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Everything posted by Phantom Six
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Enable/Disable Ammobox Param Help
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ugh sorry guys, but I still need help with this. I'm also trying to do a workaround and spawning the ammoboxes off the map and if enabled they will be setPos to the point, getting script error off this one so far :( help please anyone? -
Enable/Disable Ammobox Param Help
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I got that one off the BAF/PMC ammobox script. I changed the - to the _ but it made no difference. The ammobox won't spawn either way. -
Enable/Disable Ammobox Param Help
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
still need some help, does anyone have a solution? :( -
Enable/Disable Ammobox Param Help
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
My new bafammobox.sqf, it is still not working. The ammobox will not spawn even if I set the parameters to turn it on, please help :( if (!isServer) exitWith{}; waitUntil {time > 1}; if (bafammobox == 0) exitWith{}; if (bafammobox == 1) then { _baf = createVehicle ["BAFVehicleBox_EP1",getMarkerPos "BAF", [], 0, "NONE"]; _null = _baf execVM "ammo-oabaf.sqf"; }; -
Enable/Disable Ammobox Param Help
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
description.ext: class BAFAmmobox { title = "BAF Ammobox:"; values[] = {0,1}; default = 1; texts[] = {"Disabled","Enabled"}; }; bafammobox.sqf if (!isServer) exitWith{}; waitUntil {time > 1}; if (bafammobox == 0) then { _baf_ammobox = deleteVehicle ["BAFVehicleBox_EP1",getMarkerPos "BAF", [], 0, "NONE"]; }; if (bafammobox == 1) exitWith{}; init.sqf [] execVM "bafammobox.sqf"; ammobox's name: baf_ammobox This is what I have and when I set the ammobox to disable or enable, nothing seem to happen -
Enable/Disable Ammobox Param Help
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
well, i gave the script u sent me a try, didn't work, I can choose Yes & No but it didn't make a difference, any suggestion? -
Enable/Disable Ammobox Param Help
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nothing seemed to happen. Is there a code that do a deleteVehicle command on the ammobox instead? Like I already placed the ammobox with custom weapons in it. Instead be like if disabled deleteVehicle baf_ammobox or if enable, nothin happens and it will still be there? -
Guys you should really try playing with Xbox 360 controller on PC
Phantom Six replied to dr_zakharotta's topic in ARMA 2 & OA - GENERAL
I play with the 360 controller, but then it's because it's more easier on my wrist. Got carpal tunnel from excessive use of the mouse, so I went keyboard + controller. -
Enable/Disable Ammobox Param Help
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
bump. Does anyone know how to do this? I still need some help with this. -
Questions Regarding Params & Hints
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I created these params on my missions and I'm wondering about how they work. Here's my param part of the description.ext class Params { class TimeOfDay { title = "Time of day"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23}; texts[] = {"12 AM","1 AM","2 AM","3 AM","4 AM","5 AM","6 AM","7 AM","8 AM","9 AM","10 AM","11 AM","12 PM","1 PM","2 PM","3 PM","4 PM","5 PM","6 PM","7 PM","8 PM","9 PM","10 PM","11 PM"}; default = 12; }; class Rain { title = "Rain"; values[] = {0,1,2,3}; texts[] = {"None","Light","Moderate","Heavy"}; default = 0; }; class Fog { title = "Fog"; values[] = {0,1,2,3}; texts[] = {"None","Light","Moderate","Heavy"}; default = 0; }; class AISkill { title = "Difficulty: AI Skill"; values[] = {1,3,5,7}; texts[] = {"Easy","Normal","Hard","Insane"}; default = 3; }; class AIAmount { title = "Difficulty: Amount of AI"; values[] = {1,2,3,4}; texts[] = {"Few","Normal","Moderate","Many"}; default = 2; }; }; Here's the init.sqf part skiptime (((paramsArray select 0) - daytime + 24) % 24); switch (paramsArray select 1) do { case 0: { 0 setOvercast 0; 0 setRain 0; }; case 1: { 0 setOvercast 0.8; 0 setRain 0.3; }; case 2: { 0 setOvercast 0.9; 0 setRain 0.6; }; case 3: { 0 setOvercast 1; 0 setRain 1; }; }; switch (paramsArray select 2) do { case 0: { 0 setFog 0; }; case 1: { 0 setFog 0.3; }; case 2: { 0 setFog 0.6; }; case 3: { 0 setFog 1; }; }; SHK_PARAMS_AISkill = paramsArray select 3; SHK_PARAMS_AIAmount = paramsArray select 4; The day of time, weather, and fog works fine, but the AI part was the part I'm not so sure about. For AI Amount, so far I put down 10 AIs with probability of presence. They will always appear 8 or 9 out of the 10. I adjust the parameters in game and nothing happens. The AI Skill I don't think is affecting much either. Is there any extra triggers or scripts that I need to make it work? As for hints, is there any way for the hints to not disappear? Making it repeat doesn't seem to do the trick. -
Limiting player respawns?
