-
Content Count
412 -
Joined
-
Last visited
-
Medals
Everything posted by bigshotking
-
Trouble with ACE backpacks and server commands
bigshotking posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello everyone! I'm currently experiencing issues with ACE backpacks... I can't seem for the life of me get the option to pack equipment into backpacks! I know I've grabbed ACE backpacks, I had pit down a ACE Ruck Box. Is there some sort of script to get this working? Or is this supposed to work by itself? These are current skins that I'm trying to get them to work on: http://www.armaholic.com/page.php?id=11380&highlight=ASTAN If anyone could tell me if I'm doing something wrong, or if I need a simple script it would be greatly appreciated! On another note I'm interested in knowing what commands I should be using for a map that gets pboed for scripts to work properly, ie: !sServer or !ifDedicated Thanks! -Bigshot -
Hello everyone, I was wondering what language of coding I should learn so I can start scripting for Arma. Right now I'm starting to learn "C" and "Java". I presume that "C" is the best choice towards Arma scripting since "C" is used for making games and making programs. Any input would be greatly appreciated! -Bigshot
-
I was wondering if Arma 3 will have better SLI support, currently I'm running 2x 560 GTX's and my performance is terrible. One card will give me 50+ FPS, running in SLI gives me only <40 FPS. So will Arma 3 have better SLI support?
-
Arma 3 Notepad++ Syntax Highlighting
bigshotking replied to gossamersolid's topic in ARMA 3 - GENERAL
Yup got it working there was a small update that I needed. Thanks again for the awesome codec! -
Arma 3 Notepad++ Syntax Highlighting
bigshotking replied to gossamersolid's topic in ARMA 3 - GENERAL
Ok I put the .xml into the main directory of Notepad++ C:/Program Files (x86)/Notepad++/userDefineLang.xml Then I go to Language and Click user defined and nothing changes. I typed in some Arma 3 commands and nothing was highlighted. -
Arma 3 Notepad++ Syntax Highlighting
bigshotking replied to gossamersolid's topic in ARMA 3 - GENERAL
I copied the information from the first post and put it into notepad, I saved it as userDefineLang.xml and put it into my AppData folder where notepad is located. Still nothing, even trying the method of user defined language did not work. -
SQF Encryptor
bigshotking replied to mmavipc's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't un-PBO BIS material, I'm talking about other peoples missions that I really enjoy or want to know how one certain thing is done. I don't just copy the code and use theirs I see how it works and make my own version of it and compare between the two. If it does the same or something close to what the original does then I have learned how to do that specific function or script and now I will know how to do it in other missions that I make if needed. There is no shame with looking at others missions as you are not taking anything from them besides a learning experience. If I can make a mission and help someone new to the community learn how to do something in it than that makes me happy knowing that I have positively affected the community and brought another member into it. I can agree with you that certain protection should be done, but I think that should be limited to game files and not missions. -
SQF Encryptor
bigshotking replied to mmavipc's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In my opinion this is not the correct way of thinking. The implication that someone would steal your code and somehow profit from it in Arma is ridiculous. By doing this you are going to be restricting new comers from learning how to code in this game. That's how I started, I would look at code from others missions and see how it works; I'd put hints in to tell me when its doing something and when I start to understand it I MAKE MY OWN code to use. Without the reference material I would never have learned how to code in Arma. Think of it this way, a new player comes in and is amazed by the content that he is playing in Arma; this inspires him to make his own mission. But sadly he does not know how to code in this game. So he finds some DPBOing software and decides to rip open his favorite mission. But when he looks inside he just sees encrypted .sqf files. He is shocked, shocked to see that a community is so paranoid about people stealing their work that they resort to encrypting their files. Arma has always been built around a open and helpful community, this community has caused Arma to thrive and without it, Arma would not be where it is today. I have nothing against the author of this thread or those that support him, but the thought of stealing in such a strong community is absurd and in some ways could be seen as insulting. I know that it would be wrong to ask the author to stop his work, but what I will ask is that this won't escalate to the point where new players will leave the community. Thanks for reading, -Bigshot -
