Jump to content

hunne

Member
  • Content Count

    26
  • Joined

  • Last visited

  • Medals

Community Reputation

1 Neutral

About hunne

  • Rank
    Private First Class
  1. deleting the last few lines in the init.sqf produces yet another error, so that doesn´t work and I´m not really into this syntax, so me thinks I´ll wait before doctoring around edit: adding said two trucks fixed it
  2. Do I get it right, Civs should be running around on any map by default? I´ve seen none so far (?), nor any of the other effects the mod advertises...did I miss something? running latest stable, got mostly unit addon mods and the NIArms package
  3. I got this mod...then JBoy made exploding barrels, which can inflame nearby victims so they start rolling on the ground to put out the fire this screams to be added to this mod, me thinks...(no, not the barrels but the rolling when set on fire - and the ability to catch fire at all), certainly there´s a flamethrower mod out there somewhere^^
  4. awesome! :D I only get a small error "undefined variable: _flatbed" in the load_barrels.sqf file (and something more before that but I can´t read it fast enough, most likely the _flatbed again)...other than that, I can blow up 200 barrels without having fps issues - oh the joy^^ I just copied everything into my mission folder, looked at the file too, but I am nowhere near understanding the problem :lol:
  5. wow, this looks awesome, thx GOM do they randomly aim or can I actually have them fire at a specific location or a series of locations?
  6. I solely bought Apex for the assets, map etc. - thus I did not expect too much but that new and strange feeling GUI, interrupted missions, some of which are just plain unfair, weird spawns (I can hear chinese, but there is no one around)...naaa...da hao! if you do 100%, no respawn, it tends to get a weee bit tedious to click through all that clutter to actually start a mission with preselected loadouts, no way to customize (wooot???!!!) apart from looting the dead ingame...if you manage to stay alive long enough...pretty hard playing these mission all on your own (but take the jungle environment into account...it literally is a green hell) dunno....it´s nicely polished around the actual gameplay....that´s a BIG NO NO...we got EA etc. for that kind of stuff...it actually doesn´t even feel like ArmA - more like SW-Battlefront with bots, except when you get killed out of the blue (or fog for that matter) the story with Miller had so much potential - you wasted it in great parts so, SP-wise (coop I cannot rate but I guess it still lacks stuff) not the big hitter assets-wise: sweeeeeet....and boy, it got some memories back...remember that island hopping mission in the very first far cry (ok the whole game is about islands, getting there and blowing stuff up)? yepp...it´s in ArmA now! (someone should make a campaign^^) lots of new stuff, units and so on - a great addition to the sandbox so for pure "gameplay buyers" I can´t recommend it unless there are some campaigns/mods out you want to play which need Apex the price tag is...hmmm...some say hefty...I beg to differ - you need to account for the numerous free updates and continuous developement put into this game, so for me it´s allright... to think of all the 50-buckers that displayed the credits in some 3-9 hours after purchase....
  7. hunne

