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Everything posted by demonized
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Map Script Help
demonized replied to patronorion's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i meant using the bluefor present not the detected by, but i asume it would work both ways. but do you really want something to cause radiation only when spotted?? "remove contamination" is basically just healing, you can do it in loops, like in my previous post, but instead of adding to the setDammage values you remove: simple example instant heal, place trigger over the area wich should remove contamination: bluefor present: in on act: {_x setDammage 0} foreach thisList; ofc this will heal any damage to unit not only what is dealt "as radiation" and it doesnt differ between vehicles or men, you can workaround that by setting a variable to a unit and then gather the radiation damage into the variable, and then heal only that amount of damage at the "remove contamination" area. also use the isKindOf command to check for man units. setVariable and getVariable is what you need for that. -
Ai landing gear and door script
demonized replied to cobra5150's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
why do you need to manually activate the landing gear, for example the landAt or getout commands does this automatically for you when the AI is landing. edit: for open or close the ramps of a vehicle use this in the trigger on act: vehicle animate ["ramp_top",1]; vehicle animate ["ramp_bottom",1]; i think 1 was open and 0 was closing. -
How to Simulate AA hit
demonized replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
place a trigger and sycnhronize it to the heli, place in on act: heliname setDammage 1; that will make the heli explode midair when inside the trigger. or use condition anyone present, and in condition field use this: heliname in thisList replace the setDammage part with whatever you need to change the actual "shooting down look". -
How to Simulate AA hit
demonized replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
heli setDammage 1; will give you the explosion, but thats probably not what you meant. doing a combination of setdammage 0.9 setfuel 0, and setHit on the rotors will look better and the heli will crash and then explode when it slams into the ground. then you can delete it and spawn one of the good wrecks in its place same direction. depends on the end goal and whos onboard and whos watching from where. -
creating new secops missions
demonized replied to jangles's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
unPBO the modules.pbo or something and edit the module itself would most likely be the way to go. either replacing the original pbo, or creating an addon. -
Map Script Help
demonized replied to patronorion's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
in addition to what kylania said, you could also implement sethit on head, hand and legs etc to simulate severe radiation. simple example: place a trigger covering the radiated area. make it side present and repeated. place this in on act of trigger, _dam is amount of damage caused for every unit of that side when inside the trigger every second. when unit reaches damage level of 1, its dead. below 0.005 is used wich equals to ca 200 seconds (1/0.005 == 200). adjust how you like it _null = thisTrigger spawn { _dam = 0.005; while {(count (list _this)) != 0} do { { _cDam = getDammage _x; _x setDammage (_cDam + _dam); } foreach (list _this); sleep 1; }; }; and you can just erect a mash to heal at or get a medic to heal or script your own "remove contamination" script wich sets the dammage of units back to 0 or something. -
Automated Medic [SCRIPT]
demonized replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
---------- Post added at 01:47 AM ---------- Previous post was at 01:34 AM ---------- alright, updated first post with 2 bugfixes: bug fixes v 1.11 1: the error encountered when medic had no name. fixed. 2: First Aid modules light support. ---------- Post added at 03:09 AM ---------- Previous post was at 01:47 AM ---------- updated to v 1.12, 1st post updated. * any unit can act as medic, not only medics, specially useful for specop groups or units that do not have any medic classes. * reset fallback position action added. -
how do you make a non-medic unit a medic?
demonized replied to crimsontide's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
just realized with a minor change my Auto Medic script works on any units, not just medics: http://forums.bistudio.com/showthread.php?t=122083 -
how do you make a non-medic unit a medic?
demonized replied to crimsontide's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you cant, you can however fake it: an example posted by A_SUICIDAL here: http://forums.bistudio.com/showthread.php?t=105468&highlight=medic&page=2 also there are other ways. -
What's the best remove dead bodies/vehicles script?
demonized replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
mine :D Edit: i did create a delete/cleaner script awhile ago, but i have it saved in a strange place and it was saved within a test.sqf i used. i have many test.sqfs around X) cant find it atm. what i found to be working the best was to either add killed eventhandlers for men, and damaged eventhandlers for vehicles(for vehicles damage above 0.5 would spawn a wait script to see if it got repaired, then exit, or if total damage was 1 or above it was deleted after x time.. -
Still confused about isServer!
