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twirly

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Everything posted by twirly

  1. 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.
  2. You're welcome... keep reading and fiddling with other peoples scripts. Best way to learn.
  3. Good work man....thanks for the release. Lots going on in this one. Nicely done!
  4. 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.
  5. 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};
  6. @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.
  7. Lol!.. Between the two of us he'll get it sorted fuh sure.
  8. 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.
  9. 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
  10. @Blackmamb :) Same exact thoughts.... but you added that bit about the text. The whole chunk of code is screwy!
  11. 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];
  12. 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.
  13. What is this supposed to do? missionnamespace [_trgname,createTrigger ["emptyDetector",getpos _x]];
  14. 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.
  15. 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.
  16. twirly

    Object Placer??

    That code seems to be straight out of DayZ...why don't you ask in those forums.
  17. twirly

    Custom Music

    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.
  18. 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.
  19. Good work. For me personally this is much better than the drab greens and browns.
  20. It is possible that this is some kind of hack to be used in online public DayZ servers.... so good luck getting an answer!
  21. 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.
  22. Seems like someone is having a bad day! Arma 2 scripting can do that :)
  23. twirly

    Zombies on FLIR

    You would need to edit the .pbo or create a separate addon. There's no easy way depending on your knowledge of Arma 2.
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