UK_SPAWN
-
Content Count
81 -
Joined
-
Last visited
-
Medals
Posts posted by UK_SPAWN
-
-
http://www.youtube.com/watch?v=er5H368IyD0
Why is this happening? do AI bullets do less damage than player bullets?
How can i get around this strange effect? -
Not alive isnt a thing i dont think, and the sleep bit looks wrong... but im not 100% sure im just learning myself.
use:waituntil !(alive _Truck);
Sleep 1;
_amt setDamage 1;
..see if that works, should look similar to that anyway
-
Also, how do i combine;
if (Player distance _target >250) exitwith
WITH
[nil,T5,"loc",rHINT,"Missiles Available"] call RE;
Thanks
iv tried:
if (Player distance _target >250) exitwith {nil,T5,"loc",rHINT,"Missiles Available"} call RE;
and other variations but cant figure it out. Thanks
-
private ["_newDamage","_t"];
while {alive player} do
{
_t = time;
waitUntil {time - _t > 1};
if (damage player > 0) then
{
_newDamage = (damage player) - 0.25;
player setdamage _newDamage;
};
sleep 1;
};
waitUntil{alive player};
sleep 1;
Okay, i know it says PLAYER, but even if i change it to THIS, it still wont work for the AI. if i change it to the name of the AI in the editor... ill check tht now, but it still means ill need a separate script for each AI and 1 for PLAYERS.
Ideally i could do with it saying "ALL BLU FORCES" or "all USMC"..
ALSO: is it anything to do with the PRIVATE bit at the top?
Cheers guys n gals,
SPAWN
-
Hi all,
This is a shout out for a few players to help test a mod idea and hopefully have a little fun in the progress;
If you are familiar with the workings of arma2/oa like, how to install mods etc, this will help. But i'm not excluding anyone.
Here is a small video of what you will be testing. All i need from you is to take note of what works, what does not.
The mod is being updated daily and as such i need people to test the latest builds on a regular basis (possibly even daily updates).
Please PM me here or add me on steam "UK_SPAWN" for more info.
If you also wish to help with this project, we can discuss that also.
Thanks a lot everyone.
GG
SPAWN
-
solved with help from armaholic community, see there if your looking for this same thing.
-
can anyone help me get this to work please :)
Im spawning a hellfire missile, and want it to fire at the CursurTarget, can i do this using Get\setDir?
basically i want a missile to spawn right above your head, and fire towards your target that your looking/pointing at.
Or any other way you can think of that will achieve that.
Any help appreciated.
thanks
i do not want it to be guided in any way BTW.
---------- Post added at 19:55 ---------- Previous post was at 19:33 ----------
if (player distance _target <=250) then {_miss = "M_Hellfire_AT" createVehicle
getPos player,5 setDir Direction _Target};
this is what iv come up with but its not working properly, seems like the missile is firing at the ground in front of me or just right on me... i dunno..
-
i just use notepad.
Sounding good by the way, i guess you got it working.
-
not the poly limits, i understand that, i mean more like the size of buildings cant be more than 50meters without being able to walk through it etc.
-
are you seperating the buildings, like did you build modular floors that slot together?
just wondering how you overcame the limitations of building size in arma.
thanks
-
ah also, in your CFG you dont have any define for what MODE of fire the sounds are for... so thats probably why, like if a guna has 3 fire modes u have this.
}
class Mode_SemiAuto
{
displayName = $STR_DN_MODE_SEMIAUTO;
};
class Mode_Burst: Mode_SemiAuto
{
displayName = $STR_DN_MODE_BURST;
};
class Mode_FullAuto: Mode_SemiAuto
{
displayName = $STR_DN_MODE_FULLAUTO;
};
class FullAuto: Mode_FullAuto
{
begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1 ,1000};
ETC....;
SO it says, In full auto mode, It uses this sound,
---------- Post added at 04:54 ---------- Previous post was at 04:11 ----------
that also explains why the reload sound works as its not relative to fire-mode.
-
iv just solved simlar problems so im here to help, ok, step 1. Make sure you ORIGONAL wav files are saved as either 44khz or 22khz 16bit WAV... then convert them to WSS and put them DIRECTLY into your MOD folder, no SUBFOLDER.
in your CFG,
Enter the sounds like this,
begin1[] = {"\MODNAME\SOUNDNAME.wss",1.77828,1,1000};
soundBegin[] = {"begin1",1};
.....
next;
I had some issues with the TEMP file in there, so delete the temp folder all-together from the P:\ drive BEFORE you pack it. and make sure everything looks good.