demonized replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yes, in the radio alpha trigger condition for example, use: this AND isServer in on act do your create vehicle (bombs) part, dont use the if IsServer part there as you already did it in condition. now when you activate the radio alpha trigger, the bombs are created only on server (correctly). ofc sleeps or waitUntils do not work in on act fields of triggers. ' but its ofc much better to use scripts run instead of wall of code in the on act field for the sleeps and waituntils to work, and you can also use spawn with some limitations. -
East hold fire during chopper extraction?
demonized replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
just make the heli captive: heliname [url="http://community.bistudio.com/wiki/setCaptive"]setCaptive[/url] true; set it to false and enemys will shot at it again. -
Automated Medic [SCRIPT]
demonized replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
here is a temp fix for FA_Modules for those following this thread. there will not be the extra long heal animation, it will be same as without FA_Modules (short) but all is working, even on multiple agony states. replace your current script with this, and remember to adjust your personal options in top of script. -
CreateVehicle & CreateUnit issues
demonized replied to LSHD's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_veh = createVehicle ["AH64D_EP1", [getMarkerPos "Spawn_Aircraft" select 0,getMarkerPos "Spawn_Aircraft" select 1, 15.9], [], 0, "NONE"]; -
ForEach ForEach
demonized replied to rangerrambo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
one way to solve headaches is to issue tempnames to _x before entering into a new foreach: { [b]_unit = _x;[/b] { _unit addWeapon _x; } foreach ["ACRE_PRC117F","ACE_DAGR","ACE_Map_Tools"]; _null = _unit execVM "something.sqf"; } foreach allUnits; edit: SB beat me to it. -
Automated Medic [SCRIPT]
demonized replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah it would be doable having all units able to patch somewhat up, like bandage etc. for now the code needs to be run on the medic init, and when medic dies, the script exits, though i have not implemented a way to delete the actions when all medics is dead :D tnx for reminding me. Edit: just a note, the actions will not show if medic is dead, they are showing only when medic is alive. so no gamebreaker, but a matter of cleanup after. Main purpose of script is just to replace the need for the player to issue heal commands on every wounded unit. but since i like options, "if i could, i would have an option to have options" im adding several optionable things. All options are just that, options, you can run the script normally with non of them enabled if you desire. new optionables also being added to v 1.2 - thes can be considered as cheats ofc. * medic can respawn at mash if fallback with mash is set up, after x time upon death. * team members can heal/bandage hands and legs damage if medic is dead. or critical body parts damage. * body armor for medic, to allow him to be more heroic in very hot situations, this meant to be combined with drag and carry option. other options in the idea box. * "bleeding" when critical damage to body parts. this to somewhat acompany the cheat and to add in some pressure for the group and medic. * medic can clean up dead units, (hide the body/delete the body). * clear near area of enemys if they are close before medic comes to heal. also the most important thing is to check and see if it works well together with the first aid modules. priority. -
How to make a smoke barage and activate it with a trigger??
demonized replied to windo50's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
here is hwta happens if you search for smoke: http://forums.bistudio.com/search.php?searchid=1910849 -
CreateVehicle & CreateUnit issues
demonized replied to LSHD's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
o.0 where did you learn to use that command like that? it should be like this: _vec = _type createVehicle [(getMarkerPos "Spawn_Aircraft") select 0,(getMarkerPos "Spawn_Aircraft") select 1, 15.9]; also i recomend using createVehicle array any time, since it is faster and more reliable in creating a handle. -
Still confused about isServer!
demonized replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
in the condition field of the trigger use the isServer etc commands. in the on act, make sure you create the bomb correctly, works just fine. best way is to use createVehicle Array and not just normal createVehicle -
Automated Medic [SCRIPT]
demonized replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
updated to version 1.1, bug fix and more options. v 1.2 in the works, mash, drag,carry,wounded in static, MP comp etc. -
Single Player - respawn [script]
demonized replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
loop with hint format ["west dead is %1",westDead]; make westdead a global variable placed in a killed eventhandler on all west units with the hint in the eventhandler. ill pop something similar in, also im working on getting the vehicles to function with all kinds of custom, wich proved harder than just creating the vehicle again. should have new version up soon. with the conflict, not sure whats wrong, maybe you should try to rapply the respawn script from scratch insted of converting from the old one, i did not think about or care to much of the old version when i made the new. so could be significant changes, well there is changes so.. if all else fails, send me a link to the mission and ill check it for you if its not to big a mission or mess :D -
I need help advanced editors please respond!!
