igneous01
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Everything posted by igneous01
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init line of a spawned unit?
igneous01 replied to carlostex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ah, didnt check to see if it returns those. good to know. so my mistake then: you can just do: {_x setvariable ["var", 1, true]} foreach units (_sv select 2) -
Changing uniform
igneous01 replied to Cyborg11's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
setvehicleinit and copypaste can work to get the data from the init of one unit to the init of another. but as to return an init string - thats an entirely different matter which im not sure its possible right now. -
Functions and Destroy City
igneous01 replied to victim913's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
it works on chernogorsk, ive used it myself, however it appears the seed value has minimal effect as to the frequency of buildings being destroyed on that map. But it did make it look like a dump. -
init line of a spawned unit?
igneous01 replied to carlostex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
make sure _sv is set to private so that it isnt being locally created in that particular instance of spawning. then: _grpSpawn = group _sv; _grpSpawn setVariable ["CEP_disableCache",true,true]; that will set the variable in the namespace of the group, if thats what you want. If you want to add it to all units then: {(units _x) setVariable ["CEP_disableCache", true, true] foreach (units _grpSpawn) however, i would avoid using boolean values inside setvariable, every time i have tried to use boolean values inside setvariable and calling them i always was returned with an error about boolean not being supported. might be best to stick to 0 and 1 for false and true respectfully. also this might work as well: _sv setvehicleinit "guy = this"; but im not sure what the return value is for spawn group, it might be the group itself, or the ai leader, -
yes its frustrating sometimes getting into statics with ace2, sometimes the interaction menu shows up, other times it doesnt, and you need to inch your mouse all over the place until it shows up. and yes i will be trying to add more content. But im currently preoccupied with another mission and that ones much more difficult to play around with than this campaign ^^ however i will get some missions up soon.
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MP compatible campaign, briefing etc.
igneous01 replied to laggy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
have you tried to add briefing and tasks via foreach playables? (i forgot what its called, the one that checks for player units connected in a game) the thing to keep in mind is that tasks are local to only the machine that gets them, you have to foreach it to every one else to keep it in check, and public variable the objectives taskstate so everyone knows that the task is finished/created/etc. Hints and sidechat are also only local to the machine that gets them (if your going to be using that as well) If your having scripts that are going to be spawning units, airsupport, and what not. Keep that server side. However if you want the action to be usable by anyone, add the action to them directly (if your doing it that way) addaction is local to the unit that gets it as well. thats as far as my experience goes with missions in MP. If the init does not execute on all clients in a campaign, try a if statement that adds the code to both server and client btw, does anyone know if saving a mission in MP causes problems reloading it later on? -
if your going to play it, patch it to 1.59, otherwise the ai will not be the same. I still cannot believe how awesome it is when your engaged in a firefight, and all you can do is pop out and take quick pot hots here and there, because your getting suppressed by a machinegun behind a rock. just awesome ^^
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not really, I enjoy playing it as a game, and applying some aspects of real fighting into a game. But it doesnt change my opinion on the army. I thought about joining a few times, but once i realized that nationalism was an illusion, the reason to fight for your nation doesnt make sense anymore. Id rather do something more creative with my life and shape it how i perceive it, then to fight for a nation i dont believe in, nor for other people, which i also dont care for.
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The AI's Biotic X-Ray Vision through certain objects: A bit of research on the matter
igneous01 replied to madrussian's topic in ARMA 2 & OA - GENERAL
problem with your experiment is that your spawning the units to face each other when the mission starts. im not sure what tree that is, but if your spawning it, then chances are the units are being created first, see each other momentarily (knowsabout increases) and then the tree is created creating blockage of LOS. the best way to test this would be to have the unit face the other way (not looking) and give him a waypoint to walk towards you and then see if that has any effect. from my experience, you will always be spotted if you are facing an enemy at the start of a mission, because the objects are created and rendered afterwards. -
user input dialog for text - ask for password in game
igneous01 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ive been looking for commands and a solution to get a dialog box to show up that prompts user input for a password. but i havnt found anything like this, even a sidechat password would be good. basically theres gonna be a custom hanger inside a domi server, where special equipment will be stored, and the doors locked. once someone goes near the hanger an action will show up saying give password or something like that. then you need to type in the password (either dialog box or sidechat) and if it matches the one stored in the script then the doorlock script will end and the user can go inside the hanger. is there a way to get user input in game? -
CTD still happens with showScriptErros (1.59)
igneous01 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So after months of not using this, i decided to turn it back on again to help speed things up when fixing an issue with a script. It was working fine for the first couple of times. And now it suddenly causes a crash to desktop again, and it remains persistent. Nothing shows up in the RPT, except the error, and no crash report is reported in there. Im thinking it has something to do with the steam shortcut that lets you run Combined Arms when you have separate installs of arma 2, it doesnt like it apparently. This is my target line inside the batch file: "%_STEAMPATH%\steam.exe" -applaunch 33930 "-mod=C:\Program Files\Steam\steamapps\common\arma 2;C:\Program Files\Steam\steamapps\common\arma 2 operation arrowhead\EXPANSION;ca;@CBA;@ACE;@ACEX;@ACEX_RU;@ACEX_SM;@Thirsk;@WinterCamo" -nosplash -maxmem=3584 -cpuCount=2 -showScriptErrors all the other ones work fine, but showScriptError now causes me to CTD again. I thought it was fixed? -
CTD still happens with showScriptErros (1.59)
igneous01 replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hmm, im at a loss then why it happens. maybe something about me being on xp? -
CTD still happens with showScriptErros (1.59)
igneous01 replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
are you running arma with steam? particularly arma 2 and OA as separate installs? Im using the batch that dwarden made that makes these both run as combined arms. It might be why im getting a ctd -
It might be that an addon is missing. I will do a quick test to see if it happens for me as well (the new patch might have caused something to happen) Also, are you using the newest version of this campaign? (0.9) I will report back and see if anything went wrong ---------- Post added at 06:14 ---------- Previous post was at 06:07 ---------- looks like the addon Buildings Editor edition 2 is not running for me, which is strange because i never downloaded that addon, and i thought that it works without the user needing it. I will update the requirements to reflect this, and remove it in the next update. My bad on this one. ---------- Post added at 06:17 ---------- Previous post was at 06:14 ---------- here is the link to the addon: http://www.armaholic.com/page.php?id=6194
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ai were ok pre 1.59. they were hard to fight against and challenging but now that 1.59 is out - holy shit - the ai is now amazing Now that findcover has been fixed, the ai always search out for cover and engage from cover. It happens all the time and its consistent now, Zeus ai is not even needed anymore either. AI actually surpress you now too. Im so glad that the ai are working with cover now - this just makes the game so much better and challenging THANK YOU BIS FOR THIS UPDATE!