Phantom Six replied to Griffin64's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
is it possible to do an instant respawn with this? Or will it need some fixing up? -
CLY Heal - a self-bandaging script
Phantom Six replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello celery, about your script, I tried it in the singleplayer and it works flawlessly, but when I try to use your script in multiplayer, the bandage option does not appear, can you help me fix it please? Or is it singleplayer only? -
Operation Phantom Destruction Shahkar
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
UPDATED to 1.2 (100% tested on multiplayer & 100% completable) -g36 has been replaced by m8s -helicopter now takes off 100% working -humvees now disembarks squad leader on insertion point -humvees will disappear from map instead of blow up after insertion http://www.mediafire.com/file/cxgofdce7b1t2bd/Operation%20Phantom%201%20-%20FallofShahkar.7z -
Phantom Maps Community (Creating Custom Mission, Test Custom Mission, & Casual Play)
Phantom Six posted a topic in ARMA 2 & OA - SQUADS AND FANPAGES
What we are: We are a casual ARMA 2 community and are searching for new members who are interested in playing a few rounds with us or test missions. We are mainly US and the main timezone is PST (Pacific Standard Time) What we want: Mature people who can follow directions. It doesn't matter if you are new or professional. It doesn't matter if you play much or not. WE ARE NOT A CLAN!! We are a community. Requirements: Personal: Maturity & Discipline Tech: -ARMA 2 & Operation Arrowhead -Headset (highly recommended) -Steam -Xfire (optional) -Skype (optional) -TeamSpeak 3 (highly recommended) We play coop missions, Dominations sometimes if requested, and test missions that some of us have to create. steampage: http://steamcommunity.com/groups/arma2phantom my steamID: weedman80 xfire: karaka7 skype: karaka16 email: karaka2500@yahoo.com Dedicated Server: A Fire Eternal ARMA 2 OA Co-Op If you want to join add me and tell me that you want to join the steam group or message me. -
How to Make AI Shutup Question
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm making this one little pre-mission where you just follow a terrorist leader around and look at text dialogues. Problem is, some of the AI would interact with each other with "Hello" "Good Morning, sir" "Corporal?" etc. This kind of get in the way of the dialogue. How do I not make them speak. I have tried this so far enableradio false that command didn't seem to work for that. I was searching the forum and I only found something about enableradio false. Does anyone have any solutions to this? -
How to Make AI Shutup Question
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
kk thanks it works. Do you also know how to trigger a picture to appear as well? Like trigger, the screen blacks out, then a big giant picture appear? (Can't seem to find that except for briefing pictures) -
Helo Extraction Help (check unit if true instead alive)
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Tried out your example mission. It works because there's only 1 player as playable and the chopper will fly off regardless of what the AI are doing. After that I decide to make them all playable. When I sat alone in the chopper it won't take off. After that, I decided to make all AI disable and that took off. Tried it with GC Revive script, hmmmm it should work.... yeah, maybe I should try it on my map. Gave it a try on my sniper map, that condition detects, thanks SHK. I should try it on my other map to see if it works now. -
Helo Extraction Help (check unit if true instead alive)
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm having a problem with my map. My condition is ((!alive unit1) OR (unit1 in helicopter)) AND ((!alive unit2) OR (unit2 in helicopter)) AND ((!alive unit3) OR (unit3 in helicopter)) AND ((!alive unit4) OR (unit4 in helicopter)) AND ((!alive unit5) OR (unit5 in helicopter)) AND ((!alive unit6) OR (unit6 in helicopter)) AND ((!alive unit7) OR (unit7 in helicopter)) AND ((!alive unit8) OR (unit8 in helicopter)) and then helicopter would take off if this condition is met. Problem is, what if all slots were not taken and there are no players for that area. What it means is instead of whether the unit is dead or alive, cannot be determines and I need to replace !alive with a syntax that determines whether the unit exist or not. Plus I also use a revive script so no one is really going to be dead or alive. Does anyone know what the command is for whether unit exist or not and what do I put for condition instead? -
Helo Extraction Help (check unit if true instead alive)
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ummm, actually, I did tried it in MP and the helicopter just sits there. -
Helo Extraction Help (check unit if true instead alive)
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That code wasn't working either :( -