The answer how to create your custom object compositions
bigshotking replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This looks like a great piece of work, to bad you can't download it anymore! If anyone is willing to put a new link up to download it that would be greatly appreciated! -
Question about the Weather Module
bigshotking replied to --Scorpion--'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your best bet for this is to rip open the pbo that contains the modules and see how it creates the clouds and and what height they are created at. You then might be able to make your own script with your own custom spawn height. -
Unworking 'While' Statement
bigshotking replied to UltimateBawb's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've had this issue before with hints not working at in a while loop, I have no idea why. I eventually got it working by adding a sleep command to the while command and the hints started working again. In your code you have the sleep in one of the if statements and not in the while loop. Here is the fixed code: hint "Call Works"; while {true} do { hint "While Works"; if (a == 1) then { indAttackGroup = createGroup resistance; _indAttacker = indAttackGroup createUnit ["TK_GUE_Soldier_5_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "RH_t56"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker = indAttackGroup createUnit ["TK_GUE_Soldier_5_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "RH_t561"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addWeapon "RPG7V"; _indAttacker addMagazine "PG7V"; _indAttacker addMagazine "PG7V"; _indAttacker addMagazine "PG7V"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker = indAttackGroup createUnit ["TK_GUE_Soldier_Sniper_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "huntingrifle"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker = indAttackGroup createUnit ["TK_GUE_Bonesetter_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "LeeEnfield"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; indAttackGroup addWaypoint [getMarkerPos "DeryaNPCAttack", 20]; }; if (b == 1) then { indAttackGroup2 = createGroup resistance; _indAttacker = indAttackGroup2 createUnit ["TK_GUE_Soldier_5_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "RH_t56"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker = indAttackGroup2 createUnit ["TK_GUE_Soldier_5_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "RH_t561"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addWeapon "RPG7V"; _indAttacker addMagazine "PG7V"; _indAttacker addMagazine "PG7V"; _indAttacker addMagazine "PG7V"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker = indAttackGroup2 createUnit ["TK_GUE_Soldier_Sniper_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "huntingrifle"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker = indAttackGroup2 createUnit ["TK_GUE_Bonesetter_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "LeeEnfield"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; indAttackGroup2 addWaypoint [getMarkerPos "DeryaNPCAttack2", 20]; }; if (c == 1) then { TKAttackGroup = createGroup east; _TKAttacker = TKAttackGroup createUnit ["TK_Soldier_AAT_EP1", getMarkerPos "TKNPCSpawn", [], 1, "NONE"]; removeAllWeapons _TKAttacker; _TKAttacker addWeapon "FN_FAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addWeapon "RH_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker = TKAttackGroup createUnit ["TK_Soldier_AT_EP1", getMarkerPos "TKNPCSpawn", [], 1, "NONE"]; removeAllWeapons _TKAttacker; _TKAttacker addWeapon "RH_akm"; _TKAttacker addMagazine "30Rnd_762x39_AK47"; _TKAttacker addMagazine "30Rnd_762x39_AK47"; _TKAttacker addMagazine "30Rnd_762x39_AK47"; _TKAttacker addMagazine "30Rnd_762x39_AK47"; _TKAAttacker addWeapon "RPG7V"; _TKAAttacker addMagazine "PG7V"; _TKAAttacker addMagazine "PG7V"; _TKAAttacker addMagazine "OG7"; _TKAttacker addWeapon "RH_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker = TKAttackGroup createUnit ["TK_Soldier_Medic_EP1", getMarkerPos "TKNPCSpawn", [], 1, "NONE"]; removeAllWeapons _TKAttacker; _TKAttacker addWeapon "RH_ak74"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addWeapon "RH_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker = TKAttackGroup createUnit ["TK_Soldier_MG_EP1", getMarkerPos "TKNPCSpawn", [], 1, "NONE"]; removeAllWeapons _TKAttacker; _TKAttacker addWeapon "RH_rpk74"; _TKAttacker addMagazine "RH_45Rnd_545x39_mag"; _TKAttacker addMagazine "RH_45Rnd_545x39_mag"; _TKAttacker addMagazine "RH_45Rnd_545x39_mag"; _TKAttacker addMagazine "RH_45Rnd_545x39_mag"; _TKAttacker addMagazine "RH_45Rnd_545x39_mag"; _TKAttacker addMagazine "30Rnd_762x39_AK47"; _TKAttacker addMagazine "30Rnd_762x39_AK47"; _TKAttacker addWeapon "RH_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; TKAttackGroup addWaypoint [getMarkerPos "TKNPCAttack", 20]; }; sleep 60; }; -
Part of script not working?
