drunken officer
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Need help with a Bomb
drunken officer replied to Noble Gas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, you need a small item. Whatever and place it there. Name it "hiddenbomb". (small black box in your editor) Place your trigger to your hidden bomb, maybe 10 / 10, activation by blufor, once time. Condition: this onAct: handle = [] execVM "scripte\bomb.sqf"; bomb.sqf _trap = hiddenbomb; _timer = 10; _guy = player; cutText ["Click! \n Fuck, something is wrong!","PLAIN",1]; if (_guy isKindOf "B_soldier_exp_F") then {_disarmbomb = _trap addaction ["disarm bomb", "scripte\disarm.sqf"];}; while {_timer != 0 } do { if (!isNil"IED_remove") exitWith {}; sleep 1; player sideChat format ["%1",_timer]; _timer = _timer - 1; }; if (!isNil"IED_remove") exitWith {}; _granate = createVehicle ["r_80mm_he",[getPos _trap select 0, getPos _trap select 1],[], 0, 'FLY']; deleteVehicle _trap; disarm.sqf is the same one I placed my bodytraps without any trigger. I've a script, that checks, if a bluefor near or not. So i dont need trigger for the hiddenbombs. It show you a message, that a bomb is spotet and if you are the close > ka boom Edit Forgot to say. With my script, you can not disarm the bomb, before it's spoted. The distance between spotting and expolding is changeable. You can set a lot of hiddenbombs, without to named it. That why i think, it's not the best way to use triggers, when you place more than 3 or 5 hidden bombs -
Need help with a Bomb
drunken officer replied to Noble Gas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What do you want? Activation by radio call or should the bomb armed, when a man is near? -
Need help with a Bomb
drunken officer replied to Noble Gas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry dude, i forgot one scope break. here are the script codes. I tested it and it works for me: bomb.sqf private ["_trap","_guy","_timer"]; _trap = _this select 0; _guy = _this select 1; _activedbomb = _this select 2; _timer = 30; //if you use parameters, the script can handle your setting. Just change this line cutText ["You have actived a bomb. They will blow up in 10 secounds","PLAIN DOWN",1]; _trap removeAction _activedbomb; //the activionmenu is deleted right now if [b](_guy isKindOf "B_soldier_exp_F")[/b] then {_disarmbomb = _trap addaction ["disarm bomb", "scripte\disarm.sqf"];}; // only exp specialist have the disarm menu and can use it while {_timer != 0} do { if (!isNil"IED_remove") exitWith {}; sleep 1; player sideChat format ["%1",_timer]; // Line with counter _timer = _timer - 1; }; if (!isNil"IED_remove") exitWith {}; _granate = createVehicle ["r_80mm_he",[getPos _trap select 0, getPos _trap select 1],[], 0, 'FLY']; //it's arma.. the "old" line i posted first, i use in a2 and used by a trigger. idk, why the granade needs this arry?! deleteVehicle _trap; disarm.sqf private ["_trap","_guy"]; _trap = _this select 0; _guy = _this select 1; _disarmbomb = _this select 2; _trap removeAction _disarmbomb; IED_remove = 1; cutText ["You have disarm this bomb.","PLAIN DOWN",1]; sleep 2; IED_remove = nil; Sorry for the wrong disarm entry in my first post. It was late at night. Anyway. Try this 2 script. For me it works. Let me know if something wrong or if you have any questions. -
Need help with a Bomb
drunken officer replied to Noble Gas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
??? You have to place a object. Maybe a emty car (hidden bomb like a terror act). And there is a init-line. (a black box, where you can type in) In this init-line you type in: _activedbomb = this addAction ["actived bomb", "bomb.sqf"] Your question was, how to make a bomb with time counter and a option to disarm it. Or should it possible, that the terrorist can place a bomb on his position? If you wanna have a marker on your bomb spot, there are 2 way. Create one with script or: set a marker in your editor and call them "ma_bomb". (without ""). But it's easy to find it, because the bomb is in the marker centre. But you can create the marker postion random about the bomb. like this: http://www.youtube.com/watch?v=AjVLGSjVaVw in you missionfolder create a file init.sqf "ma_bomb" setMarkerAlpha 0; // marker is invisible add this in your bomb.sqf "ma_bomb" setMarkerPos (getPos _trap); //move the marker to your bomb spot "ma_bomb" setMarkerAlpha 1; // make the marke visible in your disarm.sqf "ma_bomb" setMarkerPos [0,0,0]; //move it away "ma_bomb" setMarkerAlpha 0; // make the marke invisible -
Need help with a Bomb
