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Everything posted by demonized
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A list for OA weapons in configuration names?
demonized replied to chammy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
when you click on: Latest available (A2, OA, TOH) in your BIKI link you have to sign in. -
Campaign Making ... help request ...
demonized replied to mortyfero99's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this has obvious non dynamic issues but it gives an effect: doWatch -
A list for OA weapons in configuration names?
demonized replied to chammy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you can easily sign up for a new account, or send a PM to admins if not and recover or reset your old account. -
Sad as it is, you are correct. In our political world, all attempts to work against the governing machine will 99% of the times sucumb to the sheer mass and effectiveness of the opponent. The opponent drawing on the combined resources of almost all of the media, the combined official resources and unlimited funds and manpower. Doesnt matter if the opponent is right or wrong, loss means less credibility, less credibilty means chance of loss of power, loss of power means failure. Any government will fight failure with all possible means. In many cases government can also be a large corporation or bank etc and draw on the same or similar resources. Easy example: look at immigration and racisme, or banking. All words used by those critical to immigration, is under constant scrutiny from those opposed to them. Labeling them as non tolerant, racists, right wing, right wing extremists etc. Digging up all the skeletons in their closet, linking them to the "bad" argument in any way possible, showing off those not linked as personal beheaviour or character flaws. Using media to effectively spray our brains with "this is bad", you might not belive it at first, but after 30 days of recurring "reports", the truth give way, do it 365/24/7 and the truth is what they decide. Media do cover "bad" stuff about the government, though there is a major difference in the way it is done, and kept alive. There is no boundries in winning a war, a war is fight for power in the rulers eyes, i know i misuse the word "war" but there is no better word i can think of, "competition" does not cover it, nor a "fight". Maybe "survival" is a better word. A cruel example: in spoiler off topic.
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ready functions with call compile on 2000+ line script?
demonized posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Regarding performance on MP missions, and SP aswell if it matters. I got the idea to use this from the old UPSMON wich prepared its functions like this, i asume its of convenience to be able to acces functions from anywhere, and for time crucial things.. call compile preprocessFileLineNumbers "script.sqf"; Using the above code in init.sqf, on a script wich has alot of functions, more than 2000 lines of code. None of my functions are really time crucial, it works fine with a few seconds delay though 10 or more seconds could have impact on some of the functions. What i do wanted was the easy accessability, this was the reason i did this. NOTE: My functions file is now 105 kb big and has 2593 lines, i am sure i will have more when finnished, if it ever reaches finnished state... Now i just want to educate myself in what i really am doing with this. 1: Are there any repurcussions in having so much at the ready using the above code on large file / many functions SP or MP? 2: Would i be better of using single files for each function and just execVM or call them as needed in terms of player lag / performance? Maybe only do it on the time crucial functions? 3: Is there any limit i should try to keep within for a MP mission? for example only call compile preprocessFileLineNumbers "....." max 1000, 10000 lines etc, or 500 kb, 13 mb etc? 4: what is the actual purpose of doing as the code above, and is this the latest/recomended method of doing such? -
I can see that form, throwing away huge chunks of money to gather in percentages in tax to save for future. Also more immigrants to a government throwing cash at them means more voters and ensures next election with a few more percentages. Edit: Actually many of the "functioning" immigrants in my country vote right wing, this because they also want controlled and proper immigration, they see many of the effects of this in sufficient immigration first hand. There is no statistics afaik available, but it has been confirmed on several occasions, by foreign community leaders, some right wing politicians etc, though never recieved anything other than a short comment and lid on from the media.
