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Melmarkian

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Everything posted by Melmarkian

  1. I forgot one important addon is use: Loki Lost Key You can basicly test everything ingame with this tool.
  2. Melmarkian

    Random Spawn

    I see you are using the RESISTANCE side for the spawned groups. Are you sure you set them to hostile to the right side?
  3. Hi, I tried your script today and noticed something strange: Most of the groups I place in the editor without waypoints start to run to some random position a few hundred meters away when I start the mission. It seems like this isn´t a problem in your code but some new ai behaviour, because when I use the RMM_Reducer from Rommel they do the same. I include a sample mission: http://www.mediafire.com/?852yzuqix29ftj6 When I start the mission, the USMC unit starts to run to a place near the airport and the russian one stays at its starting point. Edit: When I create a waypoint for the USMC group he first runs to his random spot and then moves to the waypoint. Edit2: Just tested it: The remaining unit is fleeing (tested with fleeing _unit) when all his friends disapear. Edit3: I have inserted two lines of code into the fsm: At "Cache Units" : _cep_grp allowFleeing 0; before the group is deleted and At "Normalise Units": (group _cep_leader) allowFleeing 0.3; as last line. This way it works even when the AI skill is low. I would like to set the allowFleeing to the value it was before the unit is cached but I don´t know how to get the number.
  4. Melmarkian

    Random Spawn

    When there are no editor placed units of a faction, they really behave abnormal. Just place a unit of the faction and set possiblility of presence to 0. Could be your problem.
  5. Hi, I am nearly done with a crate designer dialog but there is one thing that I doesn´t like: Short Version: Is ctrlactivate used to set a button/activetext to active? Because I try to use it and nothing happens. The control I use for activating is the correct one because I hint it a the same place where it should be used as argument for the ctrlactivate. Long Version: There is a bar When you click on a weapon on the left side, the right column updates and shows the chosen weapon + mags + grenades. You click on one item and your crate is filled with it. And here it comes: The Dialog has to be recreated at this point to show the current content of the crate. In this process the right column is again set to empty so you have to choose a weapon again. But I want it to remember the last entry. I have a script which picks the control of the chosen left column entry and uses it to ctrlactivate when the dialog is redone. I can hint the control and it actually shows the correct one but the button isn´t set to active.
  6. I thought ctrlEnable is the command to activate/deactivate a control and buttonaction would return the action attached to the control? I will test a bit with the CtrlSetText command. Thank you!
  7. *UPDATED VERSION WITH FILLER IN LAST POST (#5)* Hi, I worked a bit with dialogs the last 2 days because I wanted an easy way to display the content of custom crates and remove specific content from them. Here is a picture of the Dialog (I know it is not that pretty!): Inside the Mission you can start the Dialog with Radio -> Crate (0-0-4). What you can do: - Click on a Weapon or Magazine and the count will decrease by 1 inside the Ammobox or Vehicle. - I included a vehicle and two ammoboxes. The active Cargo for the dialog can be set with the actionmenu. - You can also let the Dialog point at a different vehicle or box if you set the variable mel_currentcrate to a different object. - You can fill the container the traditional way or you can use radio alpha (0-0-1) to spawn weapons on the tables. The weapons have action attached to them: - Take weapon ( Will insert the weapon into the mel_currentcrate) - Take magazinex1 or x5 ( same as above but with magazines) - There is a limit for 10 weapons and 50 magazines implemented atm. At the moment the Dialog is limited to 12 different weaponclasses and 18 different magazineclasses. There is a lot of other mess in the mission because I use it to test functions for upcoming missions. But I think the only thing required is to set a container as mel_currentcrate. The parts of the Dialog are: - description.ext + controls_base.h + mycrate.h - mel_inisupply.sqf ( used to declare the variables and add actions for cratechanging) - startmycratedialog.sqf (starts the dialog inside the trigger) - updatecargo.sqf ( to change the boxcontent) I just created this for use in a campaign I am planning, but I want to share it. Use whatever you want and beware of the uncommented code!! ;) If you have any questions feel free to ask. Mission to test it: http://www.mediafire.com/?0yrb8erh0dfbep8
  8. There is also this module by BIS: http://community.bistudio.com/wiki/Zone_Restriction
  9. Ok, here is a new version with an included Filler for the Box: http://www.mediafire.com/?tp52562oxboqba7 Start the Dialog with Radio -> Filler (0-0-6) It will detect the weapons you choose inside the array and display the correct magazines + explosives for the weapon. You define your weaponchoice for the filler with the array: mel_weaponchoice And the container again with: mel_currentcrate Grenades should work if you put "Throw" in the array. "Put" seems to just show Satchel Charges. Files: - description.ext + controls_base.h + Mycrate.h + MyCrateFiller.h - mel_inisupply.sqf ( used to declare the variables and add actions for cratechanging) - startcratefillerdialog.sqf (starts the dialog inside the trigger) - updatecargo.sqf ( to change the boxcontent) - updateweaponchoice.sqf ( Changes the weapon + magazines depending on your click) Again feel free to use whatever you want
  10. Thank you Demonized and Riouken! I will set up a second window where you can fill the container in the same dialog. Will be no problem but I would like to let the script detect the right ammo for the weapons. Edit: A small change If you want to display the ingame weapon and magazine names replace startmycratedialog.sqf with this: I added: _weaponname = gettext (configFile >> "CfgWeapons" >> ((getWeaponCargo mel_currentcrate select 0) select _currentindex) >> "displayName"); and set the result as buttontext.
  11. For the campaigns there is a solution: Just use saveVar and use the saved variables to set up the next mission. Maybe you could use a dialog to simulate the debriefing. This way you have a window showing up.
  12. Melmarkian

