eLectryx
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Everything posted by 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. -
Ok: Interestingly, I tried logging onto our server after posting and ran into the same problem. I got a ton of key errors. So, I did the following: 1. Open steam as administrator 2. Verified game cache of Arma2 3. Verified game cache of Arma 2 OA 4. Ran Arma2 *using steam* 5. Ran Arma2OA *using steam* 6. Ran Arma2CO *using steam* I was then able to login to our server without a problem. However, then I closed it all down and tried using my desktop shortcut that has worked beautifully since I got the game. No dice. I got the same key errors. I checked my expansions to see if Arma2 was ticked off and it was. But no go. So then I tried using ArmaII Launcher still with Steam turned off. Works like a charm. There ya have it. -e
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We`re also having this problem with our members trying to log into our server. I`ve had them try to verify the game cache and start up Arma2 then OA, then CO using steam as an administrator and no luck so far. If they were banned by BE, is it a permanent thing that must be fixed somewhere in our configs? I`m not sure how that works exactly. Thanks, -e
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Pop-Up Targets (Firing Range)
eLectryx replied to KC Grimes's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hey there: I finally got around to working on a range and used the script F2k Sel worked up. Works great except at least twice in 20 targets I get repeats where the last target stays up for another round. Any way anyone can see to fix that? Thanks, -e -
ACE 1.9 (Advanced Combat Enviroment) for OA/CO
eLectryx replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome, thanks for that. -
ACE 1.9 (Advanced Combat Enviroment) for OA/CO
eLectryx replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ola: The SOFLAM has changed in the past month or so but I wasn't able to see anything in the documentation regarding it. I noticed the battery and heat levels a bit more realistic but the primary change was the addition of a 4 digit number on the left hand side of the screen. What is this number? Thanks, -e -
Server won't load certain missions?
eLectryx replied to genesis92x's topic in ARMA 2 & OA - Servers & Administration
Sorry, I should have been more clear, that is from my server.rpt file. And it is Arma2 content yes. Further on this, so in my mission.sqm file I removed that addon and then I used enforcer to enforce Combined Ops. This ends up adding Chernarus under Arma2. Same problem except now the error lists Chernarus as missing content. -
Server won't load certain missions?
eLectryx replied to genesis92x's topic in ARMA 2 & OA - Servers & Administration
This is an older post, but I decided to respond to it as it most clearly defines my problem. I searched and went through several responses. My server does the same thing. I created a mission on my local box using combined ops and no other addons. I uploaded it to my dedi server and had the same problem described above. When I checked my .RPT file I got the following error: Based on everything I have read, this leads me to believe that I am missing content on the server. (I'm pretty new to the server end of it and am renting a hosted server) The server shows it is running Arma 2, OA and BAF Lite. Should it also be showing ca and Expansion if it is running Combined Ops? And if so, what do I need to do to ensure they are running. Thanks, -e