Helo Extraction Help (check unit if true instead alive)
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hmm the PHP Code you send me give me a Type Nothing, excepted Bool error but ummm, will this work. ((!alive unit1) OR (!isNull unit1) OR (unit1 in helicopter)) AND ((!alive unit2) OR (!isNull unit2) OR (unit2 in helicopter)) AND ((!alive unit3) OR (!isNull unit3) OR (unit3 in helicopter)) AND ((!alive unit4) OR (!isNull unit4) OR (unit4 in helicopter)) AND ((!alive unit5) OR (!isNull unit5) OR (unit5 in helicopter)) AND ((!alive unit6) OR (!isNull unit6) OR (unit6 in helicopter)) AND ((!alive unit7) OR (!isNull unit7) OR (unit7 in helicopter)) AND ((!alive unit8) OR (!isNull unit8) OR (unit8 in helicopter)) Tried a little test with that on my friend's test map but without the !alive unit. Doesn't work with the !isNull -
Operation Phantom Destruction Shahkar
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
Alright guys, looks like this will not be the final update.... I assume the helicopter will not work in multiplayer now that I took a look at my friend's map who is having a problem with helicopter not extracting, he had the commands right... ((!alive unit1) OR (unit1 in helicopter)) AND ((!alive unit2) OR (unit2 in helicopter)) AND ((!alive unit3) OR (unit3 in helicopter)) AND ((!alive unit4) OR (unit4 in helicopter)) AND ((!alive unit5) OR (unit5 in helicopter)) AND ((!alive unit6) OR (unit6 in helicopter)) AND ((!alive unit7) OR (unit7 in helicopter)) AND ((!alive unit8) OR (unit8 in helicopter)) I'm pretty sure if not all players are present, this will not work if correct? I may update the map again later... After that, I will make a sequel in the mean time. -
AI Not Spawning On Trigger
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I made a trigger where if a unit in a camp is killed, a message would go up and say that an alarm has been triggered and it would exec my AI spawn script and order them to move to a certain waypoint. Trigger Condition: (!alive a1) OR (!alive a2) OR (!alive a3) OR (!alive a4) OR (!alive a5) OR (!alive a6) OR (!alive a7) OR (!alive a8) OR (!alive a9) OR (!alive a10) OR (!alive a11) OR (!alive a12) OR (!alive a13) OR (!alive a14) OR (!alive a15) OR (!alive a16) OR (!alive a17) OR (!alive a18) OR (!alive a19) OR (!alive a20) OR (!alive a21) OR (!alive a22) OR (!alive a23) OR (!alive a24) OR (!alive a25) OR (!alive a26) OR (!alive a27) OR (!alive a28) OR (!alive a29) OR (!alive a30) OR (!alive a31) OR (!alive a32) OR (!alive a33) OR (!alive a34) OR (!alive a35) OR (!alive a36) OR (!alive a37) OR (!alive a38) OR (!alive a39) OR (!alive a40) OR (!alive a41) OR (!alive a42) OR (!alive a43) OR (!alive a44) OR (!alive a45) OR (!alive a46) OR (!alive a47) OR (!alive a48) OR (!alive a49) OR (!alive a49) OR (!alive a50) OR (!alive a51) OR (!alive a52) OR (!alive a53) On Activation: null = this execVM "snipertango.sqf" (At first I used [30,0] exec "snipertango.sqf") I tried testing this and when I shot an enemy and he dies. The words that tells me that I triggered the alarm appear but the AI won't spawn. Can someone help me? Here is the snipertango.sqf _point1 = getmarkerPos "awp1-1";// marker names _point2 = getmarkerPos "awp1-2"; group1 = createGroup EAST; for [{_i = 0}, {_i <= 11}, {_i = _i + 1}] do { _unit= group1 createUnit ["TK_Soldier_SL_EP1","TK_Soldier_GL_EP1","TK_Soldier_MG_EP1","TK_Soldier_EP1","TK_Soldier_EP1","TK_Soldier_EP1",[(getMarkerPos "pawn1") select 0,(getMarkerPos "pawn1") select 1,0], [], 0, "form"]; }; _awp1-1 = group1 addWaypoint [ _point1, 10]; _awp1-1 setWaypointType "SAD"; _awp1-1 setWaypointStatements ["true", ""]; _awp1-1 setWaypointBehaviour "COMBAT"; _awp1-1 setWaypointCombatMode "RED"; _awp1-2 = group1 addWaypoint [_point2, 10]; _awp1-2 setWaypointType "SAD"; _awp1-2 setWaypointStatements ["true", ""]; _awp1-2 setWaypointBehaviour "COMBAT"; _awp1-2 setWaypointCombatMode "RED"; -
AI Not Spawning On Trigger
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I got it working, thanks for the help guys. This seems to do the trick _wp0 = group1 addWaypoint [getMarkerPos "awp1_0", 0]; _wp0 setWaypointType "SAD"; _wp0 setWaypointBehaviour "COMBAT"; _wp0 setWaypointCombatMode "RED"; _wp0 setWaypointFormation "Wedge"; _wp0 setWaypointSpeed "NORMAL"; _wp0 setWaypointStatements ["true", ""]; _wp1 = group1 addWaypoint [getmarkerpos "awp1_1", 0]; _wp1 setWaypointType "SAD"; _wp1 setWaypointBehaviour "COMBAT"; _wp1 setWaypointCombatMode "RED"; _wp1 setWaypointFormation "Wedge"; _wp1 setWaypointSpeed "NORMAL"; _wp1 setWaypointStatements ["true", ""]; ---------- Post added at 09:34 PM ---------- Previous post was at 07:47 PM ---------- one last question, if I'm triggering multiple spawns and waypoints... do I have to make another script and cannot put it all on the same one? -
AI Not Spawning On Trigger
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh, that would be useful. Thanks. Well, I used the custom launcher and put -showScriptErrors and this is what I see.