    dialog examples

    Thanks to you. I hope this will get me started. Edit: Wow, it is really hard to figure out. I finally managed to create a toolbox + a function to get the selected entry. More work to do.
  13. Hi, I am currently try to create a few dialogs, but I cannot get them right with only the biki content. I also tried the dialog-creator but the output is not understandable for me. So, can anyone point me at a mission that uses for example lists like the SOM-Module but with 2 or 3 layers? Or does someone know of a extensive tutorial?
  14. Melmarkian

    Capasicity

    Look here: http://www.kylania.com/ex/
  15. Thanks for your scriptpackage! One question: Is there a function to load cargo into the vehicle? Like, I spawn a C130 in the air and it is already loaded with an object.
  16. Thanks I will look into the Domination files
  17. Hi, Is there a way to include a file in a mission to change properties of a class? I want to change the max. capacity of a ammobox to the size of a certain vehicle (10 weapons, 50 mags, 7 bags)
  18. Thank you, Dalia. This will help me
  19. I am working on this at the moment, will let you know what I find.
  20. btw doesn´t vehicles stand for all vehicles on the map?
  21. You can also do this when the trigger activates if you want him to get out: car2 sethit ["wheel_1_2_steering",1] This should work for most of the cars.
  22. Melmarkian

    Fsm - ?!?!?!

    The file doesn´t work for me. I always get an error when I try to download it.
  23. hm, but this works airgrp = [[(getmarkerpos "airPoint" select 0), (getmarkerpos "airPoint" select 1), 500], side player, ["A10_US_EP1","A10_US_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; sleep 5; nul = leader airgrp execVM "deletegroup.sqf" Oh, you found it yourself. Good solution and easy
  24. I recently had the same question and got it answered at armastack: http://www.armastack.info/index.php/1121/how-delete-mixed-group-vehicles-with-crew-infantry-waypoint
  25. Hi, I am playing around in the FSM-Editor at the moment and want to set up a test with a random number. One problem: When one condition is selected I want to exclude it in the next check. No problem to do if i set a second condition. But now it can happen that the no condition is met. Is there a simple way to loop the check until one of the conditions is true? Like round(random 1) if 0 & ZeroNotAlready if 1 & TwoNotAlready else do randomcheck again
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