drunken officer replied to Noble Gas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not sure, because i cant test it here on this computer, but try this way. init: _activedbomb = this addAction ["actived bomb", "bomb.sqf"] bomb.sqf _trap = _this select 0; _guy = _this select 1; _activedbomb = _this select 2; disarm = 0; cutText ["You have actived a bomb. They will blow up in 40 secounds","PlAIN DOWN",1]; _trap removeAction _activedbomb; //the activionmenu is deleted right now for [{_i=0}, {_i<40}, {_i=_i+1}] do { if (disarm == 1) exitwith {disarm = 0;}; if (player == exposiveman) then //give the ID "expolsiveman" to the choosen one, who can disarm bombs { _disarmbomb = _trap addaction ["disarm bomb", "disarm.sqf"]; }; sleep 1; }; _bomb = createVehicle "r_80mm_he" (getPos _trap); deleteVehicle _trap; disarm.sqf _trap = _this select 0; _guy = _this select 1; _disarmbomb = _this select 2; _trap removeAction _disarmbomb; disarm = 1; cutText ["You have disarm this bomb.","PlAIN DOWN",1]; the value disarm is 0 at the beginnig. That's why the counter is running. When the specalist calling the disarmscript, the value 0 switch to 1. dont mke this "_disarm". It's a global one, because there are two scripts, they need this variable. exitwith {disarm = 0} ... that's needed, because a terrosrist can place a new one. Without this, the value is 1 and the next bomb script will break. Sorry for my bad english... I hope it works on this way B_soldier_exp_F = the classname of explosive specalist. I know there is a way to check out, is the caller (_this select 1) a member of this class. maybe this wayInstead of if (player == exposiveman) then try: if (_guy isKindOf "B_soldier_exp_F") then.. -
Hello. I've build a taser and an assault rife in A2. Both of them had a flashlight. Now i import the *.pbo to A3. The weapoen is working, but no 100% correct. The missing muzzel, i think, i know how to fix it. But with the "L" key, there is no flashlight. ..bla bla.. class EBR_base_F; class dof_Bushmaster : EBR_base_F { scope = 2; displayName = "Bushmaster ACR"; model = "\a3_dof_wug\acwr.p3d"; descriptionShort = "$STR_beschreibung_waffe"; candrop = true; autoreload = false; autoAimEnabled=false; picture="\a3_dof_wug\grafik\acwr\icon_acwr_ca.paa"; UiPicture="\a3_dof_wug\grafik\acwr\icon_acwr_ca.paa"; magazines[] = {30Rnd_762x51_BMACR, 30Rnd_762x51_BMACR_tracer, 20Rnd_762x51_Mag}; class Library {libTextDesc = "7,62mm combatrifle with tactical flashlight" }; class Flashlight { color[] = {0.9, 0.9, 0.7, 0.9}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "flash"; direction = "flashdir"; angle = 30; scale[] = {1, 1, 0.5}; brightness = 0.15; }; }; ....
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Plane flips over on the front wheels
drunken officer posted a topic in ARMA 2 & OA : MODELLING - (O2)
I create a double-decker plane (every point and face are handmade). But i have a problem, and i dont know, how to fix it. 0.000, Geo , memory, Landcontact, Hitpoints allready there. When i'm inside the plane and try to take off, it overturns about the 2 front wheels. The "ass" of this plane it the point on the top. When i set the value of "flight" and the plane starts in the air, i can flight arround. 2nd question. I've to machine guns. When i add two weapons to the plane, i have to use turrets or do someone know a other way. -
Plane flips over on the front wheels
drunken officer replied to drunken officer's topic in ARMA 2 & OA : MODELLING - (O2)
Okay, it was a broken GEO-LOD. Thx. Now i've to handle arround the weights and i'll see whats happend. Ah turrests, i hate this. -
Arma load the standart driver model, not the custom one
drunken officer replied to drunken officer's topic in ARMA 2 & OA : MODELLING - (O2)
Thanks again Gnat -
Arma load the standart driver model, not the custom one
drunken officer posted a topic in ARMA 2 & OA : MODELLING - (O2)
Hello. I've create a bike (harley). Than i reworked a man, because i had to stretch both arms because of the large handlebar. I saved this guy as driver.p3d in my addonfolder. To my harley i add a proxy "\dof_bikes\driver.p3d". But every time, arma2 load the standart driver model for bikes. How can i fix this? I inherit my model from motorcycle class. If i change it to M1030 or what ever, it'S still the same. -
Door Breach
drunken officer replied to Unkn0wn's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
This section is Addon Config & Scripting. You all talking about scriptcode in mission. In a addon it's possible to move a door, when it's hit by bullets. You need a special selection of this door, hitpoint lod and a entry in your model.cfg and your config.cpp. I'm not sure, but i think, that the BIS building doors dont have a own damage entry in the model.cfg. -
Hello guys. So i need little bit help. I checked the www, but i didnt find the answer. I build a weapon (handgun9 Now, i watch out for a good plastic rvmat (yellow). I have the *_ca.paa, *_nohq.paa and *_smdi.paa files. I found a small standart script code, but it looks humble. Is anybody here, who can give me a platic rvmat? Thx alot
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Changing Weapons in config for Troops
drunken officer replied to DANZVANZ88's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Do it in your mission edior. removeAllWeaons - command Otherone. Try to avoid to overwritte addon classes! inherit it. Create your own manclass and inherit from Vilas. There you can chance the weapons, magazine, names, ..... Btw: Did you ask him, before you change his work? -
Need Help changing the Faction of a retextured addon
drunken officer replied to BoltboxerPro's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
You need a code like this class CfgFactionClasses { access = 1; class myfac { displayName= "My own lovley faction"; priority = 100; side = 3; }; }; In your car class you need this line: class My_car : SUV_UN_EP1 { .... faction = "myfac"; .... }; -
Anyone know how to change speeds?
