hpat
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Script triggers, but fails to do anything
hpat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Alright, I've been editing for some time, but only started scripting about two days ago. I've got a nice noobish question, that I suspect someone's going to say is obvious: I've got a script to put a random wepon in a vehicle called 'base,' and it's triggered by an action attached to the unit. I can activate the action, but the weapon fails to appear. Can anyone please point out what I'm doing wrong? Thank you. Script randomweps.sqf: waituntil {!isnil "bis_fnc_init"}; weapon = ["RH_m14","RH_m1sacog","RH_sc2shd","M4A1_HWS_GL_CAMO","M4A1","RH_m1sacog","RH_Deaglemz","RH_mk22","RH_uspm","RH_usp","RH_g19","RH_mk2","RH_tt33","RH_p226","RH_anacg ","RH_python","RH_bull","M16A2GL","M4SPR","m8_Carbine","G36K","MG36","MP5A5","M136","AK_47_S","AKS_74_Kobra","SVD","RPG7V","huntingrifle","PK",""AK_107_GL_PSO", "bizon","VSS_Vintorez","BAF_L85A2_RIS_Holo","BAF_L110A1_Aim","BAF_LRR_scoped","BAF_L17_40mm","AA12_PMC","CZ805_A1_ACR","UK59_ACR","LeeEnfield","SCAR_L_CQC_Holo", "SCAR_H_STD_EGLM_Spect","SCAR_H_LNG_Sniper","Acog Sa58V_RCO_EP1","M60A4_EP1","M47Launcher_EP1"] call BIS_fnc_SelectRandom; base addWeaponCargo [weapon,1]; mag=(getArray (configFile/"Cfgweapons"/weapon/"magazines")) select 0; base addMagazineCargo [mag,round (random 5)]; Calling code is init base: this setBehaviour "SAFE"; player action ["lightOn", this]; this allowDamage false; this addAction ["Random Wepon", "randomweps.sqf"]; -
Ok, I've mad a series of lights for a mission with the following code, and need help turning them on and off. if (isServer) then {this setPos [getPos this select 0,getPos this select 1,1.75]; this setVectorUp [0,0,1]};light1="#lightpoint" createVehicle [0,0,0];light1 setLightBrightness 1.3;light1 setLightAmbient [3,3,3];light1 setLightColor [3,3,3];light1 lightAttachObject [this,[0,0,0]] There are some variations in this based on different color lights in different places, but you get the idea - I susspect the solution to my problem won't even involve the code - just the object names, but there it is anyway. Ok, I have 2 questions about ways to turn them on and off: 1: If a generator object is destroyed - force all lights linked to this system to turn off (Not street lights, though - that's the problem with a less subtle approach - streetlights in the same aera) 2: A switch to turn lights on and off at the players command - either by a radio trigger - or somehow via an option at the generator object. Thanks in advance for any help.
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Ok.. they way the support vehicles and way point in the game is set up by default is: Go to player who called for support. Wait Wait Get send away with the done option. Wait Wait wait wait wait wait Get blown up with pipe bomb by my frustration. How can I make it so rather that rather than waiting for the next call for support before moving off, support vehicles automatically return to a 'base', after being dismissed by the person requesting support?
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Have ambient units proform animations, unless under attack.
hpat replied to hpat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, That scared me off - I got right down to getting the flow chart drawn up, then saw what came next..... Thanks anyway. -
Have player controled units execute bis_fnc_taskDefend function, while idle
hpat replied to hpat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yes, I knew it was a script, I mean setting up my loop in the editor..... Thanks for the help, I will play around based on what you have said, and see how embarrassingly I can fail ;) -
In line with my previous post, I also need a way to have ambient units (that I placed) preform various animations in an infinite loop (At my base, although I realize saying that won't help finding a solution :) ). But I also need a way to create a clause where they can break out of that loop, to defend the base, when it is under attack, and return to their animations after the attack is over. Notes: By defend, I really just mean stop doing their animations, and stand up, ready to shoot if they see an enemy. I only what them to return to their animations, if they are medic fit - If not, they lie on the ground as normal, until a medic comes and helps them. :) Thanks again.
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Being quite new to the Arma II mission editor - or at least to skilled, for a mission I'm making, I want a way to make units in my group run the bis_fnc_taskDefend function, while at my base . This is mean to be quite a sanbox mission, so I can accept if the solution involves linking them to a trigger, or somthing else that the player has to actually click/select. Preferably using the editor only, without the use of scripts, as I find the scripts to be 'just-not-my-thing', thanks.
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What if IRAN will be defeated before Arma 3 will be released?
hpat replied to ihatecheaters's topic in ARMA 3 - GENERAL
Iran has developed basic nuclear weapons = no one's actually going to attack, look at the cold war for a case study.... -
MP-443 Pistol - Widly used Russian pistol, I never figured out why the Markalov was used rather than this.\ Better logistics system: Ability to load entire ammo crates into vehicles, entire cars into C-130's... etc.
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Adding specific buildings to my missions.
hpat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In a mission I'm making, I need to add a two specific buildings (Land_A_BuildingWIP, and Land_Fort_Watchtower), How would I go about doing so? -
Ok, When I started playing, and having saw the AK-103, I was suppried that Russia's other current main Assault rifle, The AN-94, wasn't in the game. Now, the obvious reason for it not being in the game would be if it was to similar to other rifles. This post is to point out the diffrences that make the AN-94 unique. Point One: Accuracy. The AN-94 has a one-of-a-kind (I think) sliding barrel assembly, that negates the recoil in 2 round burst, and semi automatic mode, until after the rounds are fired. In full auto, it is still amazingly accurate. Point Two: Rate of fire. The AN-94 fires in a maximum of 1200 rounds/minute, This is done during two round burst firing, In full auto, it fires the first two rounds at 1200 R/M, then decreases fire rate to 600 R/M. Point Three: Uses AK magazines, making it easier for the developers.
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Actualy, If we're going to go into this much depth, why not have an complete, inbuilt unit editor, like mission editor, rather than in it?
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Having Played a few rounds of warfare (With results varying from really, really bad, to dismal) I was wondering how I could incorporate a similar money system in my missions. IE Able to buy units/vehicles/sometimes weapons (Depending on mission), And earn money by killing your enemy (Either an AI or Other player) Though possible how to scale the money for this down, so it takes alot of work to buy somting. Also how to make a system so you can "pick up" the "Money evidence" object, and get a reward (Some more money) for it.
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Transport function: Using specified helicoptors.
hpat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Another (Simple, noobish) question: With the transport function, how do I get it to use a Flight of heil's that I created in the editor, instead of spawning the default UH-1 or MI-17? -
Qurries requards Ambaient Civlilans/Vehicals
hpat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Simple (I think) Question from a beginner: How can I set up the Ambient Civilians and Vehicles to go for drives, To make ambient traffic?