crushenator
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What can be done with Ambient life animals?
crushenator replied to crushenator's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry for the confusion but I was refering to placing them manually but as I understand it they cant be used with waypoints etc and I'm wondering if their is a way around that among the other things. thanks mate. -
Their was a couple of things regarding addaction that I personally could not find on the BIKI site entry for it nor on the forum search. Can you assign or pick the icon that goes with an addaction? When it's assigned to a player permanently can you stop it from automatically popping up in the centre of the screen? If they want to use it in this case it would be on the left hand side in the menu but not appearing when the mission begins, right in the middle there. Thanks for that!
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What can be done with Ambient life animals?
crushenator posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I had found some stuff on the forum relating to 'ambient life' animals but I was worried the information might of been out of date. I was hoping to start a thread covering the extent of things that can be done relatively easily with Ambient wildlife. A few main things I was interested in finding out were: Can you move them around with a waypoint or script? This could have implications in scripting bomb searching dogs like we have in the combat engineers. Can you set up a trigger to test if it has been killed? Perhaps even respawn it afterwards? This could have implications for people making hunting type scenarios in their add-ons. Can you spawn the animal already dead? Animals have been used to cover roadside IEDs before. -
What considerations for one giant mission?
crushenator posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys. I figured it'd try and deviate from the standard mission progression and go for something that is more open world with individuals giving 'quests' so to speak as you go along. Basically the campaign-esque gameplay being one big mission. Am I going to run into any problems? I noticed you can save multiplayer games but is it really a flawless save? or might it bugger up if I've got custom global variables i.e money collected... Is their preformance issues if you have each town/base set up with AI, props etc even if they're doing nothing most of the time? I suppose if their was a ceiling for amount of AI I could keep spawning the same AI enemies and assigning them new objectives. Thanks for that. -
Script works for me but not other players?
crushenator replied to crushenator's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's in a sqf script that is attached to an addaction which is in the init of a helicopter. Spoiler of the original post shows the whole script. -
Script works for me but not other players?
crushenator replied to crushenator's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks mate. is JIP the problem I'm having with the first portion of the question? _heligroup move getpos land2; just doesn't seem to work for the other player I was testing with! -
Script works for me but not other players?
crushenator posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've got a script attached to a helicopter to send it away with an addaction however it only works for me. With other players in the server it seems to do everything in the script (for example if I put sidechat) except the actual heli move part. Any ideas? This raises a further more broad question. Are their major scripting considerations for making coop missions instead of single player missions? Thanks! -
Default action menu conversation changes?
crushenator posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys. I've got a couple of quick questions regarding the action menu based dialog that seems to accompany most non player characters. Firstly I want to know I can script in dialog like this in appearance so I can add extra options with addaction and Perhaps even adjust their current responses. So far I've been able to script in what appears to be radio traffic rather than face to face stuff. Secondly whenever I talk to an NPC and they're in a sitting position they stand up and salute me then never sit back down. Moreover the current sitting animation i'm using makes them face 90 degrees left when they salute so it's best they dont do it at all. Failing how to do that having them sit straight back down would be ideal. Thankyou for the help. -
Need help with variables.
crushenator replied to crushenator's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys just to clarify how I fixed it. For starters I initialized pork in init.sqf and I also removed all the capitals. I also included a 'then' after the condition portion of the if statement. I'm used to C++ syntax so didn't put a 'then' -
Need help with variables.
crushenator posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've spent hours now trying to figure out how to use global variables to no avail. Long story short of what info I'm after is where and how to assign a variable that can be accessed from scripts, triggers, waypoints by all players on a server and can be used as the condition for triggers, units. Anything really. Below is one attempt i've made to work with a variable. In this particular instance I've got in the init.sqf (i'm not even sure if i need this) myVar = 1; Then I've got a helicopter with an init containing _mytest = introheli addaction ["Send helicopter away", "mytest.sqf"]; and in mytest.sqf I've got private ["_heli", "_caller", "_id", "_heligroup"]; _heli = _this select 0; _caller = _this select 1; _id = _this select 2; _heligroup = group (assigneddriver _heli); Pork = Pork + 1; if (pork >= 4) { _heligroup move getpos woot; }; So I guess what I figured would happen is if I select the action available on the helicopter 5 times then the helicopter would fly away. Where am I going wrong here? Thanks for the help -
addAction for heli insertion help.
crushenator replied to crushenator's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Mate I did get this to work. I made the last line of waveoff.sqf _heligroup move getpos woot; woot being an invisible helipad. Its extremely weird because if I go and put "woot" instead of above it doesnt work. (with quotes) also if i use getmarkerpos followed by a name of a marker with or without quotes it doesnt work. But _heligroup move getpos woot; works... Weird? -
addAction for heli insertion help.
crushenator replied to crushenator's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the reply mate. I was assuming sqs and sqf were at least working off the same sort of scripting language so that was likely the problem. As for your script however I couldn't get it working. It displays the dialog and removes the action but the helicopter just sits there with it's pilot doing nothing (It's engines are off as I just created a new test scenario with a heli on the ground) -
addAction for heli insertion help.
crushenator posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've followed a tutorial on how to do a Heli insertion that features a trigger activated by 'radio alpha' that is sync'd with it flying away. My goal is to replace it's activation with an 'addaction' on the helicopter however I've been largely unsuccessful. I've got a trigger that activates on proximity to the landing zone that has the following script: _waveoff = introheli addaction ["Wave heli off", "waveoff.sqs"]; This works fine and the introheli helicopter gets the action 'Wave heli off'. my waveoff.sqs contained exactly this introheli removeAction _waveoff; Waveswitch = true; And I added another trigger with the condition field as 'Waveswitch = true' and then synced that to the waypoint (Just like the trigger that had the radio activation which was working). When I try use the action 'Wave heli off' it does not disappear and the heli does nothing. I understand global variables might need to be initialized so I tried putting in init.sqs publicVariable "Waveswitch"; Waveswitch = false; Didn't work. How can I set this up to work? I imagine I can use the same switch based event setup for various other things. Thanks very much. -
Some newbie questions.
crushenator replied to crushenator's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thankyou mate. In the case of addaction I wouldn't of known what to search for. The other stuff I suppose I should of searched a bit harder. However I'm a believer that people asking repeat questions permits those who haven't answered that question before to answer it and reinforce their own knowledge on the subject. Some people love teaching newbs! thanks again. -
Hey guys I have a few newbie questions that I need help with and I thought I'd ask them all at once so a few skilled people could answer at once. 1. For making multiplayer missions. Do you have to access the editor by going multiplayer... <<new editor>>? Or can I just make the mission in the single player --> Editor button then copy it later? (I want to use the 4x time thing for debugging and it also seems to load/restart missions faster) 2. I figured out how to implement a radio trigger for a heli insertion to 'wave the helicopter off' and send them away. But I think it would be cooler if it appeared as an option in the mouse wheel menu. How can I do this? It raises an important other question. Does the mouse wheel interface options (including those that are always there and ones that appear close to objects) have a name at all? So I can look up more about them. 3. The ALT-E editor... is it still 'hidden' or can you use it without expecting to encounter any weird problems? Where do I drag existing maps to edit them in it? 4. I want to make a multiplayer coop mission(s) in perhaps a campaign format. Do I have to just make up individual missions or does their exist a way to automatically transition between maps in coop? 5. If I add custom sounds to my mission will they automatically copy to people joining my server? Or will they have to get it zipped and sent to them? Thanks guys I do appreciate this.