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Everything posted by demonized
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get position of smokeshellgreen
demonized replied to smacker909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the eventhandler just automatically runs when you use a weapon, for example what unit throws wich smoke grenade. so you dont have to have a script "watching" the area around the player for "smokegrenades". however there is after some thought, many different issues that arise using eventhandler wich needs to be considered or accounted for, and for a new scripter kylanias way would be the best choise for easy control. in this case a eventhandler is probably just making the easy more difficult. your script posted above looks like the best approach for your purpose, since you look for smoke near player so the possibility of wrong grenades would be small or insignificant. edit: did not see last posts before posting... -
get position of smokeshellgreen
demonized replied to smacker909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
something like this using fired eventhandlers, tested. _idx = player [url="http://community.bistudio.com/wiki/addEventHandler"]addEventHandler [/url]["Fired", { if ((_this select 5) != "SmokeShellGreen") exitWith {}; _null = (_this select 6) spawn { _pos = getPos _this; sleep 1; while {(_pos distance (getPos _this)) > 0} do { _pos = getPos _this; "myMarkerName" setMarkerPos _pos; sleep 1; }; }; }]; just be aware that you should remove the eventhandler if there is a time where the player should be able to throw smokes without marker moving... edit: corrected while loop, it did not end due to missing line, now it does. -
AI V-22 Helicopter
demonized replied to Gameboy789's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you can make it VTOL constantly by limiting speed, but the turn time of the osprey is then very, very slow. for example this VTOL forever, you can adjust speed up or down to see what is max speed for VTOL: while {true} do { osprey [url="http://community.bistudio.com/wiki/limitSpeed"]limitSpeed [/url]50; sleep 0.1; }; -
Objective: take something
demonized replied to Propuh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://www.kylania.com/ex/?p=84 -
Spawning "Compositions"
demonized replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/BIS_fnc_spawnGroup http://community.bistudio.com/wiki/BIS_fnc_taskDefend -
Spawning "Compositions"
demonized replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yes ofc, getPos player and getDir player is what to change, make it: _newComp = [[b][i](getMarkerPos _markerName), (markerDir _markerName)[/i][/b], "SmallBase"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); then place your marker and rotate it the way you want the composition to face. Edit: i did not scroll through the .rpt file you posted. looking at your .rpt print, id say its time for a reinstall maybe of Arma2 on your pc...... or deffinetly a good defrag.. ---------- Post added at 06:03 AM ---------- Previous post was at 05:58 AM ---------- this is how my .rpt print turns out: im using A2, CO + BAF and PMC full, no addons. patch 1.59, patch 1.10 A2. -
Spawning "Compositions"
demonized replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this line works as is: newComp = [(getPos player), (getDir player), "HeliParking1_RU"] call (compile (preprocessFileLineNumbers "ca\modules\dyno\data\scripts\objectMapper.sqf")); tested. -
Spawning "Compositions"
demonized replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Mr_Centipede is totally correct, from my cfgCompositions list i get this: "46------[b]HeliParking1_RU[/b]------["helicopter","parking","east","ru"]" the bolded part is what to use with spawning. -
How to properly create a Center?
demonized replied to mr_centipede's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i always place 1 of each side on map with prob 0%, then all centers are covered. i havent noticed anything with center as i use it very rarely. did you set them captive or something? or did you do anything else, maybe use wrong side for the BIS_fnc_spawnGroup ? they dont like west units spawned in a east group etc.. -
What are the differences between nearestObjects and nearEntities?
demonized replied to mr_centipede's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
after some testing, it seems nearEntities only return alive items, lasermarker activated is a "alive target", gamelogic aswell. all those is included in nearestObjects list, along with all other items like buildings and rcks. so: entity == alive(in some way) object == alive or dead whatever. edit: testing done with: -
What are the differences between nearestObjects and nearEntities?
demonized replied to mr_centipede's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah, Entity == Object. only difference i see is that nearestObjects list nearest one first, and its not descibed in nearEntities, maybe that makes entities faster, since it doesnt calculate distance for all before filling them into list SO: nearEntities is fast but unstructured in list, nearestObjects is slower but listed according to distance from point. by slower, i mean more CPU intensive. entity == alive object == anything -
What are the differences between nearestObjects and nearEntities?