    Unit initscript for flashlight

    I can copy that behaviour still today... I pinned it down to some strange "bug" regarding WPs or AI I got three guys landing with a boat...had the "get out" WP right once, e.g. everyone is on land directly without swimming and all of them had their flashlights on...after fiddling with something else, totally unrelated to this group, the next test play revealed that only the group leader is using the flashlight now... the other two guys strangely need to swim a bit and are not using their flashlight...sometimes one of them gets stuck in the water turning in circles indefinitely (not swimming) init scripting every single unit does NOT change that fact, once they had to swim they won´t use the flashlight except I put them in combat mode by, say...shooting them :) all other units, which start on solid ground, do as told so...has anyone got a solution to this? it´s very frustrating to have seen it work once and not being able to maintain that...
  8. ok guys, so I got my mission going mostly smooth now - after finding out that placing 5k mines is not so very good in terms of fps ^^, but I do have a question about triggers: if I set those in the activation tab to "none" and then write something like taskcompleted tsk2; in the condition field and then sync this trigger to an settaskstate object (<assign tsk3> after having created it), does that work properly or do I have to sync or set owner status of the settask thingie with something else, cuz I have a total of five tasks and only the first and second one get autoassigned as I enter a trigger which is set to opfor-present (or with condition: player in thislist; also tried "anyone-present" with that and "none" too), the third does show up in the menue and after completing that it does progress as planed mission-wise but the last two tasks don´t get assigned and don´t show up at all and I really checked what I synced etc., so I think it might be something with those triggers, since tsk3 get´s triggered by the demise of three objects (getting task complete and all up until that point) and the other two are just conditioned to the above taskcompleted tsk x-1... thought I asked before I start setting it up from scratch :lol:
  9. uhm well, the usual ones, placed with right mouse + shift first one is move, then get in vehicle and then move again
  10. why are those stupid civilians not boarding the darned truck and flip off? I cant get a single civ to enter a vehicle by using simple waypoints even without using scripts and code...WTF is that bull?
  11. nope, doesn´t work either...but thx hmm...guess I have to use a trigger then...ah ok...the expression gets true then the waypoint gets completed...well...that´s why...hmmm ok, so I set the first WP to be "loiter" and set the WPcomplete condition to what was written above, the next to vehicle get in (along a check if everyone is on board) and the last to move and now nothing is happening at all, do I need to to set the next WP to be valid in the onactivation tab?
  12. another question: I wanted a groups waypoint condition to be TRUE using something like 150 = trans1 distance APC > 150; but that does not seem to work, do I really need a trigger and two waypoints?
  13. woah woah...geez guys...slow it down^^ :D *writes down* istouching... so, apart from loosing the "" I freakin had it...d-oh :o ...bring out the BUTTON! http://www.nooooooooooooooo.com/ and I had the stupid idea of putting more semicolons than needed...c´mon brain...you can do it! @GOM: in [[x,y,z,]0], what does that zero stand for? did I get it right, the _x in davidoss example is a local variable which gets replaced by r1 to r4 (which are global variables) and if all four return true (hence the count to 4) the condition is set to 4 = 4 and is therefore true? If I wanted to reverse it, I´d put an ! in front of it? no, wait...that would return false whenever it is not four... oh boy...me brains... gotta eat something first, just got home from work oh, maybe a small request in the meantime: at what occasions do I use [], () and {}? sorry if that is a rather stupid question in terms of RTFM, but I learn best using examples and a hands-on approach...leave them books to the librarian anyways, thx so far...I´ll be back with more questions :D
  14. thx guys, however, putting it four times = error...so...huh? I am switching like a mad man to the command list, look up every example if present and still don´t get it to work while, I think, doing exactly what is written in the example, well moveto does not have one, but it states it requires object and position, so again: huh? I tried using an array for position, like [50, 100, 0]; but again, it says it is a string where it expects an object and the object would be unit "r1" as I named the unit r1 (a global variable?) or is it _r1 (as local variable?)? Do I have to declare those first and if so, how? also tried addwaypoint using a marker to get the position for the new waypoint, but since the above does not work I have no idea if what I wrote will work...guess not :wacko: anyways, gotta go to work now, will fiddle again later^^
  15. Hi guys, thought I´d be fiddling around with the "new" editor a while (last time I checked there was no eden editor) and got stuck with the syntax sort of...lack of basics too, I guess, been a long time...but there´s nowhere to start from somehow, so I just threw myself in... I got a trigger with this as condition (heli drop-off): istouchingground r1 && r2 && r3 && r4; the above is not working as intended...why? do I have to write it four times, or how do I querry each member of the group for it being on the ground? I know there is a more elegant way... on activation I wanted to give "r1" a new waypoint or at least make him move to an object or some coordinates (to which I have no clue how to achieve that, the logic in most commands to me is flawed to say the least ("0 = moveinany unitname" for example) or I did not yet find said command e.g. "unit" moveto "coords in XYZ" or something) with the others following him automatically "r1" moveTo [position player,0]; tried a lot of different combinations of ""()[] etc. - none of which is working since I get an error saying it is expecting not a string but an object or some times it is babbling about local variables in global some something (forgot it already ;) )... I wanted to do this all inside the editor without having external files, this is really driving me mad already but it can´t be that hard, now can it? Sure, I most likely could do this more easily, using waypoints which get activated by a trigger BUT what good are those commands to me then? I simply want this to work the way I had in mind...for times when waypoints and triggers just won´t do the trick anymore^^ so any advice, (standard) code snippets etc., all is welcome :)
×