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Sheddius

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Everything posted by Sheddius

  1. Sheddius

    FHQ Remington Weapon Pack

    YEEEEEEEEEEEEESSSSSSSSS!!!!!:dancehead:
  2. Hey all, first scripting post. I found a very nice vehicle for my squad to roll around in (ExA's RG-31 Nyala) however there is just one problem, we operate in groups of 8, but the MRAP only has space for 7 (driver and gunner included), so i've been working for the past few days on a temporary workaround using a few scripts to setpos a player switchmove'd into the sitting position animation between the driver and the gunner. Sounds simple enough? That's what I thought. Here are my questions: -I'm using addaction on the target MRAP (named "car") to make it appear as though the option to get into the pseudo-seat i've scripted is just like getting into any other seat and not break the immersion too much, shown below: [u]Car init:[/u] this addAction ["Get in Extra Seat", "getinmrap.sqf"] [u]getinmrap.sqf:[/u] sheddius switchmove "AMOVPERCMSTPSNONWNONDNON_ACRGPKNLMSTPSNONWNONDNON_GETINLOW"; sleep .5; sheddius attachto [car,[0,.5,-1.8]]; sheddius setdir 0; sheddius switchmove "BASICSITTINGGUNNER"; (QUESTION 1 RESOLVED!)This works marvelously however, i'm unsure how to make the action apply for everyone who is near the vehicle (currently you can see i've only got it targeted towards a unit I named "sheddius" -not too narcissistic right?) instead of just the unit i named "sheddius" in the editor. Question 1 is: how do i do that?? Answer 1: Just add the action to the vehicle itself! car init: _carACT = this addAction ["Get in Extra Seat", "getinmrap.sqf"]; -On to the next one: Currently the only method i've been able to use to control when the unit riding in the 8th seat exits the vehicle is by placing in a trigger which checks if there isn't a driver in the car and then runs my "getoutmrap.sqf" script: [u]trigger condition:[/u] ({_x in car} count [driver car]) == 0 [u]trigger on act.:[/u] hint "success"; nul = [sheddius] execvm "getoutmrap.sqf" (the "hint "success"" bit was just to tell me it was working) [u]getoutmrap.sqf[/u] sleep 1; detach sheddius; sheddius setdir (getdir car)-90; sheddius switchmove "ACRGPKNLMSTPSNONWNONDNON_AMOVPERCMSTPSRASWRFLDNON_GETOUTLOW"; sheddius setpos [getpos sheddius select 0,(getpos car select 1)+3,getpos sheddius select 2]; So Question number 2 is: is there a better way of doing this? I've tried using addaction but it doesn't seem to allow me to select actions while in the sitting animation :/ I kind of like the way it is now, it sort of simulates the awkward position that 8th man is in stuck between the driver and the guy riding shotgun, unable to get out until someone else does first, but if there was a way that allowed that 8th man to get out whenever he wanted to, i would most definitely prefer it. -On to the next next one: In my "getoutmrap.sqf" script, i've got the unit "sheddius" being setdir'd to an angle facing away from the MRAP and setpos'd to a position just outside the driver front door. This was working just as I had anticipated until i repositioned the MRAP and tried again, i realized that those setdir and setpos instructions were not relative to the orientation of the vehicle and so this time i exited the vehicle facing it's rear. Question 3 is: How can i make it so that the unit always exits the MRAP at the same location relative to the MRAP itself? So, no matter how it's turned (bearing 0, bearing 45, bearing 79, bearing 210, etc), i'll always emerge next to the driver side door and facing away from it? This one has me stumped as i'm thinking it's going to involve some complex calculus...i hope not. -On to the next next next one: Using the setpos command to place the unit in the "8th" seat cause the unit to be invisible to other units from inside the vehicle, however if one were to stand outside and look through the windows you could indeed see the guy sitting in between the driver and shotgun-occupant. Question 4 is: anyway to fix this? Any alternatives besides setpos that would be more simple? This one is not that necessary as it is only a temporary workaround, i'm sure ExA will make a larger variant soon enough. -On to the last one: (KINDA RESOLVED)This one is probably the most important; Question 5 is: how can I make it so that this script would work with multiple MRAP's? Right now, i'd have to make a separate pair of scripts for each MRAP as the "getinmrap.sqf" and "getoutmrap.sqf" only work with the vehicle named "car." Possibly the most simple one, but the solving of this conundrum is essential before i'd even consider using it. Answer 5 (kinda): use the target, caller and id of the action added to any vehicle to call up both the unit trying to get in the vehicle and the exact vehicle the unit is trying to get into, regardless of name! [u]modified car init:[/u] _carACT = this addAction ["Get in Extra Seat", "getinmrap.sqf"]; [u]modified getinmrap.sqf:[/u] _car = _this select 0; _caller = _this select 1; _id = _this select 2; _caller switchmove "AMOVPERCMSTPSNONWNONDNON_ACRGPKNLMSTPSNONWNONDNON_GETINLOW"; sleep .5; _caller attachto [_car,[0,.5,-1.8]]; _caller setdir 0; _caller switchmove "BASICSITTINGGUNNER"; _car removeAction _id; With these modifications any unit can now approach the vehicle and use the action "Get in Extra Seat," however when the driver leaves and the "getoutmrap.sqf" is initiated, the "sheddius" unit teleports in at the side of the vehicle as i've yet to figure out how to make the "getoutmrap.sqf" manipulate the caller of another script (namely "getinmrap.sqf") and make him appear to exit the vehicle (Question number 6? hehe). As you can see I've only got the "getin" part down, not the "getout," as i'm still stumped with that. Thanks very much guys for reading patiently through my giant wall of text, i've attempted to format my post so that my questions and comments stick out easily enough and hopefully save some time when answering as well. Also, please tell me if i'm missing something totally simple and all this can be accomplished with a single command i didn't find in the biki or something, that is usually how these little projects get resolved! -Also, in an effort to facilitate helpful answers i've created a very simple demo mission of the vehicle, the 8th seat, and the scripts, it requires only the RG-31 addon itself to play (http://www.armaholic.com/page.php?id=18130) and the example mission which i've uploaded to rapidshare (http://rapidshare.com/files/3364797134/8thseattest.Desert_E.zip). Thanks again!
  3. I'm still stuck on one thing guys, I don't know why an action added through addaction won't appear to the player that is in the sitting animation in the 8th seat. I think i can figure it out from there, i've made a new script, "getinoutmrap.sqf" and this one's a consolidation of the previous two allowing the _caller and _car variables to be used in both the getting in process and the getting out process. [u]"getinoutmrap.sqf"[/u] _car = _this select 0; _caller = _this select 1; _id == 1234567; if ((_car getvariable "occupied") == 0) exitWith { _caller switchmove "AMOVPERCMSTPSNONWNONDNON_ACRGPKNLMSTPSNONWNONDNON_GETINLOW"; sleep .5; _caller attachto [_car,[0,.5,-1.8]]; _caller setdir 0; _caller switchmove "BASICSITTINGGUNNER"; _car removeAction _id; _car setvariable ["occupied", 1, true]; _caller addaction ["Get Out", "getinoutmrap.sqf"]; }; if ((_car getvariable "occupied") == 1) exitWith { sleep 1; detach _caller; _caller setdir (getdir car)-90; _caller switchmove "ACRGPKNLMSTPSNONWNONDNON_AMOVPERCMSTPSRASWRFLDNON_GETOUTLOW"; _caller setpos [getpos _caller select 0,(getpos _car select 1)+3,getpos _caller select 2]; _car setvariable ["occupied", 0, true]; _carACT = _car addAction ["Get in Extra Seat", "getinoutmrap.sqf"]; _caller removeaction 1234567; }; Any ideas?
  4. Sheddius