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Bring out the troops and their batons, fire up red dyed water cannons, beat down HARD! This beheaviour should never be tolerated, harch punishment should be enforced, a simple smack, bad boy, now you have this on your record aswell, you can go will not suffice. Hard labor, clean and fix the damages, then hard labor for wherever the country needs it for a good reasonable time, bring back the chaingangs. @Relevant but not exactly on topic: This is in many aspects related to the (big elephant as mentioned). If youre on a boat at sea, you cannot take onboard more shipwrecked people than the boat is able to carry. If you take on to many, youll sink and end up with a boat floatting upside down, some dead or dying drifting away and the rest grasping at a hold starving to death and sucumbing to the elements. Its not even about race anymore, have not been for many years, though the left(and some idiot right radicals) have kept the argument very much alive. Its immigration without a sufficient web to catch them in. That means, without sufficient education, jobs and integration, youll end up with well, what we have and are going to get alot more of. A local politician where i live stated 2 days ago that his party will propose/demand that they refuse/cannot take in any more immigrants into my county/district before they have enough available jobs and integration/education programs available for them and that the jobs should go primarily to the able and willing natives first. Waiting for the shit storm on that one... The fun part, his party is more center than right, though his former party was full right, i bet media will eat this and spit out little bits of "racicst".
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GRAD minimum distance
demonized replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you could have the Grads placed and just make them fire up in the air, and then use another set of virtual artys back long enough to actually fire at the close position, though the time passed would be the same ( i mean time from virtual arty to impact ) so no short impact time. Or simply spawn shells or rockets and point them towards the ground using setVectorUpAndDir or something and then push them with setVelocity towards the ground. -
How do I remove or move Scripted ammo crate domination.
demonized replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?t=104827 search through that thread and if not found ask there, lots of competent domination editors there. -
How do I remove or move Scripted ammo crate domination.
demonized replied to Gunnykat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i think the crates are spawned on a marker, so press markers in editor and you should see a marker at the original ammo crate position, move that and i think thats it. -
Helicopter doesn't wait for me
demonized replied to dar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you cant use waituntil or sleep directly in fields of a trigger. we can however use spawn (same function as script with some restrictions ( no comments)) place this in the on act of the MOVE wp where he should pick up someone. _null = heliname spawn { _pilot = driver _this; doStop _pilot; _this land "GET IN"; waitUntil {({_x in _this OR !alive _x} count units group player) == (count (units (group player)))}; _pilot doMove (getPos _this); }; wich should make him land wait for all players group to be either inside or dead. then he will move to his current position, and continue to his next wp. -
AddAction beginner..
demonized replied to speeder's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice you found it, those small errors are nasty. A good tool for locating such errors or just double checking a script is using squint -
Quick Reaction Force ( QRF ) Help
demonized replied to usarmy19dsniper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is maybe a mood thing for me, but i find it easier, and way better for the OP (you) of the question, to actually try he codes yourself doing some read on what they do and why, getting a understanding on how it works. Then you can post your codes, not working, with errors or not working as desired, and the community can direct you and suggest improvements, changes, additions etc. And you will actually understand and learn more from it. Instead of just giving you a bunch of numbers and letters and symbols wich you put somewhere with little or no clue as to what it does. And next time you need something you start all over again. then guarded wp´s as mentioned is a good possible way: more indebt info on guard type wp here: There is also the use of switch triggers, and setWPPos. For example place your qrf group somewhere, lets say at the base. place this in the group leader init line: MyQRFforce1 = group this; QRF_On_standby = true; That means we made a name for the group MyQRFforce1 wich we can use to acces the group from from anywhere, And we made a variable telling us its ready waiting at the base for requests, QRF_On_standby. make 1st wp a HOLD wp at their position, and place this in the wp on act field, this we will use to tell that qrf is on assignments. QRF_On_standby = false; make 2nd wp a SAD and place it anywhere on the map. make 3rd wp a CYCLE wp on top of the HOLD wp, and place this in the wp on act field, this we will use to tell that qrf is not on assignments. QRF_On_standby = ready; now in the repeatedly opfor(or others ofc) detected by whoever trigger. condition: this AND QRF_On_standby on act field: [MyQRFforce1, 2] setWPPos (getPos (thisList select 0)); above means, move the 2 wp (SAD) to the position of the first object in the trigger list, triggerlist is the units wich is detected by someone acording to the trigger. in specials, dropdown menu of trigger, select switch and press synchronize right side of screen in editor and drag a line from the trigger to the HOLD wp. what you end up with, is a group standing at base holding, someone spots someone else in your detected triggers, and the force is sent to Search and destroy at the last known position of the detected unit. after its completed its SAD it will return to the cycle wp, and then start all over on the nearest wp, wich is the hold one. you can make inventive use of this, making the wps jump between multiple triggers, not being forced to return to base for new assignment etc.. -
ready functions with call compile on 2000+ line script?
