Bulldog Six
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Everything posted by Bulldog Six
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remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hello? -
Cargo Load and Drop Script
Bulldog Six replied to sxp2high's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
can't wait for the fix! it's already awesome as is - the ability to load objects - but being able to drop them from a flying aircraft would still be cool. I believe the parachute used in the last version is not from OA but from Arma 2 content - probably the reason why it won't work for me since I only have OA. -
Day & Weather Script
Bulldog Six replied to Moerderhoschi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
did I miss something? does arma have a bug which gives different players different daytimes and weather?? -
Pilots only, your not allowed
Bulldog Six replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thx a lot! I used Demonized's version with 4 different scripts (1 for pilots blufor, 1 for crewmen blufor, 1 for pilots opfor and another for crewmen opfor). works good. the only way to trick out this system if for crewmen to switch seats to driver's position (i.e. from gunner or commander seat). but that doesn't work for helo's because one can't switch to the pilot seat from another position within a helo. so helo's are working excellent. -
Units appear when trigger is activated
Bulldog Six replied to Ikavnieks's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
quite sure you could place the reinforcements with waypoints and set the first and second waypoint close to the reinforcement units and set a condition in the second waypoint to check if the target-unit is dead. when the condition 'dead' is met the units will move to the second waypoint and then to the third etc.. search for eventhandlers in the forums and you might find something about the exact code you need. (I'm also learning this stuff - but that's the general idea how I would do it) -
Cargo Load and Drop Script
Bulldog Six replied to sxp2high's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've tried this scriptpack in my mission (OA only) and the crate was stuck in the air and no parachute appeared. what to do? where do I alter the parachute class? -
Capture & Hold - MP mission
Bulldog Six replied to kanelbolle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
[sBS]mac's PVP script pack does all this (assuming you're creating a PVP mission and not vs. AI). it's very good, but make a backup of your mission folder before you run it's setup over your mission. -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hey, you're right! it works like a charm when run from a script. thx a lot! but I still have another tentative draft that needs some attention: I've got a flying airplane (An2) with a couple playable units set to ride in it's cargo. at mission start the plane follows a couple waypoints and lands at the eastern base to drop off the units (if available - if not he just flies over the base and then moves on to the next WP where it's out of sight where I would love him to unspawn - not exactly sure how to do that). question: ..is it possible to spawn the vehicle once a player chooses to be one of the units set to be in cargo WITH the unit then being in cargo? (or would the unit just be on the ground and THEN would the plane spawn? it'd we great if you could show me a way to spawn the plane with the player in cargo, make it follow a couple waypoints or markers via script so it can land at the eastern base to drop off the units in cargo (the current "transport unload" waypoint does this so far automatically). after dropping the units I need it to take-off, fly to another waypoint/marker and unspawn itself there until the next player wants to be one of those units in cargo at which point the flight begins from the beginning. I also need to disable the ability to switch to the pilot seat and also the ability to bail out. maybe a trigger with timeout so after 2 minutes of flight they can get out? -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I need it for MP. I tried the code in a trigger's condition and on activation as well, was'nt accepted ("local variable in global area" at the |#|). :confused: -
Pilots only, your not allowed
Bulldog Six replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh, absolutely right! Of course I meant CarlGustaffa! My lack of sleep seems to take it's toll.. my apologies! Thanks CarlGustaffa! I'll get back to you if I run into problems regarding that refueling trick. @demonized: double quotes! lol - outstanding! thanks again, Demonized! -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I knew about the grouping, but that doesn't work with a radio trigger because the trigger activation turns to vehicle instead of radio. Isn't there any condition I can enter to limit the radio trigger activation by a unit name or id? (preferrably an array code, i.e. unit1 OR unit2 can activate the radio trigger). I don't know how to translate that into code language.. dunno about setRadioMsg - the wiki is awful short in it's usage and abilities.:confused: -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a way to limit a radio trigger to a signgle unit or two? i.e. only squad leaders can trigger a "Radio: Alpha" trigger. -
Pilots only, your not allowed
