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Everything posted by J. Schmidt
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Real Car Alarms - with Video
J. Schmidt replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can probably look into this for you and help you create one just let me know if your interested. It should be able to be done with an array of the vehicle classnames of the vehicles you want this the alarm attached to, and we could probably even get rid of the invisible H. -
Military SciFi Projects Thread
J. Schmidt replied to Zedrein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I've been working on some undercover work and decided that now may be a good time to show it off. I've been working on some SciFi ships using O2 just for fun and some good practice as I've only been 3d modeling for about 6 months now. Here are some screenshot of what I have done so far... Unfortunately I don't know how to texture and am not all that good at config scripting yet. Dstny1: http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2004%20Destiny/dstny1.jpg (297 kB) Dstny2: http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2004%20Destiny/dstny2.jpg (254 kB) Dstny3: http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2004%20Destiny/dstny3.jpg (245 kB) ODS: http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2004%20Destiny/ods.jpg (235 kB) -
Units disembarking at the beginning of the mission?
J. Schmidt replied to moeburn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think I might practice my scripting and try to create a script for the community that will allow the AI's to mount the ICV or any other vehicle once area is clear or before the vehicle moves out, without having to be in the same group or something close to it. -
Pegasus Team 101 MultiCam Units WIP
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
@Thromp I've got the gear problem fixed, but now the units shadows are a bit messed up, how would I fix this? -
Pegasus Team 101 MultiCam Units WIP
J. Schmidt posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
After much practice and familiarization with modeling and some config scripting from my PT101 MULE addon, I've started work on creating some new units for ArmA 2 OA. The idea of creating these units came from one of my favorite games Ghost Recon Future Soldier. I don't really know what all needs to be included in the config.cpp and model.cfg though so I'm going to need some more help as I learn and create the scripts. I've also found from working on the remote control script that I was able to sort of get what seemed to be a camera that showed what the MULE was looking at on the controller's screen. So I'm going to play around with this and see if I can get something like it to work with the cross-com on the units. (I'm not making any promises though.) Unit 1: http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2003%20JSF%20Units/JSF%20Units%20Resized/pt101_unit01_resize.jpg (205 kB) Unit 2: http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2003%20JSF%20Units/JSF%20Units%20Resized/pt101_unit02_resize.jpg (205 kB) -
Pegasus Team 101 MultiCam Units WIP
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I have found out that whatever is going on it must be something to do with the model.cfg because whenever I add this: class pt101_soldier1: ArmaMan {}; class pt101_soldier2: ArmaMan {}; to the cfgModels the disfigurment occurs. Both in the game and in the Buldozer view. So what is causing this? -
Pegasus Team 101 MultiCam Units WIP
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
