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Everything posted by demonized
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I wish for extra command flyInHeightASL, the above sea level equivalent to flyInHeight to get those air insertions to look straight and not like a damn rollercoaster. Still want to keep original flyInHeight command, just need one extra for above sea level to suit all needs.
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First time scripter... need help regarding MP
demonized replied to sanders54's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Add this to top of your script: if (!isServer) exitWith {}; that will take care of the duplicate error, and will not affect SP missions at all. also, you dont need [color="Red"]if (true) then {[/color] _this = createVehicle ["An2_1_TK_CIV_EP1", [3775.5562, 3560.3015, -2.2888184e-005], [], 0, "CAN_COLLIDE"]; _vehicle_1 = _this; _this setDir 55.741558; _this setPos [3775.5562, 3560.3015, -2.2888184e-005]; [color="Red"]};[/color] just delete the red parts, they do nothing wrong, they just are unneccesary. -
7 satchels and one Radio tower
demonized replied to Maraticius's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
US a10 GBU: x_server\x_f\x_serverfuncs.sqf - Line 870ish FUNC(CheckMTShotHD) = { private ["_tower", "_r", "_val"]; PARAMS_1(_tower); _r = 0; if ((getText(configFile >> "CfgAmmo" >> (_this select 4) >> "simulation") in ["shotPipeBomb", "shotTimeBomb"]) || ((_this select 4) == "ACE_PipebombExplosion")) then { _r = (_this select 2) / 5; }; [b][i]if ((_this select 4) == "Bo_GBU12_LGB") then {_r = _this select 2};[/i][/b] _val = _tower getVariable QGVAR(damt); if (isNil "_val") then {_val = 0}; _r = _r + _val; _tower setVariable [QGVAR(damt), _r]; _r }; -
Enemy chopper search for enemy
demonized replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
there is also the BIS_fnc_taskPatrol function. -
The 'Say' Command In Multiplayer
demonized replied to Geosword's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Its because when a AI joins a player, it becomes local to that group leader. make all the enableai, setcaptive, add weapons stuff before joining the group. You can also use MP framework for adding weapons and magazines from any client, look at bottom of link for possibilities. Also, if (true) exitWith {}; is not needed as sqf scripts exit automatically at the end, so you can delete that. -
Is there a scripting command(s) that makes player/unit drop a weapon?
demonized replied to galzohar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Run this clientside and it will most likely tell you if a dialog is opened, though im only taking that from the text in BIKI link, so might not work. http://community.bistudio.com/wiki/dialog Also, why not just use nearestObjects and have a list for each objects position on your rack or table... If one weapon is missing from one of the positions, and one weapon is not in any of the positions, then move that weapon to the empty position.. Im am thinking that you are maybe trying to do something easy more difficult. May i ask what the purpose is? -
Stop my unit from saying "move to" at mission start
demonized replied to xripx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if you start your mission without any waypoints, and then assign the waypoints after your "intro", then noone will say move to until you create the waypoints. if its beyond you to script all waypoints, then you can create one single man, not in your group, create all the waypoints for him and then when intro is done, copyWaypoints to your own group. you can still keep all synchs etc on the original group so copy should work real well.. -
Is there a scripting command(s) that makes player/unit drop a weapon?
demonized replied to galzohar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/Armed_Assault:_Actions_List#DropWeapon -
How to check if group is attacked?
demonized replied to zapat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Another way is to check combat mode: AI groups change to beheaviour mode once they are engaged, and revert to original mode once "safe" If unit is in aware by default, its most likely being engaged or engaging if its in combat mode. This check will ofc fail if units move around in default combat mode. if (([url="http://community.bistudio.com/wiki/behaviour"]beheaviour[/url] groupname) == "COMBAT") then {hint "group is in combat"}; Above is sqf and not fsm, but you probably know the equivalent to fsm. Edit: brainfart resulted in me typing combatmode and linking to that, but i meant ofc beheaviour mode to be combat. above fixed... -
[] exec "script.sqs"
demonized replied to eymerich's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@TJ72 The whole point was that sqs should not be showed to new scripters as it confuse them, or they think they can mix it with sqf, resulting in big headaches or them just giving up on scripting all together. As shown many times lately, some new scripter not getting whats wrong, turns out he has a good mix of sqs and sqf commands mixed in his script and the execution of it. Removing sqs syntax, (sqf can do all sqs can and more), uniting all old and new scripters in one syntax will do the community alot of good, and increase the numbers. It will not make it exclusive, it will make it more inclusive. Those skilled in sqs, will have zero to nil problems converting to all sqf use, most of you are already very competent in sqf already, this because you have long since realised that sqs cannot do the job for everything. And converting what you already have in sqs to sqf will be no problem as its already only "being used for small and simple" scripts. I myself started out with sqs with no prior coding experience. I learned from Mr Murrays exxelent guide. Once i wanted to gain more advanced scripting, i quickly found myself in a world of confusion, i mixed sqs and sqf from forum examples, almost giving up on the entire scripting part. Then i converted to sqf and it all worked out. I am myself a person who spend alot of time reading, searching, testing and trial and error, to get things working. The differences between sqs and sqf is simple in the eyes of a skilled and experienced coder. Not everyone has the time, desire or ability to do that, resulting in keeping them at a mediocre level or excludig them all together from arma scripting. Its not a bashing or discriminating attempt to get rid of sqs, its a call for progress to include everyone. -
AA pods stop fire under hight xx
