ryansoper
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Everything posted by ryansoper
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Automatic JIP Script?
ryansoper replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah Ok, is there a way to detect if the script is being run the first time or by a JIP player? -
Are MPEventHandlers destroyed when the unit is killed and then respawns? Or will they still be active and able to carry out their role?
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Player GroupChat not working?
ryansoper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For some reason i cannot get group chat to display in the following code? This is just a snippet from the top of the file. The Hint displays, but nothing else. The script is called from a trigger and has the ExecVM bit in on Act. _vehicle = vehicle player; _hasCargo = _vehicle getVariable ["hasCargo", 0]; _reward = 0; _rNum = round(random 400) +50; hint "This Script Has Been Executed"; player groupChat format ["rNum : %1" _rNum]; player groupChat format ["Values: %1 %2" _vehicle, _hasCargo]; -
Finding a Vehicle Classname
ryansoper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, How can i get the class name of a vehicle the player is driving? I thought vehicle did it, but apparently this is actually the unit name, I want to be able to return something like S1203_TK_CIV_EP1 so I can detect vehicle types. Thanks, Ryan -
Triggers Do they detect Vehicle Unit Side?
ryansoper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, Simple question, do triggers detect the 'side' of unmanned vehicles? So for instance a CIV UAZ that is spawned on a marker within the Trigger activation zone? -
Triggers Do they detect Vehicle Unit Side?
ryansoper replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool, I was in a bit of a rut last night and couldn't work out my issue, I thought maybe the vehicles I was spawning was causing the issue, turns out. It was. Just needed confirmation, Thanks guys, Ryan ---------- Post added at 03:05 PM ---------- Previous post was at 03:03 PM ---------- Yeah I had an activated by: Civillian trigger, to denote a restricted zone, but there are also empty vehicles spawned in there. Kept tripping the trigger. -
Civ's unable to fire weapons?
ryansoper replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I found an easier way to fix it, just make civ characters spawn with a weapon. -
Civ's unable to fire weapons?
ryansoper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, It seems Civillian Players are unable to fire any weapons they are given? Is there a way I can get around this so that they can? Thanks, Ryan ---------- Post added at 05:57 PM ---------- Previous post was at 04:47 PM ---------- Ok, it seems I made a mistake, Civillian players can fire weapons if they are given them in their Init field, however, I wanted to give them a weapon at a later stage through a 'Shop', it seems when weapons are given to a Civ player once the game is in progress, for example through an sqf script that is triggered by an addAction, they can hold the weapon, but you cant' fire or reload the weapon. I have made sure the addMagazine is before the addWeapon. But no sucesss. Any Help? -
Creating Context Menus
ryansoper replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm a Java Dev by trade, so I've had to stomach Java Swing GUI's ;). I'm not sure anything can get more tedious that java swing. ---------- Post added at 02:02 PM ---------- Previous post was at 01:57 PM ---------- Guys. It seems I was wrong. There are things more tedious than Java Swing, and ARMA GUI's is it. -
Parsing Variables into GroupChat
ryansoper replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks man -
Parsing Variables into GroupChat
ryansoper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, Is it possible to parse variables into something like Groupchat? thanks, Ryan -
Detecting when a Vehicle is destroyed?
ryansoper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How can i detect when a specific vehicle is destroyed? I want to be able deduct cash from the relevant player for the destruction of their vehicle. Thanks, Ryan -
Detecting when a Vehicle is destroyed?
ryansoper replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm still pretty new to SQF, how exactly would I use that bit of script? In a trigger Activation? -
Detecting when a Vehicle is destroyed?
ryansoper replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice Idea Thanks! -
Possible to call other functions with variables involved?
ryansoper replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What would be the best way to use this for an MP Game? Just replace the CreateVehicleLocal with CreateVehicle? -
Possible to call other functions with variables involved?
ryansoper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, Is it possible to do something like: _truck1 = "S1203_TK_CIV_EP1" createVehicle(getMarkerPos "tSpawn1"); but where there is S1203_TK_CIV_EP1 could I replace it with a variable that would contain the vehicle, so I could have a player variable with their vehicle in instead? -
Possible to call other functions with variables involved?
ryansoper replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thats exactly what I want to do, so the player could have a 'vehicle' variable, and when they have purchased a vehicle, it gets stored there and I can then create that vehicle at a later date. Thanks. -
Which player called Action?
ryansoper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, In a script I'm writing i have 6 players named 'player1' through to 'player6'. In some cases the player will be able to call a script though an action listerner, but I need to be able to find out whihc player called the script so I can set the appropriate variables. Any Ideas? I hope that mad sense, i'm a little tired, so probably prone to mistakes. Thanks, Ryan -
Variables in if statement in seperate .sqf?
ryansoper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, in my init file i have this: player1 setVariable ["money", 10000]; player2 setVariable ["money", 10000]; then in a seperate file 'rentTruck.sqf' I have: if ("money" < 950) then { player groupChat "You do not have enough Money!"; } else { player setVariable ["money", -950]; player groupChat "Vehicle Rented!"; }; The code in the rental file doesn't seem to run at all, i can only assume it can't access the variable? So it does a kind of condition (nil) thing? Any Ideas? -
Variables in if statement in seperate .sqf?
ryansoper replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
SaMatra, Second time you have helped me now! Thanks! Might have to pop onto your wasteland server at some point ;) -
Which player called Action?
ryansoper replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, so the way I've assigned my variables is correct if I want to modify them at rental stage? -
Which player called Action?
ryansoper replied to ryansoper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
AddAction. ---------- Post added at 03:33 PM ---------- Previous post was at 03:32 PM ---------- Hmm, This looks like it could work actually, let me give it a try. ---------- Post added at 04:52 PM ---------- Previous post was at 03:33 PM ---------- Right, maybe I am doing something wrong, but basically, I have 6 player slots. Their unit names being 'player1', 'player2', 'player3', 'player4', 'player5', 'player6', these each have a money variable assigned to them in the init file. When the player wants to rent a vehicle (Using the action Menu through AddAction on the vehicle in question) I need to be able to detect which unit has called the action so I can deduct the relevant cash amount and give that player the ability to lock/unlock the vehicle. Thanks Guys. -
Surviving a helicopter crash
ryansoper replied to crazyrobban's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just put that event handler on each player you want to be invincible, so name unit's accordingly and rather than player, use whatever you named the units in the editor. E.G "squadLeader", "pilot". -
101 Div is back to playing ARMA properly again, having just purchased a new dedicated windows server. We'll be looking to play far more missions and scenarios, so if you have a mission you want to play with a group of friendly people or if you just want some people to play with, come join us! http://101stdivision.net/?p=Home is our website where you can find our most current TS info. Normally people are on our Teamspeak from about 4.30 to 10/11PM during weekdays and from about 11am on weekends. All times are GMT.
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Surviving a helicopter crash
ryansoper replied to crazyrobban's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'll attempt to, Adding an EventHandler to a player with the type handleDamage will make the player invincible if it has no return value. Just remember to remove the EventHandler, unless you want to be always invincible... More Info: http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#HandleDamage