@Thromp I fixed the texture problem, but now everytime I preview the units in-game the IBA and ACH is around the units legs and not on the body where it's suppose to be. What would cause that? Here's a picture of what I'm talking about: http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2003%20JSF%20Units/ArmA2OA2012-06-2723-26-09-31.jpg (626 kB) And here is an updated config.cpp and model.cfg file: Config.cpp class CfgPatches { class ab_army_mc { units[] = {"pt101_soldier1", "pt101_soldier2"}; requiredVersion = 1.0; }; }; class CfgVehicleClasses { class ab_army_men { displayName = "AB Forces (Multicam)"; }; }; class CfgVehicles { class US_Soldier_Light_EP1; class pt101_soldier1: US_Soldier_Light_EP1 { vehicleClass = "ab_army_men"; displayName = "Rifleman"; model = "\pt101_abunits\pt101_soldier1.p3d"; weapons[] = {}; magazine[] = {}; respawnWeapons[] = {}; }; class pt101_soldier2: US_Soldier_Light_EP1 { vehicleClass = "ab_army_men"; displayName = "Rifleman Sleeves"; model = "\pt101_abunits\pt101_soldier2.p3d"; weapons[] = {}; magazine[] = {}; respawnWeapons[] = {}; }; }; Model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "neck","", "neck1","neck", "head","neck1", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head" }; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", "HeadCutScene","head", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel = ""; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Flag: Default { sections[] = {"latka"}; }; class Head: Default { sections[] = { "osobnost", "brejle" }; skeletonName = "Head"; }; class ArmaMan: Default { sections[] = { "osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "clan", "clan_sign", "Camo", "CamoB" }; sectionsInherit = ""; skeletonName = "OFP2_ManSkeleton"; }; class pt101_soldier1: ArmaMan {}; class pt101_soldier2: ArmaMan {}; }; -
Pegasus Team 101 MultiCam Units WIP
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thanks it works, but when I go in-game an error shows up saying can't load a texture, and the IBA and ACH or armored vest and helmet are around the units legs. Why would the armor show up there but when in oxygen 2 it is fine? But the texture works in oxygen 2 and in-game but it still shows up as and an error. -
Pegasus Team 101 MultiCam Units WIP
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I created the config.cpp and model.cfg files for the units, but every-time after I place the units and preview the mission my game becomes unresponsive on the loading screen for about 5mins and then crashes. I don't know what's causing it and I need help. Am I suppose to add and delete certain things from it? If so what, and is there anything else that I'm missing from the config.cpp file other than the loadout that I'm still working on? Any help will be appreciated. I got the model.cfg file from this link: http://forums.bistudio.com/showthread.php?83808-ARMA-II-Editing-Tools-Released&p=1413200#post1413200 Config.cpp: class CfgPatches { class ab_army_mc { units[] = {"pt101_soldier1", "pt101_soldier2"}; requiredVersion = 1.0; }; }; class CfgVehicleClasses { class ab_army_men { displayName = "AB Forces (Multicam)"; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Man: Land {}; class Soldier: Man {}; class Civilian: Man {}; class US_Soldier_Base: Soldier {}; class US_Soldier: US_Soldier_Base {}; class US_Soldier_Light_EP1: US_Soldier {}; class pt101_soldier1: US_Soldier_Light_EP1 { vehicleClass = "ab_army_men"; displayName = "Rifleman"; model = "\pt101_abunits\pt101_soldier1.p3d"; weapons[] = {}; magazine[] = {}; respawnWeapons[] = {}; }; class pt101_soldier2: US_Soldier_Light_EP1 { vehicleClass = "ab_army_men"; displayName = "Rifleman Sleeves"; model = "\pt101_abunits\pt101_soldier2.p3d"; weapons[] = {}; magazine[] = {}; respawnWeapons[] = {}; }; }; Model.cfg: class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle : Default {}; class Car : Vehicle { skeletonBones[]= { "drivewheel","", "wheel_1_1_damper_land","", "wheel_1_2_damper_land","", "wheel_1_3_damper_land","", "wheel_1_4_damper_land","", "wheel_2_1_damper_land","", "wheel_2_2_damper_land","", "wheel_2_3_damper_land","", "wheel_2_4_damper_land","", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_2_damper","wheel_1_2_damper_land", "wheel_1_3_damper","wheel_1_3_damper_land", "wheel_1_4_damper","wheel_1_4_damper_land", "wheel_2_1_damper","wheel_2_1_damper_land", "wheel_2_2_damper","wheel_2_2_damper_land", "wheel_2_3_damper","wheel_2_3_damper_land", "wheel_2_4_damper","wheel_2_4_damper_land", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_2_steering","wheel_1_2_damper", "wheel_1_3_steering","wheel_1_3_damper", "wheel_1_4_steering","wheel_1_4_damper", "wheel_2_1_steering","wheel_2_1_damper", "wheel_2_2_steering","wheel_2_2_damper", "wheel_2_3_steering","wheel_2_3_damper", "wheel_2_4_steering","wheel_2_4_damper", "wheel_1_1","wheel_1_1_steering", "wheel_1_2","wheel_1_2_steering", "wheel_1_3","wheel_1_3_steering", "wheel_1_4","wheel_1_4_steering", "wheel_2_1","wheel_2_1_steering", "wheel_2_2","wheel_2_2_steering", "wheel_2_3","wheel_2_3_steering", "wheel_2_4","wheel_2_4_steering", "wheel_1_1_unhide","wheel_1_1", "wheel_1_2_unhide","wheel_1_2", "wheel_1_3_unhide","wheel_1_3", "wheel_1_4_unhide","wheel_1_4", "wheel_2_1_unhide","wheel_2_1", "wheel_2_2_unhide","wheel_2_2", "wheel_2_3_unhide","wheel_2_3", "wheel_2_4_unhide","wheel_2_4", "wheel_1_1_hide","wheel_1_1", "wheel_1_2_hide","wheel_1_2", "wheel_1_3_hide","wheel_1_3", "wheel_1_4_hide","wheel_1_4", "wheel_2_1_hide","wheel_2_1", "wheel_2_2_hide","wheel_2_2", "wheel_2_3_hide","wheel_2_3", "wheel_2_4_hide","wheel_2_4", "OtocVez","", "OtocHlaven","OtocVez", "damageHide","", "damageVez","OtocVez", "damageHlaven","OtocHlaven", "ukaz_rychlo","", "ukaz_rychlo2","", "ukaz_rpm","", "mph","", "rpm","", "fuel","", "fuel_1","", "fuel_01","", "fuel_2","", "fuel_3","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "glass1","damageHide", "glass2","damageHide", "glass3","damageHide", "glass4","damageHide", }; }; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = { "stozar","", "vlajka","" }; }; class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "neck","", "neck1","neck", "head","neck1", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head" }; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", "HeadCutScene","head", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel=""; }; class WomanSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", "jaw","head", "chin","head", "jaw_rm","head", "jaw_lm","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_rt","head", "cheek_r","head", "cheek_l","head", "eyebrow_lm","head", "corr","head", "eyebrow_rm","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_lf","head", "forehead_m","head", "l_eye","head", "r_eye","head", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftInHandRing","LeftHand", "LeftHandRing1","LeftInHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftInHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightInHandRing","RightHand", "RightHandRing1","RightInHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightInHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel=""; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class Head: Default { sections[] = { "osobnost", "brejle" }; skeletonName = "Head"; }; class ArmaMan: Default { sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "clan","clan_sign","Camo","CamoB" }; skeletonName = "OFP2_ManSkeleton"; }; class ArmaWoman: Default { sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "clan","clan_sign","Camo","CamoB" }; skeletonName = "WomanSkeleton"; }; class Vehicle: Default { sections[] = { "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; }; class Flag: Default { sections[] = {"latka"}; }; class flag_auto: Flag {}; class flag_alone: Flag {}; }; -
Radio tower destroy
J. Schmidt replied to Frug's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's a link to the file for you and anyone else: http://www.4shared.com/archive/TqCud4gQ/scripts.html? -
lots of questions (gear and swimming, objectives)
J. Schmidt replied to enforcer4100's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
:cool: Oh ok, that's simple here you go: taskCompleted TASKNAME1 AND taskCompleted TASKNAME2 AND taskCompleted TASKNAME3; Rename the The TASKNAME# whatever you named your objectives in the briefing. :cool: Link: http://forums.bistudio.com/showthread.php?79257-End-trigger-after-all-objectives-met -
[Mission Editor] Making sides friendly to certain units
