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lozz08

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Everything posted by lozz08

  1. Just look at Arma 2 OA's PMC campaign (the one with the guy named poet) All the buildings are destroyed. Even if you cannot carry over states from one mission to the next, you could definitely at least decide to have a bunch of destroyed buildings: place a game logic in the center of the town/city and call it "buildings" without quotes. in its init field type exactly this: buildingslist = getpos buildings nearobjects ["building", x];{_x setdamage 1} foreach buildingslist where x=a radius in meters around the game logic. I just tried it in the editor and it works. If you use that cleverly it wouldn't be too bad.
  2. lozz08

    Zombie Survival?

    oops, that was for arma 2 ...
  3. 2. an easy way would be to name every truck in the convoy and make a trigger for each one with this in the CONDITION field: not(alive truckname) truckname obviously the name of the unit in the editor. in the on activation field: number = number + 1 Then another trigger, with condition number>6 (for 60% of convoy fail) and make that trigger a LOSE type trigger. 3. you can setup a trigger with a countdown timer. In the condition field you put just the word "true" without the punctuation. then you put into its on activation field, an expression that will cause an objective to fail. Done.
  4. plane_extract synchronizetrigger [[group, waypointnumber],[group, waypointnumber]...] group = name of leader of the group that has the waypoint waypointnumber = the number of the waypoint, starting from zero. If the waypoint you want to synchronize is the second one and the group leader's name is alfred, you type plane_extract synchronizetrigger [[alfred, 1]]
  5. Make a trigger, set it to repeatedly. condition: not (alive x) on activation: x_hasdied = X_hasdied + 1 then another trigger condition: X_hasdied = 3 on activation: whatever you want type in X_hasdied=0 in one of your unit's init fields so X_hasdied is defined as the mission starts.
  6. I need to define a variable that is private, in one script, but then store it use it in another script without making a global variable. Is there a way to do this efficiently?
  7. I've had a think and the answer is not quite coming to me, but at least I can point you to some things that could help get you thinking. nearTargets createmarker sideChat deletemarker I'd experiment with (opfor) detected by (blufor) triggers utilising the commands above.
  8. Well, I got it working perfectly, integrating the EHs into my spawning script.
  9. My problem is this: I am making a zombie game using undead mod that is dependent on event handlers for hits, and kills of zombies. I have a trigger that covers the whole area, {_x addmpeventhandler ["mphit",{_this exec "hit.sqs"}]} foreach thislist, with independent, present, and repeatedly in the trigger, the same with "mpkilled." in the hit.sqs and killed.sqs, I have the person who hit or killed zombies given score. My problem is that the event handlers most of the time don't fire, in fact, the game's own normal score most of the time doesn't even register a kill. kinda wrecking my mission.
  10. I am trying to use this script as it's a coop mission and I don't need to filter allunits by side: clearly I don't know how to subtract arrays... the text doesn't come up but it does if I put the text before the subtraction... ---------- Post added at 02:37 AM ---------- Previous post was at 02:07 AM ---------- ok, the script now tells me the value of _newarray. after the inital loop returns the values of the players before anything else spawns, each subsequent loop returns []. How can I prevent the allunits array from "updating" the _oldunits array? because I'm guessing this is not working because both variables point to the same array.
  11. This is my first ever attempt at making an addon. I just made a plane (read:one flat square, not a jet :o) in 02PE. If I try adding the tex in UV mapping it gives an error in bulldozer even the first time. When I load my texture for the first time in 02, using the faces (shortcut E) dialog, the plane previews in blender properly. However, when I loaded up arma2 and placed the plane in the editor, I got the good old "cannot load texture" error. So I open my model back up in 02, and what do you know? same error in bulldozer, yet it worked the first time in bulldozer. I have tried changing the path in the batch rename thingy from P:\myname\pbofolder\data\filename.paa to just \pbofolder\data\filename.paa but no dice. I have tried with other textures that I know work with other addons. This is my last hurdle to finally get my first addon going in-game, so it's a bit frustrating to be stumbling here... EDIT Oh damn, what a single backslash can do... lol. Well, I was going to ask another simple question anyway. I am trying to use this plane to create a single flat white outline. Currently it has a black background, but I want to use the same texture as the alpha channel to make the whole plane transparent except for this outline I have. Double edit and I found a new problem... In the editor i tried to "addaction" to my plane but no action showed up when the player was near the object...
  12. lozz08

    The Undead Mod

    in OA I always get zombies repeating phrases in some kind of chernarus language or something, kind of wrecks it for me. Anyone have similar experience in OA? Also when they spawn I hear, "groupm move x meters, ..."
  13. So I have waves of zombies set up. Once all the zombies in said wave are dead, another wave comes. I want to delete zombies say 15 seconds after they die. I looked up ways to delete units when they die but the methods I found all required stuff being put into init fields, and since these zombies are being spawned by undead mod I can't use init fileds.
  14. Hello all, I've been having real issues with a bunch of scripts I've been making. As an example, I made a script using addmpeventhandler mphit. Every time the player hits an enemy, 1 score point is added. most of the time, though, the hits just won't register. It's the same with the mpkilled EH, it just wont register my kills. Could this be because I've been using .sqs files? I'm really trying to get my head around the differences between functions and scripts, I read somewhere that functions are carried out by the engine before anything else, could this solve my problem? Is a function just simply a .sqf file or something seperate?
  15. yes, needs to be called as .sqs, with [] exec "heal.sqs" in the mission init.
  16. Well, If anybody is still interested, I have pretty much the ultimate COD style heal script. replace the ~x values with your desired values for the speed of healing. As you can see, it is more like the cod system because the healing accelerates, and also, if you are hit while healing, the healing process will not continue unabated.
  17. Well, NVM on the score thing, I figured that out. I'll post my addon Q in the addons & mods section i guess
  18. Hello all, I am attempting to create a zombie survival mission, in which there are guns on walls in certain places that you can buy with score you made by killing zombies. The question is really in two parts: 1. I am able to addaction to an object and give the calling player a certain weapon and mags with my action's sqs file. What I need is a little section in the script that will A) not allow the weapon to be given if score is below some value, and play a sound if that occurs, and B) remove a certain amount of score if the player can buy the weapon. 2. I need to create a simple object addon pbo that will be a white outline of a picture of the gun player wishes to buy, that I can move in the editor onto a wall or something. (Ie. Nazi zombies from COD)
  19. Fantastic fire script, really like it. GJ!
  20. So I have waves of zombies set up. Once all the zombies in said wave are dead, another wave comes. I want to delete zombies say 15 seconds after they die. I looked up ways to delete units when they die but the methods I found all required stuff being put into init fields, and since these zombies are being spawned by undead mod I can't use init fileds.
  21. lozz08

    Deleting dead zombies

    Yeah sorry about that, don't know how I found myself in this forum way down the main page to ask this Q.
  22. Thanks a lot guys, I love this community
  23. lozz08

    People with i7's

    Can people please stop posting that SSDs improve frames per second. They reduce stuttering, and texture load lag. That is what they do. They will NOT increase fps.
  24. Hey guys, I am really leaning towards an am3 1090T X6 from amd, I think it will do well in the future as more programs utilise 6 cores, and it can OC to over 4Ghz apparently. Is Arma 2 capable of utilising 6 cores at all?
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