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igneous01

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Posts posted by igneous01


  1. yes im pretty sure you can -

    if u want to check if its been moved then you can use something like:

    _iedx = position IED select 0

    _iedy = position IED select 1

    _iedz = position IED select 2

    waitUntil {_iedx1 = position IED select 0, _iedy1 = position IED select 1, _iedz1 = position IED select 2, _iedx != _iedx1 || _iedy != _iedy1 || _iedz != _iedz1}

    ==insert code here==

    thats to check if it has moved from its original location.

    to check if its been destroyed, in condition of trigger put

    alive IED

    this way it wont detonate unless the bombs alive


  2. _knowsaboutTargets.utes.rar

    That's a MP proof version. If you are making a SP mission, it can be made even simpler.

    dam... and here i thought id have to write a complicated script just to make this work.

    thank you so much for making this, triggers ftw

    also wanted to ask, but how did u get the condition line of the trigger to accept AND/OR? i can never get it working for me for some reason....


  3. this looks amazing, this will making mission making so much easier and faster.

    one question: is there a feature implemented where you can make waypoints by taking control of the unit yourself to draw it out and then the ai mimics your movement?

    that would really help when your trying to make a unit patrol a building, as sometimes adding waypoints to buildings gets wierd and the unit sometimes bugs out. and scripting it takes alot of time (especially with buildings that have alot of positions)


  4. Hmm, but how do I know the exact coordinates? Wouldn't I have to trial and error? Is there any other editor other than the 3d editor that makes me crash, or the bloody 2d editor?
    well the attachto command attaches the object to another object, so wherever you put the depot, no matter where the furniture is placed on the map it automatically is moved to where the center of the object depot is, then you can adjust the offset by a few metres to in whatever direction (x, y, z) to fit it in.

    but i recommended the editor that is linked above, much simpler method


  5. you can try to use speedmode to check what speed your player is going

    http://community.bistudio.com/wiki/speedMode

    so for ex. you can make a simple script that checks how fast someone is going

    howfast = speedmode player

    then make 3 triggers, in the one where the explosion occurs in the condition line you could try:

    trig1

    condition: howfast = "normal"

    act: explode bomb

    trig2

    condition: howfast = "full"

    act: explode bomb

    trig3

    condition: howfast = "limited"

    act: bomb does nothing

    this is my best guess of going about it. however im not sure if triggers accept conditions that involve comparing strings, so you may need to create a script that does this and then create another variable that will return true or false if someone is going to fast towards the bomb.

    also note that you cant do howfast = full AND howfast = normal or howfast = full OR howfast = normal in the condition line of a trigger, apparently in can only accept one condition, it cannot check for 2 conditions (atleast for me it cant)

    see if this can work, its only an outline tho, but try it out


  6. hmm well in the 2d editor its really tricky getting objects inside of buildings, you have to play around abit to find the position you want to the object to be at inside the depot.

    however there is another method i can think of.

    if you give your depot a name, and name all the furniture and objects your going to have inside it, you could try the attachto command to attach all the objects to the building (there automatically attached to its center) and then offsetting the coordinates to place it exactly where you want it without it looking ugly or sketchy. it might work out better this way.


  7. Right now, I'm editing a FOB. But I want to add stuff inside, to make it much more realistic. Problem is everytime I move a table into a building, it clips to the ground and building, and makes everything looks ugly. How can I add it in nicely?

    And the building is not from the map, its found under the empty group.

    are you using the 2d editor or the 3d editor?

    if your making a FOB and need precise placement of buildings

    your better off using the 3d editor - but be warned that when you save anything in it it converts into an sqf file - which is a script, you will need to execute that script inside your 2d editor mission for it to show up

    to access the 3d editor you go to the main menu of arma 2, and press ctrl+e

    and heres a link of how to use the 3d editor (its different then creating units in 2d editor)

    http://forums.bistudio.com/showthread.php?t=85932


  8. well if u want to disable him going prone then im not completely sure that theres a way of doing that. soldier being stuck in prone when moving means that hes been hit in the legs bad enough that he cant walk anymore. the only way you could stop this from my knowledge would be to check if soldiers been injured and then:

    vehicle player sethit ["nohy", 0]

    to repair/heal his legs

    - note that the parts are named in czech but heres the ones relevent to legs you can use

    noha - leg

    nohy - legs

    nohybok - legs_side


  9. For me the whole Revealing targets, Assigning targets and confirming killed targets is very hit and miss.

    As a squad member I never seem to be able to call out (or "reveal", as the game calls it) targets that I spot. But I seem to be able to do it ok if I'm the squadleader, most of the time.... Worked in OFP

    Confirming killed targets seems to have a time limit of about 1 second (unless your in a vehicle...why?). Worked in OFP

    Assigning targets as squadleader is hit and miss also. You can use the back space menu (eg: F2, 2, 5 (Number 2, target that AT soldier) ) but that is useless in the heat of battle. There is another way but it wont always work: you press the F# key of the soldier you want to order to attack, move the box over the enemy you want him to target and press the Reveal Target button, that will get him to target it (and give him a red circle if human), AI will then kill it. Doing the same with the left mouse button orders him to Attack the target, which is just the same as the previous one except you don't get a red circle..iirc. I think the left mouse button way will break any "Hold Fire" commands where as the reveal target button will not.