demonized replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you need to use ""double"" or 'single' inside the outer "qoutes". so like this with 'single': if there is an issue with that, just save the code as script and just run the code from the setVehicleInit line instead. save as myscriptname.sqf and run the init on spawned vehicles like this: this will be much cleaner in your spawn scripts. -
Requesting a Blacklist for Scripting Commands
demonized replied to teetime's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Reality: any block will be surpassed by those motivated to do so with time. Ban lists, IP bans, automatic server logs of those abusing code(not sure if already in), no mods allowed will go along way. Best protection is: dont have public servers or issue admin rights to several regular "nice" publics, join or create a clan, get only motivated players wich work together to keep it all clean. Youll never escape the hackers, they will always be there, that is the price we pay for our freedom in arma editing. Our grief is their motivation, only real solution would be the donation fund mentioned above, but that would mean a very very very large fund :D -
Start mission with black screen, then fade in
demonized replied to xripx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i mixed up some of the titlecut and cuttext.... i blame leprecauns. the error is that titlecut, cut text etc, are their own courtain in your view, if you have 2 black, and remove the one, then there is still one black one left... anyhow, tested this, got somewhat the desired effect. 10 fadeSound 1; 10 fadeMusic 0.5; titleText ["", "BLACK FADED"]; sleep 2; titleText ["Jungle Trek\n\n by Rip\n\nVersion 1", "BLACK IN", 8]; sleep 8; titleText ["", "PLAIN"]; -
[] exec "script.sqs"
demonized replied to eymerich's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
////////////////// SQF RULEZ!!! ////////////////// if (!isServer) exitWith {}; _unit = _this select 0; _number = _this select 1; if ((typeName _number) != "STRING") exitWith { [_unit,str(_number)] execVM "SQFRULEZ,sqf"; }; switch (_number) do { case "0": {_unit setDamage 1}; case "1": {_unit setVelocity [0,0,50]}; case "2": {_unit setDamage 0; sleep 0.1; if (!alive _unit) then {[_unit,"2"] execVM "SQFRULEZ,sqf"}}; case "3": {{if (side _x==east) then {_x setDamage 1}} forEach allUnits}; }; Edit, damn!! ninjaed :D -
The 'Say' Command In Multiplayer
demonized replied to Geosword's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you can use MP framework for that, more info on requirements in the link, you need functions module on map. probably better to create a small local function and just send info to it via a single line, but anyhow, here is cumbersome version. { if (isPlayer _x AND (_x distance Hostage1) < 30) then { [Hostage1,_x,"loc",rSAY,["Russian1", 100]] call RE; }; } foreach playableUnits; if player is within 30 meter of hostage1 he will hear the say. not 100% sure myself on using the MP framework, i think i got the parameters right. -
Reset a Trigger area
demonized replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Additional info on repeating triggers. If you want a trigger to repeatedly activate if bluefor is inside it: In init or a units initline place a global variable. myvariable = true; Place the global variable in the condition. this AND myvariable in on act de activate the variable: _null = [] execVM "script.sqf"; myvariable = false; on de act re activate the variable: myvariable = true; Now while any bluefor is inside the trigger it will fire again after the delay you have set and again and again. -
Domination 2 Engineer script adding AV-22
demonized replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Editing, expanding and modifying Domination The above link is for editing the domination mission created by xeno, answer is in there, aswell as people skilled in editing the mission itself......................... -
AI pilot flies drastically off course, why?
demonized replied to kylania's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Every single "airport/landingstrip" has their own takeof direction for AI, it may be N on one and SW on another, there is no rule, map creator decides. Try placing the AI not on the takeoff runway, but on the taxi part, if not give me a grid for the airport and ill see if i have same results. -
Super domination
demonized replied to klubargutan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://dev-heaven.net/projects/domination/files afaik all the dominations, (at least later versions) had all those options available -
[] exec "script.sqs"
demonized replied to eymerich's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
my bad, Celery is right indeed, was the error then \ / or do you still have error? On the sqs VS sqf matter, most scripts ever released in newer times is in sqf, when you only know sqs youll end up short somewhere, unless you ofc only plan on using sqs scripts and/or create your own sqs scripts. So learning and using sqf is a big advantage, no matter if sqs works for its purposes or not. -
I always welcome optionals, if i had my way, we had the option to have options. :D But yeah, that would be a good way of doing it, having them as optionals, not required params though. Dont make it climb the hill, if you only need to reach the first ledge sortof.
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ArmA 2 make AI use an added action
demonized replied to domcho's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i edited my previous post a little late, answer is there for height spawning. also you need to read BIKI on BIS_fnc_spawnVehicle about wich select is the vehicle and then just use the flyInHeight command, wich is for arma2 aswell. -
ArmA 2 make AI use an added action
demonized replied to domcho's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i just tested myself, using your code, one functions module and waiting until it was ready. all working. Error on your end: 1: marker is not named mymarker 2: you dont have a west unit placed in map before the spawn. 3: you spawn it far away from you, but actually dont see it as it will spawn the a10 low on ground, wich leads many if not all times to a crash. this will make it spawn 200 up in the air.. _vec_array = [[getMarkerPos "mymarker" select 0, getMarkerPos "mymarker" select 1, 200], random 360, "A10", west] call BIS_fnc_spawnVehicle; -
USEC Aoraki/Mount Cook (New Zealand) Island
demonized replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
saw this in news on armaholic, must say that the pictures look really impressive. looking forward to see more of this. -
I would like to get full control over knowsabout value, and be able to set it manually for any seperate unit, AIunit1 mindWipe true; OR AIunit1 setKnowsAbout [godzilla,0]; That would make many many things better in AI terms.