drunken officer replied to camdev's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
the easy way, inherit it from a arma2 class. Maybe SUV. Onroad 119 km/h, offroad > 80 km/h. Or take the skoda class, whatever you want -
Addon Editing - Vehicle Light Scripts
drunken officer replied to taz9123's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Download the sample files. rename the selections like there. Give them a grafic and a working rvmat (try it with the bis example shinnig rvmat). It#s not 100%, but it works. Then you can switch on the light with you difined key (standard is "L") Breaklight coming up, if you hit your button to drive backwards. At the beginning, test your model at night. So you see, if the selection working or not. You have do define you model in the car class. Then you have to make sure, that the selection is called in your model.cfg. At the beginning, use the example model.cfg. Copy that file and create your own class there. You DONT have to create a animationsource in your config.cpp, because it's a part of car-class. I hope, you can understand what i mean. -
I can not throw my addon grenade!
drunken officer posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
First of all, i searched inside this form, but i didnt get the right answer. I wanna add a flashbang. Model is okay. The flashbang is in my geat, but i cant throw it. And i dont find my mistake. :confused: Here are me Settings: CfGAmmo class cfgAmmo { class Default; class Grenade; class GrenadeHand; class ammo_flashbang : GrenadeHand { model= "wug\blendgranate.p3d"; typicalspeed = 39; hit=1;indirectHit=1;indirectHitRange=1; deflecting=10; explosionTime=5; }; }; CfgMagazines class CfgMagazines { class Default; class CA_Magazine : Default { scope = protected; value = 1; //Magazine With Small Value Will Faster Disepear On The Ground displayName = ""; //Displayed In Action Menu model="\ca\weapons\mag_univ.p3d"; //Model Of Magazine On Ground picture="";//"\ca\Weapons\Data\m_m16"; //Picture In Gear? modelSpecial = ""; //Model Of Special Magazine Like A Mortar useAction = false; useActionTitle = ""; //Displayed In Action Menu reloadAction = ManActReloadMagazine; //Animation Of Magazine Reloading ammo = ""; //Name Of Ammo From CFGAmmo count = 30; //Count Of Bullets In One Magazine type = WeaponSlotItem; //How Many Slots Magazine Takes (In Gear) initSpeed = 900; //Initional speed of bullet selectionFireAnim = "zasleh"; //ToDo: wrong place? nameSound=""; //Sound In Radio (Commander in tank) maxLeadSpeed = 23; //ToDo: wrong place? }; //*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* //*-*-*-*-*-*-*-*-*THROW MAGAZINES*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* //*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* class HandGrenade: CA_Magazine {}; class Flashbang: HandGrenade { model= "wug\blendgranate.p3d"; scope = 2; ammo=ammo_flashbang; displayName = "$STR_granate"; descriptionShort = "Ii is a flashbang"; picture="\wug\grafik\blendgranate\icon_grenade_ca.paa"; }; }; Config.CPP #include "basicDefines.hpp" #include "CfgAmmo.hpp" #include "CfgMagazines.hpp" class cfgWeapons { class Default; class GrenadeLauncher; class Throw: GrenadeLauncher { muzzles[] = {[b]mymuzzle[/b], HandGrenadeMuzzle, HandGrenadeTimedMuzzle, SmokeShellMuzzle, SmokeShellRedMuzzle, SmokeShellGreenMuzzle}; }; class ThrowMuzzle : GrenadeLauncher {}; class [b]mymuzzle[/b] : ThrowMuzzle { magazines[] = {[u]Flashbang[/u]}; }; class HandGrenade: GrenadeLauncher { scope = private; cursor = \ca\Weapons\Data\t_select; cursoraim = \ca\Weapons\Data\clear_empty; cursorSize = 1; autoAimEnabled=false; ammo=GrenadeHand; displayName=$STR_DN_HAND_GRENADE; nameSound="handgrenade"; initSpeed=22; reloadMagazineSound[]={\ca\Weapons\Data\Sound\z_sinus,db-70,1}; // reload HandGrenade maxLeadSpeed = 7; reloadTime=0; magazineReloadTime=0; count=1; sound[]={,db-70,1}; }; class Flashbang: HandGrenade { autoAimEnabled=false; ammo=ammo_flashbang; displayName="AMMO Flashbang"; nameSound=""; }; }; Can anybody help me? -
I can not throw my addon grenade!