    What annoys the hell out of me is that these are yet MORE things that worked fine in Operation Flashpoint every single time but since Arma1 have been screwy and unreliable......Mostly when using them with other humans playing in your squad

    actually they sort of changed how this works in arma 2,

    if you want the red circle to show up and for the squad members to attack, you need to first change all squad members to engage at will firemode. then u can issue target orders and they will be taken as attack orders and ai or human players will be able to see them/engage them. however if the status is just engage or disengage on squad members nothing will happen usually with the target that soldier order...


  10. first,

    are you sure that the scripts you made in arma edit are being saved to your mission folder? (the folder where the actual mission is, not the overall missions folder)

    second,

    how are you initializing the scripts? scripts need to be initialized by something (either in the init.sqf, or on a players init line, trigger, another script, etc) also you need to make sure that if you made extra folders to organize your scripts, that the folder is included when launching the script:

    ex. execVM "myscripts/myscript.sqf"

    and third,

    if you say you can only use pbo files in a mission, then i think your in the wrong folder, pbo files are not associated with missions you make in the editor (as in you dont put pbo files into your mission folder) you would do this if your making an addon tho

    the place to save your missions is in my documents/arma 2 profiles/profilenamehere/missions folder

    hope this helps


  11. did that just now (cba 0.7) but the fn_initidentify.sqf not found still shows up, and i still cant use any buttons in the expansions menu.

    is there a newer version of cba that i didnt notice? i checked the changelog and it says that the function missing has been fixed, but im still getting the error

    edit********

    got the error message to disappear (winrar tried to extract the pbos as well, causing it to not overwrite the old cba folder) so now it starts up fine

    but i still cant get the expansions menu to work, its not mandatory since the bug is fixed, but id still like to remove the PMC expansion...


  12. having some problems getting this to work.

    basically i have in the init.sqf

    aacounter = 0 // this will count how many aa sites spotted in order for the task to be completed

    SeeAA1 = false // player does not see or knowabout the AA vehicle

    SeeAA2 = false

    now i have another script called spotcheck, and it goes as follows:

    while {alive sniper} do

    {

    _ska1 = sniper knowsAbout AA1

    _ska2 = sniper knowsAbout AA2

    if (_ska1 >= 1) then {SeeAA1 = true};

    if (_ska2 >= 1) then {SeeAA2 = true};

    sleep 2

    }

    then i have 2 triggers that check for the variables SeeAA1 and SeeAA2 to be true, afterwards i have a little taskhint that shows up saying "aa site located", in the act field of each trigger

    taskhint ........... // not relevent since it works

    aacount = aacount + 1

    then another trigger checks to see if aacount => 2

    this will make the obj to settaskstate to succeeded

    but for some reason when i teleport to the AA1 vehicle and reveal it, nothing happens, i dont get the taskhint showing, and im not sure if its the script or the triggers

    can anyone help me out?


  13. having a bit of an issue using the expansions menu to get a workaround for the PMC fn_initidentity.sqf script not found bug.

    apparently to resolve this all i have to do is disable PMC, problem is when i go to expansions menu the buttons (up/down/disable) are grayed out and i cant disable anything there (including mods ive dl)

    also tried searching for PMC on target line in the runarmaCO for steam batch file, nothing there.

    anyone know what i have to do to resolve this? loading is taking way too long because of it searching for that missing script, and sometimes bugs out arma when loading scenarios

    any help appreciated


  14. SQS... eeeww.

    Init of soldier:

    myCounter = 0; this addAction["Counter", "counter.sqf"];

    counter.sqf:

    switch (myCounter) do
    {
    case 0: {hintSilent "Case 0"};
    case 1: {hintSilent "Case 1"};
    case 2: {hintSilent "Case 2"};
    case 3: {hintSilent "Case 3"};
    case 4: {hintSilent "Case 4"};
    case 5: {hintSilent "Case 5"};
    case 6: {hintSilent "Case 6"};
    case 7: {hintSilent "Case 7"};
    case 8: {hintSilent "Case 8"};
    case 9: {hintSilent "Case 9"};									
    case 10: {myCounter = -1; hint "resetting"};
    };
    
    myCounter = myCounter + 1;
    
    

    so was it because its sqs that it didnt work?

    if thats true then i guess im moving onto sqf permanently then if stuff like this doesnt process

    thanks alot for this, u have no idea how ive been pondering how to make this work


  15. ok so basically im having a hard time trying to get my variable, counter to keep its value at the end of a certain script.

    basically its a script that is triggered by addaction from the menu, a variable called _counter = 0

    from then on

    _counter = _counter + 1

    ; this switch structure is executed numerically from 1 to 10, meaning the more times the action is activated, a different code is executed, until 10, where it returns to code for 1 at the next action

    switch (_counter) do

    {

    case 1:

    {code for 1}

    case 2:

