-
Content Count
12 -
Joined
-
Last visited
-
Medals
Everything posted by rawrbear
-
Hi, Firstly I do apologise if this has been covered before but I had a search and it didn't turn up anything relevant to what I need help with. I've been recently signing the add ons my squad use as we have had some recent server issues we believe to be caused by some people using mods they shouldn't. I've managed to create the key and sign all but one file. Every time I run DSSignFile on it the cmd box pops up and disappears, there's no error output or anything. I can take this out of the add on folder and connect to the server without issue so it looks like everything else is working. The file in question is a config file for britmtp. It's 31KB in size and smaller pbo's get signed without issue. What is causing this to happen and is there anything I can do to fix it?
-
In need of a Simple IED Script
rawrbear replied to Shinotama's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
It's sqs coding but I was assuming that the guy posting it had saved as an sqf as that's what the OP asked for. Altering the code seems to have it still work find, though I suppose it would be better to save the scriptas .sqs rather than .sqf. -
In need of a Simple IED Script
rawrbear replied to Shinotama's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
That's because there seems to be a spelling mistake in the script text. [theCar, "Small"] exec "xaScripts\xaIED.sqs" should read [theCar, "Small"] exec "xaScripts\xaIED.sqf" -
Notice Board, Info Stand
rawrbear replied to Delta 51's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
[EDIT] NM I found it It looks like it's not editable I'm afraid. -
Positioning based on another object
rawrbear posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi there, first post woo Ok so I've just started playing around with scripting(190hours clocked in game so far and it's time for a change). I've done a bit of coding before and I know to start small ha so I've played about with a few things and I'm tinkering with explosions atm and I've hit a problem(I spent 30 mins working through an issue I was having before realising I needed the functions module on the map so it's probably an easy solution). Basically the explosion I'm spawning seems to do very little damage so I thought I'd try spawning it just above it's current location to see how it effected it, However I can't seem to find out how to do it. Here's what I'm working with just now, the getPos at the end is where I'm having trouble: ---------- Post added at 01:02 PM ---------- Previous post was at 11:38 AM ---------- Ok I've altered it a bit after reading another thread on here doing something similar with objects and the last line reads as _explosion = _shell createVehicle getpos [(getpos _bomb select 0),(getpos _bomb select 1),0.2]; Which still doesn't work but _explosion = _shell createVehicle getpos _bomb; does. I can't see where it's going wrong. :( -
Positioning based on another object
rawrbear replied to rawrbear's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That really handy. One final question(that I can think of just now) What happens if I don't bother passing data into a script that the script requires but have already gave it a default value? Does this cause issues(yes I know it's bad coding ha) For instance if I have _remove = 0 _bomb = _this select 0; _remove = _this select 1; At the start but I only do [iED0_1] execVM "IED.sqf"; in my trigger. Would _remove still remain as 0? Or would this cause issues? -
Positioning based on another object
rawrbear replied to rawrbear's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've got it all working now, though I think I'll put in a new variable with an if statement so I can leave vehicles wrecks but still remove other objects, that should be simple enough. 2 questions though: In the code you just posted what does "_x" refer to, or mean? Also is there a way to detect which unit cause a trigger to activate? So that I can have an NPC driven convoy come along and when the explosion is triggered it detects the vehicle that triggered it and removes the crew from that one only? -
Positioning based on another object
rawrbear replied to rawrbear's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I didn't mean a world item such as a building or a tree I meant one I'd placed with the editor. Sorry about the confusion :S Well in once instance it's an empty vehicle in others it's one of the IED items that were added with BAF and in others it's just a box but I seem to have it sorted now anyway :D Don't suppose anyone has a link to a good guide on creating conversations for between the PC and NPC's? -
My country flag...
rawrbear replied to RANKER's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm kind of new to all of this but I know at least for while I'm messing about in single player using this setFlagTexture "flag.jpg"; Where flag.jpg is the name of an image in my missions folder that is 256x256 and this works fine. The code is placed in the initialise section of any flag. -
Positioning based on another object
rawrbear replied to rawrbear's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
After redoing it, it seems to work now without a hitch I've no idea why it wasn't working last night. Happy times -
Positioning based on another object
rawrbear replied to rawrbear's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Question in regards to this script(It seems pointless opening a new thread) How would I remove the object "_bomb" from the world? I've tried "deleteVehicle _bomb;" but that doesn't seem to work. Any help would be appreciated. Also if anyone can point me to a guide to creating conversation that would be lovely. -
Positioning based on another object
rawrbear replied to rawrbear's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That worked perfectly thanks. I can't believe I didn't think of that >.> Also thanks for the tip I'll use that in future :D