eLectryx
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Execute script on player from trigger
eLectryx posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all: Looking for a bit of help on something. I have a trigger called gotoprison. The cond is score player < -50 and in the activation I have prison = [] execVM "go_to_prison.sqf"; The trigger and script fire just fine. The problem is in the script. Basically I am trying to check if a player is inside a vehicle, and if so, move him out before doing the attachTo. If not, just do the attachTo. Now when I had just the attachTo and removeAllWeapons in the trigger, it worked fine UNLESS the player was in a vehicle which is why I went to a script solution instead. Basically, I can't even get past the if statement. Any assistance appreciated. _player = (list gotoprison) select 0; _vehicle = vehicle _player; if(_vehicle != _player) then { hint "recognizes I am in a vehicle"; unassignvehicle _player; sleep 0.3; _player attachTo [prison,[-0.0,-1.5,-0.6]]; removeAllWeapons _player; }; else { _player attachTo [prison,[-0.0,-1.5,-0.6]]; removeAllWeapons _player; }; -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
eLectryx replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi madbull: Using this script for our public server as we love the extra realism it brings to the table. I'm wondering about a way to deter griefers who may go into the computer and compute and order fire missions for say 999 rounds and so have several questions: 1. Is there a way to prevent more than one mission at a time being ordered to any particular AI or player? Example: Player orders 3 AI gunners to fire 999 rounds, then sends another order for 999 rounds etc. 2. Is there a way to limit the number of rounds may be fired in a mission? Thanks, -e -
Thanks Nou. You know us artillery types, a little anal about maps and grid references ;)
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Hello: I apologize in advance if these questions have been answered somewhere, I have looked around and not been able to figure it out. Given this: class Grid: Grid { offsetX = 10240; offsetY = 10240; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; My questions are as follows: 1. Is the zoom level relative to the map size? 2. Is the offset above indicative of the map size in px or is that meters? 3. If I wish to allow players to zoom in on the map but only wish grids to show at maximum 00,00 (therefore having to use the ACE protractor to work out the 6 or 8 digit grids) how do I modify this accordingly? Thanks, -e
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CBA: Community Base Addons for A2, OA and CO
eLectryx replied to killswitch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there an updated server key available for 179? Thanks, -e -
Addaction Problem?
eLectryx replied to eLectryx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks. -
Hi all: I've noticed that when I use a teleport script on a mission there seems to be a bit of an issue. After I teleport or on map load there's a delay on getting any scroll-wheel options on any objects. I'm sure it's related to addaction but I just can't seem to figure out the issue. Any ideas? Thanks, -e
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Unfortunately not, but thanks for the reply.
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Hey there: I have a buddy with the following: Windows 7 Premium Arma 2 1.10 from the disc version in Program Files/Bohemia Interactive/Arma 2 Arma 2 OA from steam. I downloaded the 1.05-1.11 patch and extracted it to his Arma2 folder. When I run it, it extracts and then I get an error that the installation cannot be found or the installation is corrupt. However, Arma2 does run with no issues showing the 1.10.xxx version. I don't see the extracted files anywhere. I ran the patch as administrator. Any ideas? Thanks.
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Checking if all OPFOR is dead?
eLectryx replied to AlxPachino's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for all the help fellas. I tried the trigger a couple times, can't see what the issue is. I just wrapped up my spawn script in the loop from Twirly and it works great. Thanks again. -
Checking if all OPFOR is dead?
eLectryx replied to AlxPachino's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, done. Still just fires the once. (Thanks for your help btw) -
Checking if all OPFOR is dead?
eLectryx replied to AlxPachino's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Right. So it only fired off the once. I have it set to BLUFOR Present, Repeatedly with a radius of the entire map. -
Checking if all OPFOR is dead?
eLectryx replied to AlxPachino's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, it fired it off on map start which is good. I got my first 24. But it only fired the once. (I changed the trigger to Repeatedly) How long in between checks? -
Checking if all OPFOR is dead?
eLectryx replied to AlxPachino's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I thought I'd add onto this thread as it had a great title for what I am trying to do. Here's the situation: I have a BLUFOR base that will be attacked by randomly spawned groups of 24 OPFOR. What I need is a trigger to call the spawn. What I am thinking is that I never want more than 72 OPFOR on the map. I've scripted the spawning, but I need help with the trigger. I was thinking of a trigger that counted the number of AI OPFOR on the map and when the number went to ~50 or so it would fire off the script, spawning another 24. Any ideas? Thanks, -e -
[OA] how to make camo netting industructible
eLectryx replied to BelgarionNL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The code below works just fine. Tested with armoured and wheeled vehicles in A2/OA and Ace2. this addEventHandler ["HandleDamage", {false}]; Put it in the init line of your camnet.