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[How To] Simple Support Module (OA) ?
igneous01 replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if your putting it into the init.sqf, you have to make sure that the SSM has finished initializing before you can change the values. Name your Simple Support Module something (like SSM1) then add this into the init.sqf (before the setVariable) waitUntil {!isNil {SSM1 getVariable "initDone"}}; waitUntil {SSM1 getVariable "initDone"}; and see if that does anything, i know this works for the ACM, it might be the same for the SSM and yes, you can use custom aircraft (so long as you know the classname of that aircraft) -
making a trigger global without scripting it?
igneous01 replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
just did some tests: all i used in condition box is this && isServer I had 1 test where me and a buddy were on the same team, he ran into a detected by opfor trigger, and the trigger fired off (hinting for me saying activated, and i heard the alarm siren) however, he did not hear the siren, meaning it only fired for me as the server then i did two tests, where we both were in separate groups, and a trigger that would spawn a vehicle when west was present. He ran into it, it spawned for him, when i ran into it, it did not spawn afterwards - works fine here than i did a test where we both had ai, and had the ai from his group move into the trigger, result: same thing, spawned the bmp, then afterwards when i went in, it did not spawn a bmp. It WORKS!!! so here is my conclusion to this: The trigger is created locally across all clients and the server. However, the condition checks for west regardless of it being server side or not. So after that condition is fulfilled, the trigger will then check for the trigger that is Server side, and activate that trigger. I am completely stunned that it worked with both player controlled ai, players in same and in different groups. it Works and fires off only once. If its set to repeated it also will only fire when their is no more west inside, and west jump back in again. Interesting stuff -
making a trigger global without scripting it?
igneous01 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this is more of a question than an answer, i cant really test on a server right now with other people. Think of this: lets say you create a trigger, and maybe it spawns a single unit on activation (west present) now if this is run in mp, obviously everyone that activates the trigger will spawn a unit but what if the condition was changed to: this && isServer what might happen? Would the trigger only activate if west units local to the server are present? Would the trigger only activate for the player that is hosting the server? would the trigger never activate if it was a dedicated server? or possibly, it activates for any west unit in the area, but only activates once (for the server)? just a thought that crossed my mind, so if someone has tested this, let me know what the results are. share any findings you may know -
making a trigger global without scripting it?
igneous01 replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the whole thing behind triggers is confusing, if you script it, you can specify who it will be created to, but if its something like west present, if its not local to that machine, it may not fire off at all (or atleast to my understanding of it) because the server doesnt know that another player is west? will do some experimentation when i get the chance ---------- Post added at 23:49 ---------- Previous post was at 23:48 ---------- nice one demonized, i never thought of that as a workaround, now i dont need to spend 20 mins scripting a trigger \o/ -
RUIS - Random Unit Invasion Script
igneous01 replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
forgot to credit you with the delete group problem i was having. there:: now you are officially credited \o/ -
random chance to blow up?
igneous01 replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nm what i said. -
count all empty groups? (groups with no members alive in them)
igneous01 replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks demonized that works perfectly -
Task Status won't change upon completion
igneous01 replied to Romeo_Delta's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
as St_Dux and Ios already said, you need to assign the task a state first, and you need to use createsimpletask and settaskstate, not objstatus, those commands no longer work in arma 2 -
New conversation system how-to
igneous01 replied to Jezuro's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
so does this mean your restricted to only having choices appear once inside a conversation? or do you need to have multiple fsms for multiple choice options in a topic. I was hoping one fsm could check and branch off for all choices and future choices? ill change it to match that then. -
How to check if a gunner position of a vehicle has no unit in it?
igneous01 replied to carlostex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What he meant to say (I think) is that because your just using moveingunner for the unit, that unit will not know he is in a vehicle, so if it blows up or gets damaged, he wont jump out, or if told to disembark, he wont leave because he doesnt know hes in a vehicle. assignasgunner makes the unit realize he has a vehicle, and when using moveingunner, he will know hes in a vehicle and will do neccessary actions (like eject, jump out, disembark) when something happens