Bulldog Six replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Correct me if I'm wrong, but I believe this method would stop working once the vehicle is destroyed and respawns without the previous set init lines, right? So far I'm using the "Simple Vehicle Respawn Script v1.7 by Tophe of Östgöta Ops", which has an option to add a vehicles init line in the code to preserve it, but I noticed that as soon as a quote (") is within that additional code it breaks. example: veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf" the code this setDammage 0.5 would be preserved. BUT what do I do when the additional init line code I want to preserve contains another quote as in the code you provided @ "GetIn". The programm then claims it's missing a ] bracket after the first quote of "GetIn" because it believes it's the end of the code I want to preserve after a respawn. What to do then? ---------- Post added at 23:49 ---------- Previous post was at 23:37 ---------- it's a good code except that the engine can be still turned on as Demonized mentioned (thanks for mentioning!@Demonized). that wouldn't be too bad, but unfortunately I don't know how to add OPFOR crewmen and pilots to the code so it's got an array of acceptable units into the init.sqf code of it so OPFOR crewmen and pilots are not kicked out of their helo's and tanks. -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yes I noticed that as well. it changes depending on how often the group got replaced by other groups placed afterwards. I thought there must be a way to edit that. searched all my mission files for that text, couldn't find anything, so it's gotta be depending on the unit's id or so. about the blurring: I haven't officially released my mission yet so I didn't want to reveal some unit's information just yet. just so it's still fresh at the release.. ;) no big thing really, just evading copycats. -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
where can I edit the title of a group as seen in the unit selection screen? -
Satellite view (SATCOM)
Bulldog Six replied to chicago's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
has the ambient animals bug been fixed yet? -
Pilots only, your not allowed
Bulldog Six replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hmm.. it sounds so easy. it probably is when you understand the code, but I barely understand it yet. could you help me getting any of the above codes to work? (MP) I'd suggest modifying the F2 code, since it seems to effectively kicking players out and giving a hint message with slight modification. but it seems to kick out pilots as well so far. this is how I modified it until I realised it doesn't only kick out unauthorized units but pilots as well (I just managed to get the hint message to work. "lol" - yeah, I know.. :-/ ): // F2 - Authorised Crew Check // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // DECLARE VARIABLES AND FUNCTIONS // ==================================================================================== private ["_fromEH","_vehicle","_vehicleRole","_unitToCheck","_restrictedCrew","_warningMsg"]; // SET KEY VARIABLES // ==================================================================================== // Using the arguments passed to the script, we first define some local variables. _fromEH = _this select 0; _vehicle = _fromEH select 0; _vehicleRole = _fromEH select 1; _unitToCheck = _fromEH select 2; _restrictedCrew = _this select 1; _warningMsg = localize "STR_f_UnauthorisedCrew_Warning"; // DEBUG if (f_var_debugMode == 1) then { player sideChat format ["DEBUG (f\common\f_isAuthorisedCrew.sqf): _fromEH = %1",_fromEH]; player sideChat format ["DEBUG (f\common\f_isAuthorisedCrew.sqf): _vehicle = %1",_vehicle]; player sideChat format ["DEBUG (f\common\f_isAuthorisedCrew.sqf): _vehicleRole = %1",_vehicleRole]; player sideChat format ["DEBUG (f\common\f_isAuthorisedCrew.sqf): _unitToCheck = %1",_unitToCheck]; player sideChat format ["DEBUG (f\common\f_isAuthorisedCrew.sqf): _restrictedCrew = %1",_restrictedCrew]; player sideChat format ["DEBUG (f\common\f_isAuthorisedCrew.sqf): _warningMsg = %1",_warningMsg]; }; // ==================================================================================== // PERFORM CHECKS // We do not need to perform all of this script on all clients simulaneously, so if // the unit triggering the the event handler is local to another client, we exit the // script. Unless the unit is entering as cargo, or part of the authorised crew, it // is ejected from the vehicle with a warning message (as a hint). if ((local _unitToCheck) && (_vehicleRole != "CARGO") && (!(_unitToCheck in _restrictedCrew))) then { hint "Leave the flying to those with the training son. (Pilots only)"; _unitToCheck action ["getout",_vehicle]; }; // ==================================================================================== if (true) exitWith {}; I believe it can be un-fueled and refueled with this (if I'm not mistaken), but I don't know exactly how to implement it: this addeventhandler ["fuel", {(_this select > 0.1) setfuel 0}]; this addeventhandler ["fuel", {(_this select 0) setfuel 1}]; and I know the classname it should be checking for should be "US_Soldier_Pilot_EP1" or "US_Pilot_Light_EP1" (OA classnames) for aircrafts. If you have the time and know-how could you add the ability to check armored vehicles for crewmen too? the class would be "US_Soldier_Crew_EP1" (OA classname). I'd greatly appreciate your expertise with this CarlGustaffa! I'd do it myself if I wouldn't lack the understanding of the code so much. :-/ -
Pilots only, your not allowed
Bulldog Six replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Roy86: I've tested your version - it doesn't work for me. (tested on LAN-hosted MP mission). Is something missing? @psvialli: the F2 framework works, but without giving out a warning message or hint when you're kicked out. UPDATE: hmm, appearantly it even kicks out pilots! -
Arma 2 Addon request thread
Bulldog Six replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
why is there still no flyinheightASL command? it's been requested several times in the forums. also, the salute key (though still available in the control settings) doesn't work anymore. fix plz! //BIS setBehaviour "CARELESS"; BIS setBehaviour "USERFRIENDLY"; -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How do I disable the AI chopper pilot's talking/giving orders? When I sit in an AI controlled chopper which has waypoints the pilots talk to each other - one pilot says "move to ...(coordinates/distance & direction)" and the chopper starts moving. I would like to disable that. How do I mute the pilots? I've tried putting "player setVariable ["BIS_noCoreConversations", true];" in the manned chopper's init line, but that didn't work. I guess that's only for the usual "Did you see anything recently?"-talk.. -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for confirming - at least now I know it's not possbile. I thought I was unable to do even such a simple thing, kinda frustrated me.:rolleyes: Cheerio! -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