J. Schmidt replied to eagledude4's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can try to give the Police officers like o1, 02 and so on then open your mission.sqm in notepad (preferably notepad++) and search the officers one by one by the name you gave them. Then set their side to GUER instead of CIV or West. Here's a visual of what to look for: (side = GUER) class Item40 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={6317.8628,13.873505,7339.6021}; azimut=240; id=71; side="GUER"; vehicle="Soldier_GL_M16A2_PMC"; leader=1; rank="CORPORAL"; skill=0.2; }; }; }; Notice though that in my example it doesn't include a name that the unit was named, because I didn't name it. But I believe if you name the unit the name will appear, but I could be wrong, if anything just look for the class-name like "Soldier_GL_M16A2_PMC"; as shown above. I hope this helps. :) -
Assign a task as current task
J. Schmidt replied to Koni's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you want to assign a task put this: "1" objStatus "DONE"; tskobj_1 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_2; Here is a link to a video that will help you out a lot and it is where I found your answer: -
lots of questions (gear and swimming, objectives)
J. Schmidt replied to enforcer4100's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm not sure what your asking, if you could explain it better or what type of objectives you have, it'll be easier to find. Anyways try this: if (Succeeded = taskState obj1) && (Succeeded = taskState obj2) && (Succeeded = taskState obj3) then {hint "Mission Accomplished"}; Or: if (obj1 = "Done") && (obj2 = "Done") && (obj3 = "Done") then {hint "Mission Accomplished"}; If all the objectives are all destroy objectives then type this: !alive A and !alive B and !alive C; The A B and C are whatever the item, vehicle, and or person is named that you are trying to destroy or eliminate. PS I'm still very new with ArmA's scripting. -
Radio tower destroy
J. Schmidt replied to Frug's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Take out the enableradio Juliet; and keep the hint "You can now call radio Juliet for extraction". and the 2nd activation just set it to Radio Juliet and synchronize that trigger with the waypoint before the waypoint where the helicopter lands. (I do have a folder that has all kinds of simple scripts and templates of briefing, campaign, init scripts, description scripts, and etc. Just let me know if you would like a copy of it, I find it very useful when I'm creating missions since most of the scripts that mission makers use is all right there.) -
Radio tower destroy
J. Schmidt replied to Frug's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I will give u a template of the briefing and write up a little tutorial for you once I get some sleep. If you would like to know anything else feel free to ask me and I'll do my best to help you. ;) -
Radio tower destroy
J. Schmidt replied to Frug's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The briefing goes into your Documents\Arma2\missions; if you need any help with creating the briefing just let me know. There are a couple of ways to destroy a radar tower but I'll give you the simplest way. 1.) Place an empty tower in the city where you want it and name it whatever you would like, i.e. t1. Next place a trigger and in its Condition box type this: !alive t1;. After that type this: "1" objStatus "DONE"; tskobj_1 setTaskState "SUCCEEDED"; in the On Act. box (depending on what obj you have sat to destroy the radio tower determines the "1" and the "tskobj_1"; if you have it sat to the second obj then replace the "1" in both "1" and tskobj_1 to 2.) -
Pegasus Team 101 MULE WIP
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I now have added a TOW Launcher and a Laser Designator to the MULE, but I don't know if they work properly since they haven't been fully tested. I've also updated the textures to what I believe make it more realistic and added ACE and CBA required to the config.cpp. Here's a picture of the new textures: http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2001%20MULE/pt101_mule1.jpg (383 kB) -