bigshotking replied to FelixK44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try this version of it out, there were several errors in the script that I have made some fixes. if(isDedicated || isServer) exitWith{}; WaitUntil{!isNull player}; //Specify weapons _weapons = ["ACE_ANPRC77","ACE_PRC119","ACE_PRC119_MAR","ACE_P RC119_ACU","ACE_P159_RD90","ACE_P159_RD54","ACE_P1 59_RD99","ACE_P168_RD90"]; _weapon = false; if(count _weapons > 0) then { { _bag = unitBackpack player; _class = typeOf _bag; if(_class == _x) exitWith{_weapon = true}; } foreach _weapons; } else{ _weapon = false; }; _callingrequirements = _weapon; player addAction ["<t color='#FFCC00'>Call Artillery</t>", "Artillery1.sqf",""],-1,false,true,"" _callingrequirements]; Post back the results! Goodluck -Bigshot -
Moving player into spawned helicopter
bigshotking replied to tryteyker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What? That is strange that moveInDriver is not working. That should immediately teleport the player into the chopper. Have you assigned the player as driver in the Huey? If so then use the command unassignVehicle. Here is an updated version of script: private["_chinook"]; _chinook = createvehicle ["CH_47F_EP1",getmarkerpos "chspawn",[],0,"NONE"]; _chinook setdir 220; _chinook setvehiclevarname "chinook"; //This line is not needed unless you want to refer to this chopper outside of the script player unassignVehicle; // This unassigns the player from any vehicle they are assigned to player assignasdriver _chinook; //This assigns the player as the driver of the chopper player moveInDriver _chinook; //This moves the player into the driver seat of the chopper hintSilent "Switched to Chinook"; deletevehicle huey; huey removeaction ID; huey removeaction IID; huey removeaction switchchinook; _chinook addaction ["Give me a challenge","randomchallenge.sqf"]; Here is a little check to make sure the chopper is being named properly: if(isNull chinook) then { hintSilent "The chopper name is not assigned"; } else { hintSilent "The chopper name is assigned"; }; Just save this as check.sqf or what ever you like, and use the addAction command in the players init like this: this addAction ["Check Chopper Name","check.sqf"]; Hope this helps! -Bigshot -
SQF Encryptor
bigshotking replied to mmavipc's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is bye far the stupidest thing I have ever heard, why would you try to encrypt scripts? It's pretty easy to break the code and see what is happening. I have no idea why you are afraid of people stealing your work; it is as simple as posting in the init.sqf or description.ext a "Please do not re-distribute this work" or "Do not modify and take credit for this work". This community is a very trustful one and people are more than happy to show credit for someone else work. If you truly don't want anybody using your code I'm sure with the simple warning posted above will do; I have yet to see someone in this community try and steal someone else's work... Think about it, -Bigshot -
Moving player into spawned helicopter
bigshotking replied to tryteyker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Assigning the the driver for the player is not necessary, that is more for AI. It forces the soldier to be the driver and only the driver of the vehicle. So if you were to tell the same soldier to move to the back or get in the gunner, you would need to un-assign them from the driver seat and either re-assign them somewhere else or let them choose for themselves. -
Moving player into spawned helicopter
bigshotking replied to tryteyker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_chinook = createvehicle ["CH_47F_EP1",getmarkerpos "chspawn",[],0,"NONE"]; _chinook setdir 220; _chinook setvehiclevarname "chinook"; //This line is not needed unless you want to refer to this chopper outside of the script player assignasdriver _chinook; //This assigns the player as the driver of the chopper player moveInDriver _chinook; //This moves the player into the driver seat of the chopper hintSilent "Switched to Chinook"; deletevehicle huey; huey removeaction ID; huey removeaction IID; huey removeaction switchchinook; _chinook addaction ["Give me a challenge","randomchallenge.sqf"]; Try that out, I added comments to the script to help you understand it better. -Bigshot -
Problem with spawning objects on zargabad pavements
bigshotking replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As a suggestion, is there a way you can check if the arrow is intersecting with a piece of sidewalk? Then have it raised to a proper height? You can have an array in the script that checks if the arrow is intersecting with a certain object, then raise it to a proper level. That's my level of understanding from what I've read so far, having the ability to check if it can collide would work, but since it seems that the sidewalk doesn't like that then maybe there is some FSM in one of the games PBOs that is able to detect this and properly place entities above the sidewalk. Hope that helps a little -Bigshot -