AAAARGHHHHH!!!!! effin' %!(/"$(&%!!! see, this is what I'm talking about.. I do my homework, search the forums, read the frickin' wikis and yet this effin bastard editor won't do what I tell him to. not even the most simple things work! I'm having trouble with the "attachto" command. I'm trying to attach some chairs (chair_1,chair_2,chair_3, ..) and little objects to a table (table_1) because the table seems to stay on an elevated part of a building, like a "veranda" on a hillside if you will. no matter where and how I put it, it just won't work! I used these, none worked: chair_1 attachto [table_1,[-0.4,0,0]]; chair_1 setdir 90; //within the table's init this attachto [table_1,[-0.4,0,0]]; this setdir 90; // within the chair's init chair_1 attachto [table_1,[-0.4,0,0]]; chair_1 setdir 90; //chair's init chair_1 attachto ["table_1",[-0.4,0,0]]; chair_1 setdir 90; // etc.. etc.. etc.. none worked. I've tried putting the commands in the init line of the chairs, in the init line of the table etc. - nothing happened. the objects are within a trigger (which is not at all related to the attachto issue), is that a problem? -- and thx for the input, the repair script worked wonderful! only odd thing about it is that when fixing a vehicle with the mentioned animation I can move my view so far behind me, as if my neck broke backwards.. hmm.. not a major issue, but if fixable I'd apreciate the advice. -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
is it possible to group the Radio trigger with the person who shall be able to use it? in other words, what would the trigger condition be "if man_X radios ECHO" ? -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nono! I tried to explain to you how this "bug" happens. It's not the pvp script pack. To reproduce this bug just place a player without radio on the map, then place a trigger anywhere on the map (size can be 0 & 0, don't matter), and choose in the "Activation by"-dropdown menu any radio channel (i.e. "Radio: Echo"). That will force the radio in the map view and also enable triggering the radio trigger with 0-0-5 on your keyboard. No matter if noone on the map has a radio, and no matter if showRadio=false in the description.ext - the radio will always be accessible through the map and through the keyboard shortcuts (0-0-..) as long as that trigger is in the mission. Thanks for the long post! I'll see if I can figure it all out after sleeping for a while :-) p.s.: reg. Issue 12 you forgot to mention how to add the player to the medevac's cargo without him sitting in it like a regular healthy passenger. you think one can lie him down flat on the medevac's floor? Cheers -
remove radio from a unit, run a script once for a connecting player, AND OTHER ISSUES
Bulldog Six replied to Bulldog Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That was helpful in getting rid of the radio in the gear menu, but not on the map screen or via keyboard-shortcut. I finally figured out what caused the radio issue and why the other code I tried didn't remove the shortcuts and the radio on the mapscreen. I had a trigger somewhere set to "activation by: Radio Echo". That's why the radio was still visible and usable on the map screen and also through the keyboard shortcut keys (0-0-5), even if the unit didn't have a radio in his gear! (d'oh! bohemia's logic is somewhat painful sometimes..) The question now is: how do I create such a radio trigger that can only be used by blufor? Hmm... with this solution the UAV uses the sealevel as flyinheight level, right? meaning it keeps rising and rising and rising.. (the desired sealevel I need is around 2800 which is about 400 above ground level). since, as far as I understand this, it uses the sealevel as flyinheight level it flies higher. and because it flies higher, the sealevel of it increases as well so it tries to fly even higher to keep up with the sealevel height as flyinheight level. know what I mean? I need it to stick at 2800 ASL at all times - no matter if it's flying over a hillside or a valley. but I like the automatic safety precaution you added (50), that's a good crash-avoidance measure. however I need it to stick to a pre-defined sealevel until it has to take that safety measures. initially when it spawns I already have it set to be at the desired height via this setpos [(getpos this select 0),(getpos this select 1), 400]; the problem is that instead of holding that horizontal plane it goes up and down because of the altering terrain height. Yes, I was thinking the same thing about the animation. I'll use UNIT playmove "ActsPercSnonWnonDnon_carFixing2"; but I'm unaware what I should use instead of "UNIT" - is it "player", or "this" or what? basicly I just want the civilian side to be able to perform repairs on the field because they don't have choppers in my mission. I'm just a little riddled how to combine the mousewheel menu repair action with the animation mentioned above and the setdamage 0. The only similar code I've been using so far was this refueling code: this addeventhandler ["fuel", {(_this select 0.5) setfuel 1}]; I'll check that addaction page again, but I doubt it'll be a big help how to solve this riddle in my head. Thanks, I'd really love to see this work. I wonder how one can make the flight in the medevac chopper as authentic as possible. I'd love to have a view like this when inside the chopper: Do you think that's possible? It would be weird if one would just sit in the chopper as usual.