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twirly

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Everything posted by twirly

  1. Don't use the Steam version mate. This page here says... For single player: \Steam\steamapps\common\arma 2\Missions For multi player: \Steam\steamapps\common\arma 2\MPMissions Based on the above the whole path should be.... \Steam\steamapps\common\arma 2\Missions\missionname.utes or \Steam\steamapps\common\arma 2\MPMissions\missionname.utes ...if utes was the map/island used for the mission called missionname. The only other thing I can think of is that maybe your username on the computer comes into it somehow and needs to be present in the path. Maybe someone else using the Steam version can jump in here and help you out.
  2. Just found this...it may help. Right there on that first page it shows you where to put your de-pbo'd files. http://www.armaholic.com/page.php?id=1157
  3. I spend my life trying to make generic scripts, but without a doubt I end up customizing it in some way for the mission at hand. This is probably just because I can. One line here... one line there and before you know it... it's specific to the mission. So... yep I copy the scripts I need to the new mission and go from there. Others might do it differently. EDIT: My function library is a different story. These usually survive any editing and remain intact.
  4. I believe that works.... problem is if your missions are multiplayer you'll have to make sure everyone has your script folder. When it's included in the mission they don't need the script folder.
  5. From post #3 above.... [color="#FF0000"]A10CAS1[/color] = createVehicle ["A10", [(getMarkerPos "A10Spawn1") select 0,(getMarkerPos "A10Spawn1") select 1,100], [], 0, "FLY"]; A10CAS1 would be the planes name. This is a Global variable which you can use in any script or anywhere in the mission. If you had made a Local variable and called it _A10CAS1 (with the underscore) then you could only use it in the script that it occurs in. It is local to that script.
  6. Try it this way for setting the velocity... if you choose to use it. _dir = direction _aircraft; _aircraft setVelocity [sin(_dir)*90,cos(_dir)*90,0];
  7. Hi mate... Try this for the town name... _townName = text (_Alltowns select 0); If that does not work... make sure that _townpos is actually a position.... because that code should work. markernameE seems to be assigned twice... this makes no sense. It's one or the other. If some markers are not showing up it's probably because several markers get the same name or same position. Check your logic and how you count things.
  8. Just had a look at them.... Wow... they are really small and hard to see in the editor.
  9. In that example the units name is pilot...and is a Global variable therefore you can use it anywhere in any of your scripts for this mission. You can also change it to whatever you want. grp = createGroup west; [b][color="#FF0000"]pilot[/color][/b] = grp createunit ["InvisibleManW_EP1",getpos this,[],0,"none"]; ****** Concerning the invisible targets. Once the mod is installed you can place them in the editor just like anything else. Look under EMPTY / ASC. Invisible Targets and for a target that the east will shoot at... choose West normal target. The classname for this target is "ASC_ITA_N_US". To create one by code called _target which is a Local variable (note the underscore) and can only be used in the script it occurs in. You can make it Global if you need too. _target = createVehicle ["ASC_ITA_N_US", position player, [], 0, "NONE"]; It is created at the players position. Move it to wherever or attach it to whatever you want. EDIT: Ninja'd by F2K... also you may need to use createUnit for the invisible target. That just occurred to me as I haven't tested.
  10. Typo fixed for those that read the thread in the future.
  11. Yes...very true. I was looking at it from the SP perspective. My bad.... follow cuel's advice.
  12. Hi... create a function to do it using addEventHandler. Create an "init.sqf" in your mission folder if you don't already have one and put this code in it. fn_whoDunnit = compile preprocessFileLineNumbers "fn_whoDunnit.sqf"; Add this to the inits of the units you want this to work with. There are no problems adding it to all units. this addeventhandler ["KILLED",{nul=[_this] call fn_whoDunnit}]; Create the function (script) itself in your mission folder. fn_whoDunnit.sqf:- private ["_victim","_killer"]; _victim = _this select 0; _killer = _this select 1; hint format ["%1 KILLED %2",_killer,_victim]; diag_log format ["%1 KILLED %2",_killer,_victim]; Now when someone is killed that has the EH attached... a hint will be displayed and that info will also be written to the .rpt file.
  13. This might be of some use... http://forums.bistudio.com/showthread.php?98647-JayArma2Lib ...or an easier way might be to use diag_log to write to the report file and read that file with your program. EDIT: Forgot about this... copyToClipBoard
  14. In my honest opinion this contrast thing is just crap and is spoiling the experience. This is midday sun and these targets are almost black until they face the sun. This is total bullshit! If it was the forest on Chenarus the trees would almost be black. I play in a window and fullscreen is not any better. Who sees the world like this??!! http://img696.imageshack.us/img696/7097/capture09082012211746.jpg (133 kB) EDIT: It would be OK if we could adjust things ourselves.... but where is the info?? This post here and the rest of the thread is about as much use as the tits on a bull. http://forums.bistudio.com/showthread.php?135667-Improved-tone-mapping-for-1-61-proposal&p=2168490&viewfull=1#post2168490 ...and it's not like people don't ask! http://forums.bistudio.com/showthread.php?135667-Improved-tone-mapping-for-1-61-proposal&p=2168674&viewfull=1#post2168674 Who introduced the commands?...that person must know what the numbers mean. Please...please...please tell us!
  15. See if this helps you mate... http://forums.bistudio.com/showthread.php?128407-Pitch-on-Objects
  16. Maybe try it like this.... _unit = _this select 0; _buildingslist = nearestObjects [_unit,["House"],100]; _bwrlist = []; for "_i" from 0 to (count buildingslist)-1 do { _build = buildingslist select _i; _cnt = 0; _posarray = []; while {format ["%1", _build buildingPos _cnt] != "[0,0,0]" } do { _pos = _build buildingPos _cnt; _posarray set [count _posarray, _pos]; _cnt = _cnt+1; sleep 0.01; }; if (count _posarray >=1) then { _bwrlist set [count _bwrlist,_build]; }; sleep 0.01; }; hint (str(count _bwrlist));
  17. twirly

    Non-Blinding Sun version 4

    Thanks for the good work man..... sunsets and sunrises no longer make parts of my world to dark to see in perfectly good daylight! It's a big help. Now if we could only have green trees instead of black ones all would be good! That last comment directed at BIS of course and not you Sakura. Thanks again.
  18. Hi... there are a bunch of "count" commands.... search for them at the link below.Maybe there's one that will suit your needs. Other that that a function might need to be created to return only BLUFOR units. http://community.bistudio.com/wiki/Category:Scripting_Commands
  19. F2k Sel is correct about this..... this cannot work. It will count one too many and cause you grief!
  20. I agree with maturin and cannot understand how some people cannot see this!.... seeing black or dark in any type of sunshine is not on!
  21. switch (typeName _thing) do { case "OBJECT": { //do stuff here }; case "STRING": { //do stuff here }; }; If you've found a better solution that's sweet... sometimes it's better to go back to the drawing board.
  22. Looks like I'm in DayZ!
  23. Hi mate... and welcome to the forums. Here's a few links that I quickly found that might help you..... http://forums.bistudio.com/showthread.php?89257-Frequently-Asked-Questions-Requests http://forums.bistudio.com/showthread.php?135316-How-to-edit-existing-missions http://forums.bistudio.com/showthread.php?126057-Is-there-a-way-to-import-single-player-missions-to-my-editor ... there's lots more to be found as well.
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