Error on line 5
bigshotking replied to eagledude4's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
eagledude4 for future references, do not delete your first post. People that may have the same problem will now be unable to figure it out due to your first post being missing. If anything just put fixed under the first post or something to that nature. Thanks -
Making a MP campaign - need help with Virus scripting :)
bigshotking replied to icebreakr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If I may recommend something, since the victim will die in 5 minutes. I can presume this is a very painful death. So I say when the victims death timer is near zero you should play the sound when a person is on fire. It sounds like a painful and terrible death, which it perfect for you! -
Can scripting errors in DESCRIPTION.EXT & INIT SQF file cause your game not to launch
bigshotking replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes it can, but it will only crash when you try to create a server -
Need help with a safezone script for AI Zombies
bigshotking replied to Oberleutnant10's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
while {triggerActivated thisTrigger} do {{if (_x !isPlayer) then {_x setDamage 1}} forEach thisList;}; Try that out, it checks if each entity in the trigger area to see if it is a player or not. If not then the entity is killed. -Bigshot -
Script to check whether specific player alive
bigshotking replied to bangabob's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yup like I said I through it together in about 5 minutes in my colleges Cafeteria. And yes you are correct, I did make some mistakes in there -
Script to check whether specific player alive
bigshotking replied to bangabob's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try this, I made a few changes that might have caused some errors in game, not sure if there are any bugs. Threw this together in about 5 minutes: if (!isServer) exitWith {}; private ["_host","_caller","_id","_units","_traitor","_x","_unit"]; _host = _this select 0; _caller = _this select 1; _id = _this select 2; _units = [s4,s1,s3,s2,s5,s6]; _traitor = _units select floor (random 5); _units = _units - [_traitor]; _host removeaction _id; hint format ["Traitor: %1", name _traitor]; while{true}do { for[{_x=0},{_x<=(count _units)},{_x=_x+1}] do { _unit = _units select i; if(!alive _unit) then { _units = _units - [_unit]; }; sleep 0.2; }; if(((count _units) > 0) && (!alive _traitor)) exitWith {hint "The traitor is dead!"}; if(((count _units) < 1) && (alive _traitor)) exitWith {hint "The traitor killed everyone!"}; sleep 0.2; }; P.S. When ever you are posting code please but the or tags around it, makes it much easier to read and may even show you errors! Thanks! -
Generic Error in Expression Help
bigshotking posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I made this little function for one of my missions, it spawns a helicopter, attaches a pre-placed vehicle under it then flies to the designated location and drops it off. For some reason though it refuses to work, in-game I keep getting an error on the line highlighted in red: createEnemyTransport = { if(!isServer) exitWith {}; private ["_pos","_veh","_pilot","_vehicle","_prototype"]; _pos = _this select 0; eastGRP = createGroup East; _veh = createvehicle ["Mi17_TK_EP1",[_pos select 0, _pos select 1,0], [],0,"FLY"]; _veh flyinHeight 100; _pilot = eastGRP createunit ["TK_Soldier_Pilot_EP1", [0,0,1], [], 0, "CAN_COLLIDE"]; _pilot moveInDriver _veh; _pilot flyInHeight 100; if (!(isEngineOn _veh)) then { _veh engineOn true; }; _vehicle = _pos nearEntities [["BMP2_HQ_INS"],500]; _prototype = _vehicle select 0; _prototype attachTo [_veh,[0,0,-5]]; _veh doMove (getMarkerPos "obj"); _veh flyinHeight 100; waitUntil {moveToCompleted _veh}; _veh land "LAND"; _veh flyinHeight 0; waitUntil {((position _veh) select 2) < 10}; detach _prototype; if (DEBUG) then { server globalChat format ["%1 created", _type]; }; }; [color="#FF0000"]waitUntil {((position _veh) select 2) < 10};[/color] Here is the piece for the .RPT: Error in expression <obj"); _veh flyinHeight 100; waitUntil {moveToCompleted _veh}; _veh land "LAND";> Error position: <moveToCompleted _veh}; _veh land "LAND";> Error Generic error in expression Suspending not allowed in this context Error in expression <; waitUntil {((position _veh) select 2) < 10}; detach _prototype; if (DEBUG) the> Error position: << 2}; detach _prototype; if (DEBUG) the> Error Generic error in expression Can anyone shed some light onto why this is happening? Thanks in advance, -Bigshot -
Generic Error in Expression Help
bigshotking replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the clarification, seems silly now the way I had it. I finally got it working but had to put a handle on it: null = [getMarkerPos "obj"] spawn createEnemyTransport; Thanks for the help guys! -Bigshot