demonized replied to mr_centipede's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
well, the nearest object is listed first sticks out for me. maybe try reading and not glancing ;) -
Spawning "Compositions"
demonized replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
btw, here is what i did to collect all the current installed compositions in .rpt place script in init.sqf and place yourself in center of a map(only if you want to see them), then wait for hint and check .rpt file for all glorious info. PS: uncomment the _newComp line and place yourself in the lower left corner of the desert map and you can (hold ALT + click)teleport around viewing all different compositions, youll see markers on map with what they are. -
Need help with Mission Calling Script
demonized replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
using MP framework for making this work without hitches even on JIP. http://community.bistudio.com/wiki/Multiplayer_framework -
Number of vehicles in group
demonized replied to zapat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@OP there is no problem in doing what you did in first post, and cobra shortened it abit, and piled it all into a single line, instead of spacing it out like you did, so its harder to understand. considering amount of lines like 10+ have zero effect on lag or scripts time. what you must consider is what the lines does, then a single line can easily out lag 2000 other lines. many ways of doing it, yours would be the way i would have done aswell, also just for the hell of it, here is a few other ways, similar and not, with a few less characters used than cobra: :D _vehs = []; { _veh = vehicle _x; if (_veh != _x AND !(_veh in _vehs)) then {_vehs = _vehs + [_veh]}; } foreach units _grp; hint format["vehicle count is %1",(count _vehs)]; _cnt = 0; { _veh = _x; if (({_veh == (assignedVehicle _x)} count (units _grp)) != 0) then {_cnt = _cnt + 1}; } foreach vehicles; hint format["vehicle count is %1",_cnt]; this one checks all vehicles ingame at that point, and checks if its assigned to any member of your group. simple checks go superfast, even when done on may many units like all vehicles, so it doesnt matter. -
Spawning "Compositions"
demonized replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?t=112767&highlight=compositions -
High Command Platoon Question.
demonized replied to wiggie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/High_Command -
MBG Window of opportunity
demonized replied to mondkalb's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
to play custom games in SP, just depbo whatever mission file, rearange what you need and place down enemy AI, groups etc, or script them and then play Woo, no "required" PvP to play it. -
addaction "Make IED proximity"
demonized replied to zorrobyte's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
huh? are you trying to make a motion sensor out of the ied? then a anyone or side present trigger would do just fine. -
Angry Peasant - The ARMA2 Webcomic about a man who just wanted to repair his tractor
demonized replied to alleycat's topic in ARMA 2 & OA - GENERAL
lol, keep it coming :) -
Need help spotting an error (6 lines of code and -showscripterror is not helping)
demonized replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
try using only "" instead of """" or switch out "" with ' -
AddAction script help.
demonized replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
no you dont need that, the player is unit check will exclude all else on its own, also you just can do it above the lines, instead of for each action, this would work just as fine. _vehicle = _this select 0; _side = _this Select 1; if (squadLeaderEast != player) exitWith {}; if (_side == EAST) then { hqe = _vehicle addAction ["Head Quarters Menu", "module\menu_items\HQ_east_dialog.sqf"]; }; if (_side == WEST) then { hqw = _vehicle addAction ["Head Quarters Menu", "module\menu_items\HQ_west_dialog.sqf"]; }; -
Need help with interpreting an RPT
demonized replied to rangerrambo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
probably not important, but you have this: @ACEX_USNavy[size="5"][color="Red"];;[/color][/size]@JayArma2Lib -
AddAction script help.
demonized replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Partyhead addaction is local, so if you place this in top of your script, before you add the actions: if ((getPlayerUID player) != "1234567") exitWith {}; only the player with the puid "1234567" will see the action, you can also use: if (unit1 != player) exitWith {}; now only the player that controls the unit named unit1 in editor can see the action. also here is link to addaction, wich you find more info on using special conditions, wich is very helpful with actions, all info is in there. -
Spawning "Compositions"
demonized replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
im having major deja vu on this one, but this is also one way of getting rid of an entire composition, well, more of a workaround, but in Arma thats just another way :) _before = nearestObjects [getmarkerpos "m6_10", [], 100]; // collect all objects in 100 meter radius before comp spawn. // spawn your composition here. _after = nearestObjects [getmarkerpos "m6_10", [], 100]; // collect all objects in 100 meter radius after comp spawn. _compObjects = _after - _before; // fix the list with only comp components, (remove all pre comp list from after comp list) // when you want to delete the composition: {deleteVehicle _x} foreach _compObjects;