demonized replied to dakryn2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
that above is just spot on. if you are an average gamer with no or litlle PC skill, you will have issues, if youre more, youll probably be fine. a 2nd note is that steam patches is released 1 or a few days after the all the other users gets the official patches, but no big deal if you can wait. -
Update: this is more directed at cancelling the stop command given by a player leader ingame to AI unit. the stop command overides any doFollow, doMove etc until leader issues a command himself ingame via the command menu. until player selects any command, no scripting move commands will work for unit. at least for medics. this is related to my auto medic script. after further testing it became obvious that my AI medic, even when given commands like dostop, dofollow disableAI etc that my medic did not cancel his "heal" command. it just appeared that way by luck. usually when ingame as player leader of group and you order a AI medic to heal another unit, it would be canselled when giving a return to formation or stop command given through the f command menus. but in script i cannot seem to get what to do to stop AI of executing such a given command. So... anyone know how to make a AI return to formation or cansel his current heal, command via script? or any other command for that matter like rearm etc... Edit: i know of the currentCommand wich tells me when an AI is in a "heal" order, but did not find anything like setCommand or similar. also fyi, commandStop does nothing in a script, it makes leader say stop to the unit, but the unit still goes ahead with his healing routine. Edit2: adittional info: * doMove is ignored while the heal is active. * i have looked through all the available commands on wiki, none seem to have anything to do with forcing the ingame orders via script * leaving and joining group does not negate the heal command, maybe need more time, but then it will be to apparent so player will notice. when leaving group (grpNull) unit looses the currentcommand of heal, when rejoined, unit regains command, possibly implying command is linked to grp or unit position in group. edit: when leaving group and rejoining, even if delayed or instant the unit has no more the heal order, once any commandMove or doMove command is issued, the medic regains his frikkin "heal" order and ignores the move command until finnished healing. I f.......g hate this game!!!! IM OUT!!
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how to cancel heal command issued by player leader on AI medic in script?
demonized replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
that worked somewhat, but only if i knew the actual unit the player pointed at to give the heal order. and that afaik can only be collected via the handleheal eventhandler wich is ativated only when medic is actually healing, and not running. maybe i can do it for all units fast enough with foreach. but still it will not work, since the doFollow, and doMove commands is now ignored. fails with the commandfollow, etc commands aswell. i tried with medicunit stop false; and medicunit enableAI "MOVE"; after your code, but still nogo. AI can still move, since he does it when i press 1,1 (return to formation), but ignores any scripting move commands. also if i run your code on the unit when he is already in formation, does not have a stop order or hide, he comes back in formation as normal. edit: adding medicunit switchaction ""; after all of the code did nothing either, so ai is not stuck in an action. edit: after further testing, cancelling the command is not what i really need. its how to get a unit to move again via script, after its been stopped via (1,6) "stop" command ingame and then after issued a heal command, it seems that AI will disregard any move commands after the heal is initiated. current workaround atm, is to NOT use the ingame squad leader stop command, then all works as expected for now. i expect more issues to arise with more testing. x) -
I need help advanced editors please respond!!
demonized replied to dakryn2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the obvious is that you are missing the file IEd.sqf (script) in your mission folder in my documents. fyi: you should start with using descriptive threads when posting in this forum, if i wanted to search for any of the issues you are asking for a solution to, i would never think of searching for "I need help advanced editors please respond!!" its a forum rule btw. and btw, i would think 2 times before getting Arma on steam. many issues when using steam if you want mods, addons or anything usermade. at least thats what reported. i recomend a hardcopy (DVD) or get the game from sprocket, wich is digital hardcopy. take a look in the guide in my sig, that will get you started with editing and scripting, even if its old and for Arma1 (armed assault).