demonized replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No worries, interesting read, have been wondering abit about the macros stuff as well. I personally like the fact that "everyone" can read the codes, but since ive gotten deeper into scripting i have been more focused upon the actual result rather than readability. Learned alot from this thread. Cheers all. -
Help With Making A Rescue Mission For ARMA 2
demonized replied to Phonix644's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Fyi, links in my sig is permanent, you edit those in your profile, notice they are in every one of my posts, and has nothing to do at all with your questions. Regarding the link to the sample site by kylania, btw thats the guy giving you A2 demo tomorrow, i said it had alot of useful stuff (since you being new and all). answers to your question was given. 1: setCaptive. 2: join. 3: trigger usage. 4: tips on searching, and already done scripts. And a final note, i didnt say you were lazy, or atleast didnt mean it like that, just said that IF you were just SAY so. But i see you can percieve that as a rude comment, also since you actually didnt read the info/answers i gave :) Anyway :) -
ready functions with call compile on 2000+ line script?
demonized replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thats comforting to hear, and i just realized you were the author of the 6th sense page. That had some good read in it, covering ALOT of some things ive been wondering about lately. -
ready functions with call compile on 2000+ line script?
demonized replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
tnx for the input CG. All the functions are to be reused multiple times in the mission, so functions is "neccesary". In the early stage of this script i used if ("string" in _this) then do stuff, and just execVMéd the same file again with other strings in the passed array for various needed purposes to acess other sections of it. This worked fine, again because my script does it stuff while the units do what the first part told them to, calculating on the fly so to speak, no time criticals. I have been looking barely into fsm´s but never got really around to fire up the fsm editor yet, but im thinking more and more about it. Im just a little scared and maybe not fully willing to learn a new language just yet.... Yes, the xeno/domination approach with client, sever etc files does sound like a good one, and lets face it, his mission rules public MP :) Though most of it, 99% is serverside only, in my script. I must admit, having all of the functions in one big file is the reason why ive spent so long on it, i think it was just me being overly neat, having absolute minimum of files for users to worry about. But result was after some time away from the script, its sheer mass made it very hard to pick up again, especially since it was created in a period where i learned alot of new stuff, and some/many errors/bad ways i used to do had been replaced with proper or better knowledge. I tried even at the beginning to make scripts work for multiples instead of singles, and have improved that vastly aswell in later months. Iterating over all groups and then iterate over their members if needed all in one big go, sacrifising pinpoint time precision for long time durability with low impact for large amount of variables. deffinitive results, no doubt. For the 4th part you describe, thats very interesting, because i used alot of comments along the way to keep myself informed, and for others to see it aswell if desired. I probably have a couple of hundred lines just in comments, not saying 500, but not saying not 500 either :D Knowing they are "removed" runtime is nice by doing this is somewhat comforting. This is something i really will take to heart, that would ease up alot on the confusion ive been giving myself. @PvPscene a: I was definetly in the camp where all gathered in one place seemed better at the time. b: Most of my script happens on server side only, as its AI focused, though in other scripts that is something i will also take to hearth, deffinetly. c: Tnx for those links. I have been in and around the BIKI one and more, should probably add to the more there. The 6th sense one looks really good. Will be a good read. cheers. -
Help With Making A Rescue Mission For ARMA 2