Pegasus Team 101 MultiCam Units WIP
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Most of the model is textured now, except for the ammo pouches and rucksack (which are just colored.) I'm having troubles creating a UV map for the gear, for when I look at the UV map using Oxygen's 2 UV Map Editor, there is a whole bunch of different line going all over the place, and the items themselves are a little disfigured. Am I missing something, or do I have to totally create a new UV Map manually from scratch? If so I don't know how to do that. Here's a quick picture of what the UV Map looks like: http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Untitled-1.jpg (349 kB) -
Pegasus Team 101 MULE WIP
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I need help with a couple of things; was able to add the 4 missiles to the MULE, but its not working like it should. The missiles don't look on to anything like they do with the Abrams, and whenever I go to 3rd person view with the missiles selected the MULE disappears unless I switch to a different weapon or go back into the optic view. Here is the config.cpp and model.cfg Config.cpp: class CfgPatches { class CAWheeled { units[] = {"pt101_mule","pt101_ugvcontroller"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAWheeled_E"}; }; }; class CfgWeaponClasses { class UGV { displayName = "UGV - UGV Controller"; }; }; class CfgMagazines { class VehicleMagazine; class UGV_laser_mag: VehicleMagazine { scope = 2; displayName = "Laser Designator"; ammo = "Laserbeam"; count = 1; initSpeed = 30; }; }; class CfgWeapons { class ACE_MX2A; class pt101_ugvcontroller: ACE_MX2A { displayName = "UGV Controller"; weaponClass = "UGV"; model = "\pt101_mule\pt101_ugvcontroller.p3d"; }; class Default; class Laserdesignator: Default { scope = 2; displayName = "Laser Designator"; primary = 10; magazines[] = {"UGV_laser_mag"}; }; }; class CfgVehicleClasses { class UGV { displayName = "UGV - MULE"; }; }; class CfgVehicles { class LAV25; class Mule_Step1 : LAV25 { scope = 1; class NewTurret; class Turrets; class MainTurret; class CommanderOptics; class viewpilot; class viewgunner; class AnimationSources; class HitPoints; }; class pt101_mule01: Mule_Step1 { faction = "BIS_US"; displayName = "MULE T"; vehicleClass = "UGV"; model = "\pt101_mule\pt101_mule.p3d"; maxSpeed = 60; animated = true; scope = 2; picture = "\Ca\wheeled\data\ico\stryker_ICV_CA.paa"; Icon = "\Ca\wheeled\data\map_ico\icomap_Stryker_CA.paa"; mapSize = 10; nameSound = "stryker"; commanderCanSee = 31; gunnerCanSee = 31; driverOpticsModel = "\ca\Wheeled\optika_stryker_driver"; soundEngine[] = {\ca\wheeled\Data\Sound\Stryker_ICV_engine,db-10,0.8}; soundGear[] = {\ca\wheeled\Data\Sound\shifter_v3,db-65,1}; SoundGetIn[] = {\ca\wheeled\Data\Sound\M151A1_door_v1,db-45,1}; SoundGetOut[] = {\ca\wheeled\Data\Sound\M151A1_door_v1,db-50,1}; enableGPS = true; transportSoldier = 0; side = 1; crew = "US_Soldier_Crew_EP1"; fuelCapacity = 246; armor = 150; damageResistance = 0.01199; crewVulnerable = false; threat[] = {0.5, 0.5, 0.5}; viewCargoShadow = true; viewCargoShadowDiff = 0.05; viewDriverShadowDiff = 0.05; viewGunnerShadowDiff = 0.05; hideProxyInCombat = 1; memoryPointSupply = "supply"; transportMaxWeapons = 5000; transportMaxMagazines = 20000; transportMaxBackpacks = 25; supplyRadius = 1.4; gunnerHasFlares = true; //--------------------------- // Copy of LAV-25 Base View definitions //--------------------------- class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; thermalMode[] = {2, 3}; visionMode[] = {"Normal", "NVG", "Ti"}; }; class ViewPilot { initAngleX = 10; minAngleX = -65; maxAngleX = 85; initAngleY = 20; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.25; maxFov = 1.4; }; //--------------------------- // Copy of LAV-25 Base Turret definitions //--------------------------- class Turrets: Turrets { class MainTurret: MainTurret { weapons[] = {"ACE_M242_200", "M240_veh", "TOWLauncher", "Laserdesignator"}; magazines[] = {"2Rnd_TOW2", "2Rnd_TOW2", "2Rnd_TOW2", "2Rnd_TOW2", "2Rnd_TOW2", "ACE_1100Rnd_762x51_M240", "ACE_1100Rnd_762x51_M240", "ACE_230Rnd_25mm_M242_HEI", "ACE_230Rnd_25mm_M242_HEI", "ACE_230Rnd_25mm_M242_HEI", "ACE_70Rnd_25mm_M242_APFSDS", "ACE_70Rnd_25mm_M242_APFSDS", "ACE_70Rnd_25mm_M242_APFSDS", "UGV_laser_mag"}; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate",0.0177828,1,15}; minElev = -4.5; maxElev = 74; minTurn = -360; maxTurn = 360; gunnerAction = "LAV25_Gunner_out"; gunnerInAction = "LAV25_Gunner"; forceHideGunner = 0; gunnerOpticsModel = "\ca\weapons\2Dscope_LAV_7"; gunnerOutOpticsModel = ""; memoryPointGun = "machinegun"; gunBeg = "muzzle_1"; gunEnd = "chamber_1"; body = "MainTurret"; gun = "MainGun"; animationSourceBody = "MainTurret"; animationSourceGun = "MainGun"; gunnerForceOptics = 1; outGunnerMayFire = 0; startEngine = 1; primaryGunner = 4; laserScanner = true; laserTarget = true; canLock = true; ace_sys_missileguidance_tracker = "TOWLauncher"; class HitPoints: HitPoints { class HitTurret { armor = 0.8; material = -1; name = "vez"; visual = "vez"; passThrough = 1; }; }; selectionFireAnim = "zasleh_1"; class ViewGunner { initAngleX = 5; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"}; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.2; minFov = 0.05; maxFov = 0.2; thermalMode[] = {2, 3}; visionMode[] = {"Normal", "NVG", "Ti"}; }; class Turrets { class CommanderOptics: NewTurret { proxyType = "CPCommander"; proxyIndex = 1; gunnerName = "commander"; primaryGunner = 0; primaryObserver = 1; gunnerOpticsShowCursor = 0; body = "obsTurret"; gun = "obsGun"; animationSourceBody = "obsTurret"; animationSourceGun = "obsGun"; animationSourceHatch = "hatchCommander"; soundServo[] = {"",0.00316228,1}; startEngine = 0; gunBeg = ""; gunEnd = ""; minElev = -4; maxElev = 20; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; commanding = 2; viewGunnerInExternal = 0; gunnerOpticsModel = "\ca\weapons\2Dscope_com2"; gunnerOutOpticsModel = ""; gunnerOutOpticsColor[] = {0,0,0,1}; gunnerOutForceOptics = 0; gunnerOutOpticsShowCursor = 0; memoryPointGunnerOutOptics = "commander_weapon_view"; memoryPointGunnerOptics = "commanderview"; memoryPointsGetInGunner = "pos driver"; memoryPointsGetInGunnerDir = "pos driver dir"; class ViewGunner { initAngleX = 5; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"}; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.3; minFov = 0.025; maxFov = 0.3; thermalMode[] = {2, 3}; visionMode[] = {"Normal", "NVG", "Ti"}; }; gunnerInAction = "LAV25_Commander"; gunnerAction = "LAV25_Commander_Out"; outGunnerMayFire = 1; weapons[] = {"SmokeLauncher"}; magazines[] = {"SmokeLauncherMag","SmokeLauncherMag"}; stabilizedInAxes = 0; }; }; }; }; class EventHandlers { init = "_this execVM ""\pt101_mule\scr\initmule.sqf"";"; }; }; class pt101_mule02: pt101_mule01 { displayName = "MULE DD"; hiddenSelections[] = {"Skin1"}; hiddenSelectionsTextures[] = {"\pt101_mule\data\paa\mule_digital_desert_co.paa"}; }; class pt101_mule03: pt101_mule01 { displayName = "MULE MC"; hiddenSelections[] = {"Skin1"}; hiddenSelectionsTextures[] = {"\pt101_mule\data\paa\mule_multicam_co.paa"}; }; class pt101_mule04: pt101_mule01 { displayName = "MULE WL"; hiddenSelections[] = {"Skin1"}; hiddenSelectionsTextures[] = {"\pt101_mule\data\paa\mule_woodland_co.paa"}; }; class pt101_mule05: pt101_mule01 { displayName = "MULE D"; hiddenSelections[] = {"Skin1"}; hiddenSelectionsTextures[] = {"\pt101_mule\data\paa\mule_desert_co.paa"}; }; }; Model.cfg class CfgSkeletons { class Default; class pt101_mule: Default { isDiscrete=1; skeletonInherit=""; skeletonName="pt101_mule"; skeletonBones[]= { "MainTurret","", "MainGun","MainTurret", "MachineGun","MainGun", "MachineGun","MainTurret", "launcher","MainTurret", "comturret","MainTurret", "camera","MainTurret", "CameraUp","camera", "wheel1","", "wheel2","", "wheel3","", "wheel4","", "wheel5","", "wheel6","" }; }; }; class CfgModels { class Default { isDiscrete="true"; skeletonInherit=""; skeletonBones[]={}; }; class