dylanplecki
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Can You Get Unit Description via Script?
dylanplecki replied to dylanplecki's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
No, I just want to get a unit's description for a script I'm making to create a list of units, sorted by side, then faction, then group, then group ID and display their name along with their description set within the editor. I've already used a work-around though, instead using a units Name field for the description, and discarding anything after the first underscore so you can have multiple units with the same description. But BI, come one, first you didn't add a way to delete/change Diary Records, now you didn't add a command to access a unit's description? Small things can take away so much functionality... What a shame. Let's hope for Arma 3! :) -
Can You Get Unit Description via Script?
dylanplecki posted a topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Hey guys, This is a very simple question, but how would you get a Unit's Description (You know, the one set in the Editor below the Init field) via a script? I've looked through the commands briefly and searched through Google and the BI Forum's Search Engine and I couldn't find anything related to it... Thanks. -
One simple thing that I've noticed that's missing in Arma 2 is the ability to delete or update Diary Subjects and Records by script. With this addition, Mission Makers will be able to create dynamically-updating notes. And for me it means better development into a script I'm making that would create a list of Players on a side, sorted by groups, and then ordered by Group Index (As in the F1-F10 keys index). This would be a fairly simple script if I had the ability to delete or update my Diary Record, but since I can not within the confines of Mission Scripting (It is possible via the config.cpp method, but that would require an addon to be loaded), the Diary Record can only be updated once and when players leave/join the list would be left entirely outdated. Like I said before, this addition seems very simple to the eye, but there could be a underlying reason why this hasn't been done yet, such as deleting persistent subjects like Notes and Units, though I would still like to see the ability to delete or update Diary Records. Suggestions: (Commands) deleteDiaryRecord deleteDiarySubject
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Disable Night Vision Goggles for OpFor
dylanplecki replied to dylanplecki's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okay that worked!!! Thanks!!! :) -
Disable Night Vision Goggles for OpFor
dylanplecki posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, I'm having a scripting issue. So I made a night-time Coop mission, nothing unusual, but to keep AI use to a minimum I decided to use triggers, markers, and the BIS_fnc_spawnGroup command to only spawn AI when a player is near their position. This works perfectly, with enemy AI spawning when a player is within say 500m-800m from their "spawn marker", yet I have no way to customize the AI I spawn in other than choosing what group config is used. So now I have a lot of super-enemies with NVG's while our team has none (It's a low tech mission), so they can see us before we can see them. So my question is: How do I keep OpFor from having NVG's? (It seems that it is out of the question to put this removeweapon "NVGoggles"; into the units init field because I have units spawning in using the BIS_fnc_spawnGroup command) I've come up with a few solutions, but I do not know how to implement them: - To create a reoccurring script with parameters that everyone that is opfor and carrying NVG's to use removeweapon "NVGoggles" (Could also be a trigger, though to me it seems that this could be very resource heavy on the server, idk) - To add an argument to BIS_fnc_spawnGroup to remove NVG's - Use an alternative function to spawn in AI that can customize the unit's init field Also I need a code that will be MP proof, since I will use it as a Coop game. Thanks :)