cavemans
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Non triggerable trigger when in the air?
cavemans posted a topic in ARMA 2 & OA - QUESTIONS & ANSWERS
In my mission i am making i am having the player halo down and meet up with a group of ai which join his team, the problem is if the player goes over the trigger while in the air it still activates it. How can i make it so he has to be on the ground and walk up to it? Also is there a way to keep the ai in that area but still act like there in dismissed mode until the player gets there. Thanks for helping! Edit: Woops wrong section of the forums if an admin sees this would you mind moving it to the correct section. -
Non triggerable trigger when in the air?
cavemans replied to cavemans's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Thanks I spent half the day searching the forum but i could not find this thread!:bounce3: -
Param score and timelimit help
cavemans posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can someone please tell me what i am doing wrong with this? init.sqf execVM "briefing.sqf"; / --- Info text waitUntil{!(isNil "BIS_fnc_init")}; sleep 5; ["Grounded", "Survival of the fittest!"] call BIS_fnc_infoText; sleep 3; ["Map created by", "critblade & cavemans/zach"] call BIS_fnc_infoText; execVM "parameters.sqf"; parameters.sqf _timelimit = (paramsArray select 0); _scorelimit = (paramsArray select 1); time = 0; EastScore = 0; Westscore = 0; missionplaying = True; //score calculation and mission ending loop While {missionplaying == True} do { sleep 5; time = time + 5; hint "working"; } if ((!alive player) and (side player == West)) then {EastScore = EastScore + 1}; if ((!alive player) and (side player == East)) then {WestScore = WestScore + 1}; if ((time >= _timelimit) and (WestScore != Eastscore)) then {if (WestScore > Eastscore) then {hint "Time is up!\nUS forces win!"; sleep 5; endmission "end1"} else {hint "Time is up!\nInsurgents win!"; sleep 5; endmission "end1"};}; if ((time >= _timelimit) and (WestScore == Eastscore)) then {hint "Time is up!\nScore is tied!\nThe match is a draw!"; sleep 5; endmission "end1"}; if (Westscore >= _scorelimit) then {if (side player == West) then {hint "Mission successful!\nOur forces are victorious!\nThe town is ours!"; sleep 6; endmission "end1"} else {hint "Mission failed!\nThe infidels have taken\nthe town!"; sleep 6; endmission "end1"};}; if (Eastscore >= _scorelimit) then {if (side player == East) then {hint "Mission successful!\nOur forces are victorious!\nThe town is ours!"; sleep 6; endmission "end1"} else {hint "Mission failed!\nInsurgents have taken\nthe town!"; sleep 6; endmission "end1"};}; if (isServer) then { publicVariable "WestScore"; publicVariable "EastScore"; publicVariable "time" }; }; description.exe OnLoadMission = "Hellstrip"; OnLoadIntro = "Survive";// Title that appears on screen in briefing respawn="BASE" respawnDelay= 5 RespawnDialog= 1 disabledAI=True; debriefing = True; class Header { gameType = DM; minPlayers = 1; maxPlayers = 8; playerCountMultipleOf = 1; }; class Params { class TimeLimit { title = "Time Until Mission Ends (in minutes)"; values[] = {10800,60,300,600,900,1200,1500,1800}; texts[] = {"No Limit","1","5","10","15","20","25","30"}; default = 10800; }; class ScoreLimit { title = "Score needed for Victory"; values[] = {2,10,20,50,100,150,250,500,1000}; texts[] = {"2","10","20","50","100","150","250","500","1000"}; default = 2; }; }; -
Param score and timelimit help
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the help! -
Param score and timelimit help
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry for the bump but I need an answer to this. -
ambient civilian module
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why add a hint the civ_killrt only activates if they are killed. -
I am trying to get it so if a civilian made by the ambient civilian module is killed it sets damage to the player. I used this in the init of the module [ bis_alice_mainscope, "ALICE_civilianinit", [{ _this addEventHandler ["killed",{_this exec "civ_killer.sqs"}] }] ] call bis_fnc_variablespaceadd; Why isnt it working? I also want to get them to spawn on the airport strip on utes only.
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ambient civilian module
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So what your saying is what i was using kept repeating the variable on the civilian over and over, so using this setVariable ["ALICE_civilianinit",[{_this addEventHandler ["killed",{_this exec "civ_killer.sqs"}]}]]; in the module will just add it once to each civilian unit created? Edit: well i switch out my code with yours and its spawning 1 civilian. I dont get time to kill them to test it out becuase they usualy spawn to far and they disapear before i get to them. -
ambient civilian module
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No its not working. -
Param score and timelimit help
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The mission I took them from didnt have the stuff i had and the script is is a weird order so I dont know. thats what was put in the init of the other mission. -
I have seen a lot of threads not just on here asking how to make this and I finally made one that works as well as a scripted one. The only thing i haven't added yet is shaking and sounds of the plane. This does not work with AI. http://www.mediafire.com/?ra5e648mesb54e9
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Param score and timelimit help
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes I put them int he description.exe but in order to activate them i need to put them in the init or the parameter file BUT I dont know where i can put them in it. -
Param score and timelimit help
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes I did... -
Param score and timelimit help
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry for the bump but i need an answer. ---------- Post added at 02:41 PM ---------- Previous post was at 02:39 PM ---------- Sorry for the double post but i need an answer -
ambient civilian module
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a different format i have to use? _killer = _this select 1 hint "you killed a civilian and have been killed." _killer setdammage .90 exit thats my sqs file. By the way when i use that the setdamage is there for a long time and i cant do any damage to the player afterwords including gunshots. -
Param score and timelimit help
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you and to add another parameter like fog,rain and time of day, which i already have the thing for on another mission, I would just past it to the bottom of the scripts right? sorry for the late reply was busy doing some stuff then we got a storm that was messing with the power yesterday. -
Param score and timelimit help
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you, it works. Now to get rid of the line with the hint on it. Hopefully i dont mess it up. By the way how close was I with my script? It looks like i was no were close to it. EDIT: nope sorry actauly it isnt counting the time limit right and the score right. We played for 3 minutes and it counted it as 10, it also said it was a tie when it wasnt. -
Param score and timelimit help
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not working? -
Param score and timelimit help
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Im confused wehre do I put the bottom part? -
Demo conversion to full
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah i noticed that after i uploaded it. I fixed it though not in the download. Thanks trying it out now EDIT: IT WORKS THANKS! -
I made a few missions in the demo and i want to convert them but i have no idea how to. I tried coping and pasting things over but it did not help.
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Demo conversion to full
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your right the desert one works but the .takistanilite one doesnt when i change it to takistan it says its missing an addon takistanilite. -
Demo conversion to full
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The demo doesnt save them as .pbo files its .takistanilite or .desert_E files. here is the link to the file errrr one of them. Some of the other ones i dont want to give out yet. http://www.mediafire.com/?yaj1piba81y13qf -
Demo conversion to full
cavemans replied to cavemans's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
sorry for double posting but I kind of had to bump this thread up. I realy need an answer please. -
airstrike limit and heli landing?
cavemans posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have searched for an answer but for some reason I have not found one but is there a way to limit the number of airstrikes they can use when using the module simple support? I also need to know if there is a way to script a perfect landing heli even if underfire(I need the heli to land in the crater on one of the maps so he can rescue the team).