pt101_mule: Default { skeletonName="pt101_mule"; sectionsInherit=""; sections[]= { "MainTurret", "MainGun", "MachineGun", "canister", "CameraUp", "camera", "Skin1", "wheel1", "wheel2", "wheel3", "wheel4", "wheel5", "wheel6" }; class Animations { class FrontWheelL { type="rotationX"; source="wheel"; selection="wheel1"; axis="wheel1_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=2; angle0="0"; angle1="rad -360"; }; class FrontWheelR { type="rotationX"; source="wheel"; selection="wheel2"; axis="wheel2_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=2; angle0="0"; angle1="rad -360"; }; class CenterWheelL { type="rotationX"; source="wheel"; selection="wheel3"; axis="wheel3_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=2; angle0="0"; angle1="rad -360"; }; class CenterWheelR { type="rotationX"; source="wheel"; selection="wheel4"; axis="wheel4_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=2; angle0="0"; angle1="rad -360"; }; class RearWheelL { type="rotationX"; source="wheel"; selection="wheel5"; axis="wheel5_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=2; angle0="0"; angle1="rad -360"; }; class RearWheelR { type="rotationX"; source="wheel"; selection="wheel6"; axis="wheel6_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=2; angle0="0"; angle1="rad -360"; }; class MainTurret { type="rotationY"; source="mainTurret"; selection="MainTurret"; axis="turret_axis"; memory="1"; sourceAddress="loop"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class MainGun { type="rotationX"; source="MainGun"; selection="MainGun"; axis="gun_axis"; memory="1"; minValue="rad -20"; maxValue="rad +5"; angle0="rad -20"; angle1="rad +5"; }; class MachineGun { type="rotationZ"; source="MachineGun"; selection="MachineGun"; axis="gun_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=1; angle0="0"; angle1="rad -360"; }; class Camera { type="rotationY"; source="obsTurret"; selection="camera"; axis="camera_axis"; memory="1"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class CameraUp { type="rotationX"; source="obsGun"; selection="cameraup"; axis="cameraup_axis"; memory="1"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Launcher { type="rotationX"; source="MainGun"; selection="launcher"; axis="launcher_axis"; memory="1"; minValue="rad -15"; maxValue="rad 0"; angle0="rad -15"; angle1="rad 0"; }; }; }; }; -
Pegasus Team 101 MULE WIP
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I've figured out the problem with the gear by adding this to the config.cpp file: memoryPointSupply "supply"; Now I've started working on the attach rucksack to the hull of the MULE script. As for adding 4 missiles and a laser designator, I yet haven't figured it out. -
Pegasus Team 101 MULE WIP
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I would like to start working on some updates that would expand the game-play for the MULE, which are listed bellow. But I am going to need some help to pull this off. 1.) Attach a Laser Designator to the Turret. 2.) Add 4 missiles to the load-out of the MULE. I'm unsure how to add a Laser Designator and 4 missiles to the MULE and make them operable. 3.) Improve the Textures and the overall 3d model of the MULE. I'll continue learning and improving my skills with texturing and 3d modeling, so that's not much of a problem. 4.) Allow the MULE to carry gear and the player to attach their rucksack to the hull. I don't know how to fix the gear problem, and allow a player to attach their rucksack to the hull of the MULE. -
@hcpookie Here's a link to the remote control thread I started with the working remote control scripts posted on the last page. (the remote control scripts on the last page are the ones I used in my MULE addon.) I hope this helps you out with your UGV. :D http://forums.bistudio.com/showthread.php?134255-Remote-Control-Script&p=2154372#post2154372 (If you need any help feel free to pm me and I'll help you the best I can, and if I can't help I'll get a hold of Nordin for you so you two can discuss the script.)
