script help.
twirly replied to grum09's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It is possible that this is some kind of hack to be used in online public DayZ servers.... so good luck getting an answer! -
Spawn patrols randomly..
twirly replied to Guderian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi.... the reason the guys made those suggestions is because it really is not that easy. Quite a lot comes into it. Just some of the issues might be... Spawning in water. Spawning in plain sight of players. Spawning right next to enemy. You could try reading up on these... don't use them myself but they may work just right for you. Make sure you have a Functions Module placed on the map. BIS_fnc_spawnGroup BIS_fnc_taskDefend BIS_fnc_taskPatrol Regarding respawing... have a look at this. This was a test mission I did for someone at some point. It may also help. EDIT: I should have included this also... For finding random points.. maybe something like this.... _centerpos = getpos [b][i]some_object[/i][/b]; _amnt = 50; _maxdis = 1000; _ptarray = []; for "_i" from 1 to _amnt do { _dis = random _maxdis; _ang = random 360; _pt = [(_centerpos select 0) + sin(_ang)*_dis,(_centerpos select 1) + cos(_ang)*_dis]; [b]_ptarray[/b] set [count _array,_pt]; }; _ptarray will contain a list of random points up to 1000m away from some_object... but some points might be in water or on buildings etc.. which will not be ideal. -
Garrison on the fly script
twirly replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Seems like someone is having a bad day! Arma 2 scripting can do that :) -
You would need to edit the .pbo or create a separate addon. There's no easy way depending on your knowledge of Arma 2.