    {code for 2}

    ....

    case 10:

    {

    code for 10

    _counter = 0 ; the counter resets itself

    }

    ; these lines meant for debugging

    case >10:

    {hint "number is outside of case range"}

    else

    hint "number is unknown"

    _______END OF CODE________

    eventually i clued in on the fact that the variable is destroyed when the script finishes, so i tried using a global variable afterwards and giving it a value of 0 in the init.sqf and doing the same thing

    but i keep getting the hint from my debug "number is unknown" as soon as i use the action, the code from the first case goes through, but nothing happens afterwards.

    i assume that the value becomes nil since it is erased at the end of the script, but how do i keep this value throughout the game so that the rest of the case statements are executed?

    from my past experiences with programming i thought this would be a simple task, variable declared 0 at the beginning, use a loop function to process all commands and code, and keep the variable constantly counting when the action is pressed.

    except when i use the while loop, the script is processed multiple times at the same time, and i still got the same error message "number is unknown"

    so can anyone help me with this really easy fix? is there a command that i didnt notice that can pass the value from the script into the global variable? because i never got it to update after the first time.

    thanks for any help you can offer


  16. If you want an EditorUpdate for ArmA2, you want MAP_EU. If you need one for OA, you can download my alpha version here. If multiplayer is a concern, the OA Lite beta that is on that page is really about 99% complete. Neither are likely to change in a way it breaks something in the future. ;)

    Hope it helps some.

    Cheers

    thanks alot for the link i was searching for that,

    but does it also include vegetation in objects?

    guess ill just have to find out for now

    ty

    //////////

    ok this is just what i was looking for, a way to spawn and use bushes to attach to a soldiers camo, but the question is, are these objects associated with the ones that are placed in the world also? so i can check nearest objects and be able to identify that bush or clutter?


  17. Haven't seen that one before, but at first really quick glance it seems to allow referencing these objects, say i.e. you could write a function that finds the nearest tree or bush. But as it doesn't create any classes, you won't be able to create them on the fly using scripts. But there are editor addons that does add these classes so you can create these objects. But note that the mission then becomes dependent on having that addon installed. For public friendly MP missions, that's typically something you'd want to avoid. For single player missions, go for it :)

    thanks for the helpful information, im going to definitly take a look around again for that addon, this is just meant to be a special feature in a sp campaign im planning on, and just want to get the big things working.


  18. im not sure if this will work, but have you tried?

    attachobject (searchlight or something that gives off light etc) to soldier

    and use hideobject to make it not be seen? as far as i know, if u hide a soldier, he will be invisible, but when he fires his rifle the muzzle flash is still seen, this may also apply to the light whether or not it is treated the same way as a gun when you fire it (activate)

    im not sure if this works, but it might


  19. 1. No, camoflage is a class value and there is currently no way to alter it.

    2. Somehow I end up thinking about the Cow camoflage scene in Top Secret. Seriously though, check out that bushfire script addon thingy (?). It shows how to access trees at least, which doesn't have a placable class. But no, I don't think it's possible.

    3. Sort of kind of. You have commands like surfaceType, surfaceIsWater, and isOnRoad. But they may not give the results you expect. I haven't played much with these myself though.

    If the objects have classnames, you can. But I don't think trees and bushes have classnames.

    I don't think what you ask is feasible. There exist a mod though (hide, or something like that) that puts invisible viewblocks around the player if he don't move, that may be helpful. Not sure if this mod made it to A2/OA yet though.

    yea i was afraid some of these ideas may not be possible due to limitations. but:

    http://dev-heaven.net/issues/13031

    apparently someone has filed an issue about the unlisted classes (bushes rocks trees etc)

    they also have made their own object library which contains these objects, but i dont know how to use it or what to save it as.

    any ideas?


  20. hi everyone, im new to these forums and am hoping someone can answer some of my questions here (believe me ive searched high and low on this forum and others for specific answers, so i hope someone knows)

    1. is there a scripting command that can adjust camouflage values for individual units? if so what is it called? is camouflage a stat that is permanently assigned to unit objects or can it be modified in game based on certain parameters?

    2. Is there a way of accessing the grass clusters and bush objects in game? i want to make a script that can spawn a cluster of grass and attach it to a unit (to make custom fitted ghillie suits without having to model my own)

    3. Is it possible to code a statement that checks what texture tile you are on ingame? (ex. standing on a road, in tall grass area, desert, marsh, forest, etc)

    and this is an alternate question if num2 is not possible:

    how can i make a library of the vegetation clusters that are used in the game currently, and be able to use them later in scripts as objects? are there any guides on creating object libraries?

    some of these questions are very out there, i know, thats why i had to ask.

    i need to make sure that before i go ahead with scripting my own ghillie update system, that i can atleast:

    modify camouflage values against the ai to simulate being unseen if not moving.

    being able to check what texture tile the player is currently on (is it snow, forest, desert?) if i cant access vegetation then as a temporary solution use the ghillies for a change models to swap to the appropriate suit to simulate changing the foliage on the suit.

    phew long post, anyway any help would be appreciated

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