demonized replied to Phonix644's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you are obviously very new to editing arma, since you dont know about setCaptive. search in the guide for captive and you find answer. also search on forums for captive, hostage, rescue etc yields a ton of answers. for the join part, use join, wich is also well described in the guide about groups. also use triggers with opfor not present or other alive checks to make sure they are dead before joining, also well described in the guide. and for taxi part, heli coming, there is alot of info in the guide about how to achive that too, but it has been released several taxi scripts on forums here aswell. Again, use search function on forums, your answers have been answered many times before. You need to put in a little effort as well, reading the guide to get a grasp on how scripting and editing works, doing some research, at least hit the search button a few times for good measure. also this site has many different useful examples varying from easy to advanced. http://www.kylania.com/ex/?page_id=72 if you dont want to bother with putting in some effort yourself, simply ask if someone can just make it for you because you are lazy. no offence :) -
Help With Making A Rescue Mission For ARMA 2
demonized replied to Phonix644's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
read the guide in my sig by Mr Murray, its old, but it solves alot of the things you want. and also it shows how to do many many things in many different ways. -
Quick Reaction Force ( QRF ) Help
demonized replied to usarmy19dsniper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
using BIS functions makes this really easy. for vehicles: BIS_fnc_spawnVehicle for groups: BIS_fnc_spawnGroup for patrolling: BIS_fnc_taskPatrol but instead of recreating some code, take alook at my parareinforce script in my sig. you have every possibilty there, with alot of optionals you can use if needed. and for the attack heli, you can just use spawnVehicle and use the patrol function on getPos thislist select 0 directly in the trigger on act field.. -
Checking if all OPFOR is dead?
demonized replied to AlxPachino's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
place a trigger with opfor not present and it will activate when all is either dead or not inside trigger area for opfor. or this one is for all units, no matter where on the map: if ( ({(side _x) == east} count allUnits) == 0 ) then { hint "no east units is alive"; }; this one is for individual groups. if ( ({alive _x} count units groupname) == 0 ) then { hint "none in the group is alive"; }; this one is for array/list with any unit inside. if ( ({alive _x} count [unit1,unit2,unit5,unit12]) == 0 ) then { hint "none in list is alive"; }; -
Can you put a satchel down from the editor and set it to go off?
demonized replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
place any single AI at the bomb site, place this in init line of AI: removeAllWeapons this; this addMagazine "PipeBomb"; this Fire ["PipeBombMuzzle"]; this allowDammage false; this setCaptive true; this setPos [getPos this select 0, getPos this select 1, -100]; _null = this spawn { if (!isServer) exitWith {}; _grp = group _this; sleep 120; _this action ["TOUCHOFF", _this]; deleteVehicle _this; deleteGroup _grp; }; now AI will place satchel at his position, then be setCAptive and invulnarable and moved 100 meter underground. after 120 seconds (sleep 120; ) ai will blow satchel, then be deleted along with his group. edit: you can probably use hideObject instead of setPosing, but i can think of a few issues, like an invicible wall over satchel etc... -
Can you put a satchel down from the editor and set it to go off?
demonized replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you can not simply place a satchel afaik. you can however workaround that. kylania explains here how to make a ai place and blow a ied. change the ied for the satchel name and find the correct muzzle, and setPos the AI on the position you want satchel in, move AI away hidden, then make ai blow it after so many seconds and delete the ai. Edit: think this is correct satchel and muzzle. PipeBomb - add this to AI. PipeBombMuzzle - this is muzzle used when firing. -
Helicopter doesn't wait for me
demonized replied to dar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
scripted solution using no waypoints. pilot1 doMove (getPos helipad); waitUntil {sleep 1; unitReady pilot1}; doStop pilot1; heliname land "GET IN"; waitUntil {player in heliname}; // wait until player is in heli. //waitUntil {({_x in heliname OR !alive _x} count units group player) == (count (units (group player)))}; // optional, wait until all in player group is either dead or inside heliname. pilot1 doMove (getPos spomewhereelse); -
Campaign Making ... help request ...
demonized replied to mortyfero99's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
setFormDir