    Traning black screen

    Yep, having the same issue. Docbrown's workaround works excellently however, training will be all done as soon as my joystick ships in...
  5. Works perfectly! The guy sitting in the 8th seat is protected from small arms and explosions's the same as any other occupant it seems, besides the problems that i've already listed, it seems like a pretty decent solution. Also, recently spoke to the addon creator himself, Stiltman, and he told me that he'll try his best to make newer versions that have the capacity for various numbers of occupants, including my 8-man version. Needless to say, i'm very excited.
  6. Hahaha! Yes, i've heard the same from a couple buddies on teamspeak: "who cares if there's only 7 seats??" I guess you're right about the scripting being a new hobby sort of thing, i'm very interested in seeing this problem solved. Thanks for the suggestion on question 1 however i beat you to the punch just a few hours before you posted, i just added the action to the vehicle itself! Super simple and now everyone, even bad guys wanting to ride in the 8th seat, can select the action.
  7. Sheddius

    Esbekistan Map v.1.0 20x20

    Dude....this map is amazing, big, yet detailed, nearly every structure i've seen is enterable (<-- that's a really nice one), and AMAZING performance. I can run this at 10k view distance with 25+ frames! Try that with Clafghan haha! Only one thing i've seen, it seems as tho these esbekistani's have access to nuclear power? Lol, these nuclear reactor lookings things are spread through out the map, mostly in small villages and such, apparently attempting to blend in with the surrounding trees and shruberey. Here are some examples: The picture of the 4 cooling towers is at grid reference 014 070, on the northeast side of "Zeko Valley", the next two are at 055 158, on the southwest side of "Afshar." I have no idea how map making works but honestly, in the few little single player missions i've played to test out the map and mess around, i've found that the quality of the map far outweighs the negligible amount of "anti-immersion-iness" caused by taking cover next to one of those big things and then thinking "should i be wearing a dosimeter now?" Well anyway i hope this helps and please keep doing what your doing as far as quality goes because i do enjoy playing on maps of this quality very much and as far as performance goes because i absolutely love being able to play at 10k with my measly setup! Thanks, Mike
  8. Sheddius