drunken officer replied to drunken officer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Messiah, the link helped me alot. bBut i've one question about handgrenades. You wrote, that the player have to add the "weapon" (custom throw class) and the "magazin", called in cfgMagazine. but when i'm adding a arma2 grenade to the ammobox, i'm only add the magazine. Is there a private weapon linked to the grenads? So it's very import, because the most missionhoster, only add "magazines". -
I can not throw my addon grenade!
drunken officer replied to drunken officer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thx for the link. I learned a bit more. But i've still the same problem. CfGAmmo - i think this one is okay I load my class from GrenadeHand -
Problem with texture... Black beside texture
drunken officer replied to Sakai's topic in ARMA 2 & OA : MODELLING - (O2)
I have the same problem, with some grafic. Only black, and i dont know why. -
After some building, i create cars /bikes. Now i have to use UV-Editor for the intenior. But there is my problem. I checked the UV-Sets. I made sure that all UV-sets are emtpy. Switch to set0. I load the texture an copy the selections inside. I aligned the selections with the grafic. I close the UV-Editor but the result is wrong. I tried it with backlight. A really easy one. But everything is black! Nothing. What did i wrong. BUT when i use ctr+x, open O2 new, paste -> use UV-Edior -> back to O2 -> ctrl-x -> back to model -> paste -> THEN it works Sometimes UV-Editor show me alpha-parts (.paa file with alpha channel) in black. I have to reload again. Sometimes 2 - 3 times. But the setting of oxygen and bulldozer are correct. And maybe someone can explain me, how to do this unwrap thing. Last time, i did it on a very hard way. I marked the faces one by one and set the grafic by backroundmapping. But then, i've a crazy UV-Set 1
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Walls dont block lights in arma. I think it's not possible to create a building with lamps inside and the light dont shinning through the walls. If you find a way, tell me! I spend a lot of time, but i didnt found a way
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Low quality on Oxygen's Bulldozer...
drunken officer replied to Sakai's topic in ARMA 2 & OA : MODELLING - (O2)
After reinstalling my arma2, i've the same problem. I created a car. In my buldozer, the grafic for rpm and speed was very low! In game, it's top. I changed some settings, but the problem is still there. :( -
I've a problem. I placed a UH-1H chopper on map. But i need to disarm it. i tried in the init-line: clearWeaponCargo this; then clearMagazineCargo this; and at least this removeAllWeapons; Hm, but the chopper has all the time 3 mags in the vehicle machinegun. :confused: What's the script code to disarm and rearm it?
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Current direction /amiedattarget arry
drunken officer posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I've a turrent in my model. i need the current direction. I can live with turrentdirection, gunnerdirection. The problem is, the script returns just the direction, if the gunner enter his place or the direction when the object placed on map. _cam = _this select 0; while {alive _cam} do { _gunner = gunner _cam; _dir1 = aimPos _cam; _dir2 = getDir _gunner; player sideChat format["%1 %2", _dir1, _dir2]; }; I try to handle it by another way with aimedattarget command. This need a "object". When i named one object "testobj" it works with this line _tv = _cam aimedAtTarget [testobj]; But i've an array, because sometimes is not only one object close to my model. _cam = _this select 0; while {alive _cam} do { _no = nearestObject[b]s[/b] [_cam["car"],200]; {_tv = _cam aimedAtTarget [_x] }forEach _no; player sideChat format["%1", _tv] ; This code returns "any" Can somebody help me?