Horner
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Everything posted by Horner
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Green on blue using ANP in a mission
Horner replied to william516's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Assuming ANP = Independent Faction. Resistance setFriend [WEST,0]; WEST setFriend [Resistance,0]; If this is too simplistic I do not mean to patronize, just trying to chip in some possibilities. -
So I'm making a building model, I'm not using an RVMAT or a transparent picture, I'm only using the color values in O2, so the texture is this #(argb,8,8,3)color(0,0,0,0.7,CO) But in buldozer (and In game) I'm getting a problem where some of the faces behind this transparency do not show up. Here is a picture of what the texture looks like when looking through the transparency. Here is what it looks like from the inside (not looking through the transparency. I'm very new to modelling, as in I just learned how to make user animations, so if this is a common problem go easy, lol. Thanks for help in advance :)
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[Requesting assistance] MP Detailed kill messages to server log.
Horner replied to BomboBombom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You fail to define "_victim" and "_killer" as they are not carried over as those variables how ever as a passed array. You would have to use select commands (I don't know which order the array is passed in but hypothetically speaking) like this...... _victim = _this select 0; _killer = _this select 1; Not sure if this is your problem, but that's all I saw. -
Here's my setup for a revive script. Basically a script is running on a client all the times and triggers this code when you die. It essentially respawns you and moves you back to the position you died and changes your animation. The problem is after the fnc_revive.sqf script runs it doesn't return you back to the normal animation. Here's the code from the respawn.sqf. respawn.sqf waitUntil {alive player}; hidebody role; _emtonline = false; for "_i" from 0 to (count playableUnits) do { if ((side (playableUnits select _i) == EAST && playableUnits select _i != player)) then { _emtonline = true; }; }; if (_emtonline) then { player setVariable ["Revived",0,true]; player allowDamage false; player setPos [revivePos select 0, revivePos select 1, revivePos select 2]; [nil,player,rPlayMove,"AidlPpneMstpSnonWnonDnon_SleepB_death"] call RE; role = player; _count = 300; while {needsRevive || _count >= 0} do { hintSilent format ["%1 seconds left", _count]; if (_count == 0) then { player allowDamage true; player setDamage 1; needsRevive = false; _lives = _lives + 1; hidebody role; deleteMarker _deadmrk; hintSilent ""; }; _revived = player getVariable "Revived"; if ((player getVariable "Revived") == 1) then { needsRevive = false; [nil,player,rSwitchMove,""] call RE; player groupChat "You have been revived!"; deleteMarker _deadmrk; hintSilent ""; player allowDamage true; }; _count = _count - 1; sleep 1; }; } else { _lives = _lives + 1; deleteMarker _deadmrk; needsRevive = false; disableUserInput true; player groupChat "No EMTs online, please wait 30 seconds to continue playing"; sleep 30; disableUserInput false; }; And basically there's a loop which adds an action for the medic to be able to revive you. And here's the code for the action. fnc_revive.sqf private["_target"]; _target = (_this select 3) select 0; player groupChat format ["Reviving - %1", name _target]; if (animationState _target != "AidlPpneMstpSnonWnonDnon_SleepB_death") exitWith {player groupChat "No one to revive!";}; player removeAction revive; [nil,player,rSwitchMove,"AinvPknlMstpSnonWrflDr_medic0"] call RE; sleep 10; [nil,player,rSwitchMove,""] call RE; player groupChat "You have revived this player!"; _target setVariable ["Revived",1,true]; [nil,_target,rSwitchMove,""] call RE; With _target defining the nearest downed man in the looping script. It defines the man correctly and all but I think the problem with the set variable command as with the respawn.sqf loop it never detects that getVariable "revived" == 1. But clearly I have it set to set the "Revived" Variable to 1 on _target which is "player" in respawn.sqf. This is the only problem I have with the script is the animation not changing. And obviously using RE to switchMove back to normal isn't working because I'm using it right there in the actual fnc_revive.sqf. Sorry if this post is real shitty, I'm in kind of a rush. Thanks in advance for any advice.