    Raynor's Raiders

    Raynor's Raiders is still up and running and looking for new recruits. Here's an unedited video of one of our training ops against Commie bots: http://www.youtube.com/watch?v=Wbo54iMDmMQ&feature=related
  9. Been playing Arma II for about 6 months, have experience fighting with and leading squad-level Army-based mechanized infantry units. Proficient in ACE and ACRE usage, will probably not play with a group that doesn't use them. I prefer realism-based groups but nothing too hardcore. I am willing to take orders and follow commands and have no problem with starting in a unit at a bottom-ranked position, however I would prefer to fill the role of an NCO if at all possible. Basic Info: 17 years old US East time zone (GMT -5) Plays Arma II regularly Has both Arma II and OA expansion Preferred Roles: Squad leader, Fireteam leader, medic, or if nothing else the guy carrying the AT4.
  10. Squad name - Raynor's Raiders Timezone/location - All North American time zones Squad gamemode preference (eg coop or pvp) - Mainly coop, intra-unit (us vs. us) pvp possibly in near future. Contact info - mdh704@live.com, xfire: sheddius, steam: Sheddius Website address - http://tactfrag.com/forums/index.php Important Notes: -We are modeled after any standard US Army Mechanized Infantry Unit and as such operate in close proximity to our Bradley IFV's. -We are currently only able to field a fighting force of a single squad. We're low on members and would like a fresh batch of new recruits to eventually have a fully competent platoon in the future. -We are willing to accept any player of any experience level. -While we do base our training directly from US Field Manuals such as FM 3-21.71, we prefer and encourage our more experienced players to contribute to unit training with any knowledge they can and therefore have a very flexible and individual oriented training environment. Any bit of real-world knowledge helps and we appreciate anyone willing to help us. -Our basic combat training program is very short and consists of setting up addons (ACE2, ACRE, etc.) and then a basic learning overview of how we operate and how we are structured. After that there are many other small courses that can be taken to further your knowledge as little or as much as you want. The majority of "how we do things" is learned while playing with us and as such anyone is qualified. -We are interested in possibly merging with another small level squad/clan/unit. The merging group would occupy the roles of 2nd and 3rd squads. Platoon leadership is available to anyone who qualifies once we have reached our objective of number of squads filled and active and we are willing to allow squads coming from other groups to basically govern themselves within the confines of the given mission objective until we reach a substantial number of players and Platoon level leadership is implicitly required. -For more info browse the Raynor's Raider's website or contact me, Sheddius, at any of the addresses listed above (but preferably email).
  11. Squad name - Raynor's Raiders Timezone/location - All North American time zones Squad gamemode preference (eg coop or pvp) - Mainly coop, intra-unit (squad vs. squad) pvp possibly in near future. Contact info - mdh704@live.com, xfire: sheddius, steam: Sheddius Website address - http://tactfrag.com/forums/index.php Important Notes: -We are modeled after any standard US Army Mechanized Infantry Unit and as such operate in close proximity to our Bradley IFV's. -We are currently only able to field a fighting force of a single squad. -We are willing to accept any player of any experience level. -While we do base our training directly from US Field Manuals such as FM 3-21.71, we prefer and encourage our more experienced players to contribute to unit training with any knowledge they can and therefore have a very flexible and individual oriented training environment. Any bit of real-world knowledge helps and we appreciate anyone willing to help us. -Our basic combat training program is very short and consists of setting up addons (ACE2, ACRE, etc.) and then a basic learning overview of how we operate and how we are structured. After that there are many other small courses that can be taken to further your knowledge as little or as much as you want. The majority of "how we do things" is learned while playing with us and as such anyone is qualified. -We are interested in possibly merging with another small level squad/clan/unit. The merging group would occupy the roles of 2nd and 3rd squads. Platoon leadership is available to anyone who qualifies once we have reached our objective of number of squads filled and active and we are willing to allow squads coming from other groups to basically govern themselves within the confines of the given mission objective until we reach a substantial number of players and Platoon level leadership is implicitly required. -For more info browse the website or contact me, Sheddius, at the address listed above (preferably email).
  12. Played ACE for a few weeks singleplayer with no problems then after playing multiplayer with the same ace setup along with acre i keep crashing from multiplayer back to desktop with the warning "Arma 2 Reinforcements has stopped working." The problems occur both during action sequences and more peaceful ones so i don't think hardware or software strain is a concern. Here's a shortened copy of my arma2oa.rpt copied from the bottom-most portion of the file
  13. Hey guys i'm Mike (xfire: sheddius), i'm interested in playing Arma 2 online, hopefully CO with Ace as i prefer it's changes, but i am only 16 and i'm having a hard time finding squads that accept guys under 17. I consider myself to be mature, at least mature enough that i gave up on trying to like BF and MW because the games took a complete dump on the things that i've learned about modern military forces and their tactics from documentaries and whatnot and have been obsessed with Arma ever since i downloaded the demo for OA a few weeks back. I am well versed in first person shooters but i'm the greenest of the green when it comes to Arma and i'm hoping that some squad would be cool enough to show me the ropes. I'm willing to play any position although i'm pretty terrible at piloting aircraft of any type. I live on the east coast of the US just so you guys know my timezone. PM me if you guys want a new recruit, thanks.
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