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Remote Control Script
J. Schmidt replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Cuel I was able to get a hold of someone who knows a lot about scripting and everything is working now, thanks though. After getting help from Nordin, who created an action array script and fixed up my scripts a bit, everything works now. If anyone would like to use the script feel free, but you will have to change some of the script in order to get it to work for yourself. (Also take in consideration that these scripts are set up around having to equip and select the UGV_Controller that I created for my addon. If you just want the action to appear without the pt101_ugvcontroller, take out the "currentWeapon player == 'pt101_ugvcontroller'" command.) init.sqf private ["_caller"]; _caller = _this select 0; _caller setVariable ["101_ugv_busy", 0, true]; if (isnil ("101_ugv_ctrl")) then { player addAction ["Ctrl UGV", "pt101_mule\scr\action_array.sqf", "", 6, false, true, "", "currentWeapon player == 'pt101_ugvcontroller'"]; 101_ugv_ctrl = 1; }; _caller addAction ["DeCtrl UGV", "pt101_mule\scr\exitremotecontrol.sqf","", 6, false, true, "", "commander (vehicle player) == player"]; action_array.sqf private ["_list","_action_list","_action_nr","_name","_action","_temp"]; _list= position player nearObjects ["Mule_Step1",10000]; _action_list = []; _action_nr = _this select 2; player removeAction _action_nr; { if (_x getVariable "101_ugv_busy" == 0) then{ _name = format ["<t color='#ff0000'>UGV: %1</t>", _x]; _action = player addAction [_name , "pt101_mule\scr\remotecontrol.sqf", _x, 6, false, true, "", "currentWeapon player == 'pt101_ugvcontroller'"]; _temp = [_action]; _action_list = _action_list + _temp; } }forEach _list; sleep 10; { player removeAction _x; }forEach _action_list; player addAction ["Ctrl UGV", "pt101_mule\scr\action_array.sqf", "", 6, false, true, "", "currentWeapon player == 'pt101_ugvcontroller'"]; remotecontrol.sqf private ["_cntr","_veh","_cmdr"]; ugv_mule_exit = false; _cntr = _this select 1; _veh = _this select 3; _cmdr = Commander _veh; //Make AI Controllable _cntr remoteControl _cmdr; _veh switchCamera "Internal"; [_cmdr] join grpNull; selectPlayer _cmdr; _veh setVariable ["101_ugv_busy", 1, true]; waitUntil {!alive _veh or !alive player or ugv_mule_exit}; objNull remoteControl _cmdr; _cntr switchCamera "External"; [_cntr] join grpNull; selectPlayer _cntr; _cntr selectWeapon (primaryWeapon _cntr); _veh setVariable ["101_ugv_busy", 0, true]; exitremotecontrol.sqf ugv_mule_exit = true; I hope you enjoy, it was pretty hard work to find a way around the camera thing that many who have used the original command would come across: who remoteControl whom; x switchCamera ""; -
I've been working on this script for a couple of days now, and have read about everything that I'm able to find for the remoteControl script. After searching I have found very little on someone successfully creating a Remote Control script using the remoteControl found in the wiki. I'm having an issue where if you don't switch back to the commander positions before you leave, when you re-enter you'll be able to switch positions anymore. Does anyone know of a script or where to find a script that'll automatically switch the players position to commander and then exit? What needs to be added and, or fixed so that this will be successful? (I've moved this part of the creation from my MULE to here because this problem is strictly related to scripting in-game, so it belongs here and not in Model and Config editing. So I'll no longer talk about the remoteControl script in my other thread, and will continue to talk about Model and Config editing in the other thread.) Here are the Scripts: RemoteControl.sqf private ["_controller","_cmdr","_driver","_gun"]; _controller = UGV_Operator; _cmdr = Commander UGV; _driver = Driver UGV; _gun = Gunner UGV; _controller remoteControl _cmdr; _cmdr switchCamera "Gunner"; _cmdr action ["moveInDriver", UGV]; //Make AI Controllable [_cmdr] join grpNull; selectPlayer _driver; selectPlayer _gun; selectPlayer _cmdr; EndRemoteControl.sqf private ["_controller","_cmdr","_driver","_gun"]; _controller = UGV_Operator; _cmdr = Commander UGV; _driver = Driver UGV; _gun = Gunner UGV; objNull remoteControl _cmdr; objNull remoteControl _driver; objNull remoteControl _gun; _controller switchCamera "External"; selectPlayer _controller; [_cmdr] join grpNull; (I had to put three objNulls so no matter what position that the player exits, they'll have control of there original character.) Any help will be appreciated. ---------- Post added at 08:40 PM ---------- Previous post was at 08:39 PM ---------- I've figured out a way in which will allow the player to re-enter the Remote Control mode and be able to switch to different positions. Before the player exits the Remote Control mode, they need to switch back to the commander position then exit. Knowing this is there something that I can add to the EndRemoteControl.sqf that before exiting the Remote Control mode, the player is automatically switched back to the commander position then finally exits? Please help, thanks.