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Revive Script Problems
Horner replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'll try it out, that's pretty lame that you can't use the death animation. :P But also, why isn't it picking up on the setVariable ? -
Revive Script Problems
Horner replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's not picking up on the setVariable because this if ((player getVariable "Revived") == 1) then { needsRevive = false; [nil,player,rSwitchMove,""] call RE; player groupChat "You have been revived!"; deleteMarker _deadmrk; hintSilent ""; player allowDamage true; }; does not run. But I'm trying to figure out why the animation isn't switching back to normal for the person who needs revived. -
Revive Script Problems
Horner replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe, but why wouldn't just switching his animation back to normal work? It's working for the medic who is doing the revive animation but not the guy who is in the death animation. There must be an answer. -
Restrict Medics for stock ArmA 2 First Aid Module
Horner posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Title says it all, is there a way to restrict only certain units to be able to perform medical action on units with the stock ArmA 2 First Aid module? -
Restrict Medics for stock ArmA 2 First Aid Module
Horner replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's not for a military mission :). I'll have to look for an alternative, thanks kylania. -
Newbie at editor having issues.
Horner replied to Im_Rusty's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The only instance I have ever seen this happening was when spawning units through script. Which, I know isn't the case. Mind sending me your mission PBO? -
Animations y u no work?
Horner replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hmm, my apologies, I was mislead because whenever I used rHINT I had to use either allUnits or playableUnits to broadcast it to everyone, thanks guys. -
Alright, so I'm trying to get tasers working for this group. Now, it's detecting the shooting people and everything but I'm having difficulties broadcasting animations. Here's my script. player playMove "adthpercmstpslowwrfldnon_4"; player setVehicleInit "this playMove ""adthpercmstpslowwrfldnon_4"";"; removeAllWeapons player; sleep 10; player switchMove ""; player setVehicleInit "this switchMove """";"; Now, it plays the move perfectly, and locally the player gets back on his feet, but it doesn't broadcast it, like the guy is just laying there on the ground for me. Advice?
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Animations y u no work?
Horner replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
not if you specify it to run on only the player. Syntax - [calledBy,calledOn,command,code] call RE; What i've experienced, if you don't use allUnits or playableUnits for the second param it doesn't run it on everyone's -
Animations y u no work?
Horner replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why would using Remote Execution on the player change anything? It's still only running the command on the player's computer not everyone else's. And yes, it looked like that, but I don't need this question answered anymore anyway, so thanks for trying to help guys :) lol. -
Animations y u no work?
Horner replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Mhmm. -
Animations y u no work?
Horner replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I know I derp alot, but I've already tried everything with switchMove/playMove and used both on Remote Execution too. They DONT WORK for some odd reason. -
Animations y u no work?
Horner replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I already tried RE, same result. -
Palace siezed by BLUFOR? How?
Horner replied to icebreakr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think the "Seized By" condition in the trigger handles that. Then the onact just set the variable. -
videos in game?
Horner replied to Shadowwolf1787's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wiki = better than tutorial. It tells you exactly how to use it. If you're asking how to implement it go to your mission file and create a file called init.sqf. Inside put the code with the corresponding path to the video. Say you just put a video called intro.ogv inside your mission file you would use this code. _video = ["intro.ogv"] spawn bis_fnc_playVideo; -
Detect weapon pickup and return what weapon it was
Horner replied to Heaney's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could run a loop that checks for the players primary weapon and/or secondary weapon slots. And when it changes you could check to see which changed the primary or secondary slot. Then return the weapon in that slot.- 6 replies
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The Key Down Event Handlers is the death of me.
Horner replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I derped, thanks. -
The Key Down Event Handlers is the death of me.
Horner posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep, here's the keydown event handler copy/pasted DIRECTLY from the wiki. onKeyPress = compile preprocessFile "keyPressed.sqf"; waituntil {!(IsNull (findDisplay 46))}; (findDisplay 46) displaySetEventHandler ["KeyDown", "_this call onKeyPress"]; And here is the keyPressed.sqf private "_handled"; _key = _this select 0; _shift = _this select 1; _handled = false; switch _key do { case 19 : { []execVM "bc_scripts\AdvancedPit.sqf"; _handled = true; }; }; When using this event handler when I go in game I cannot walk around, go to third person or even escape. It essentially disables all my keys. I don't know what I'm doing wrong but any help would be appreciated. -
Problem with Ambient Civs not spawning.
Horner replied to Redphoenix's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah but vehicles always spawn with the module all the time AFAIK, not just in towns. The ambient civs work differently, they need CITY LOGIC. -
createDiarySubject and pictures
Horner replied to ZNorQ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't know why DiarySubject would accept a picture, it is just a header essentially. If you want pictures you should probably just put them under a record. -
Problem with Ambient Civs not spawning.
Horner replied to Redphoenix's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Place down town game logics. You have to do that for custom maps AFAIK.