If you still cant get it to work, Im all out of ideas bro, i just got my sounds for guns working.
Cheers and good luck.
---------- Post added at 02:05 ---------- Previous post was at 02:04 ----------
just like when you make the model and you put \model\model.p3d
-
try removing the first \ from the Sounds...
soundMetal1[] = {
"\RWS_Explosions\impacts\exm1", 3.316228, 1, 1500
it shouldnt make a diff, but probably does :P
---------- Post added at 23:37 ---------- Previous post was at 23:33 ----------
begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1 ,1000}; < as you see there is no slash "\" at the start.
-
while {alive player} do {_t = time; waitUntil {time - _t > 2}; waitUntil {inputAction "MoveFastForward" > 0};
[nil,nil,rPLAYSOUND,"CHARGE"] call RE; sleep 8; }; sleep 2;
Done it like that, but its not exactly ideal as it repeats round, and i just worked around that using sleep. and i dont think {_t = time; waitUntil {time - _t > 2}; that bit does anything.
-
Heres what i did, defined it as a certain weapon, but i didnt change sounds yet.
class CfgPatches
{
class XXXXX
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CAweapons"};
};
};
class CfgMagazines {
/*extern*/ class Default;
/*extern*/ class CA_Magazine;
class xxxxx: CA_Magazine {
ammo = "B_545x39_Ball";
count = 50;
descriptionshort = "xxxxxx";
displayname = "xxxxxx";
intspeed = 900;
picture = "\CA\weapons\ak\data\equip\m_ak74_ca.paa";
Scope = 2;
tracersevery = 0;
};
}
class Mode_SemiAuto
{
displayName = $STR_DN_MODE_SEMIAUTO;
};
class Mode_Burst: Mode_SemiAuto
{
displayName = $STR_DN_MODE_BURST;
};
class Mode_FullAuto: Mode_SemiAuto
{
displayName = $STR_DN_MODE_FULLAUTO;
};
class cfgWeapons
{
class AK_74;
class XXXXXX: AK_74
{
model="\XXXXX\XXXX"; //The directory of the model for the weapon
displayname="xxxx"; //The display name ingame
descriptionshort = "XXXXXXX";
texture="xxxx\xxxx.paa";
magazines[] = {"30Rnd_545x39_AK","xxxx"};
class Single: Mode_SemiAuto //The semiautomatic firemode class
{
begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000};
soundBegin[] = {"begin1",1};
recoil = "recoil_single_primary_4outof10";
recoilProne = "recoil_single_primary_prone_4outof10";
dispersion = 0.00125;
minRange = 2;minRangeProbab = 0.3;
midRange = 300;midRangeProbab = 0.7;
maxRange = 600;maxRangeProbab = 0.04;
};
class Burst: Mode_Burst
{
begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000};
soundBegin[] = {"begin1",1};
soundBurst = 0;
reloadTime = 0.1;
recoil = "recoil_auto_primary_3outof10";
recoilProne = "recoil_auto_primary_prone_3outof10";
dispersion = 0.00125;
minRange = 50;minRangeProbab = 0.3;
midRange = 200;midRangeProbab = 0.7;
maxRange = 500;maxRangeProbab = 0.05;
};
class FullAuto: Mode_FullAuto
{
begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000};
soundBegin[] = {"begin1",1};
reloadTime = 0.1;
recoil = "recoil_auto_primary_4outof10";
recoilProne = "recoil_auto_primary_prone_4outof10";
dispersion = 0.00125;
minRange = 0;minRangeProbab = 0.1;
midRange = 150;midRangeProbab = 0.7;
maxRange = 300;maxRangeProbab = 0.05;
};
};
};
---------- Post added at 21:41 ---------- Previous post was at 21:33 ----------
class Rifle;
class CfgWeapons
{
class LeeEnfield: rifle
do you have those the right way, i have them like;
class cfgWeapons
{
class AK_74;
class XXXXXX: AK_74
that.
-
all my sounds iv added to the game have been OGG files, and they play.
I have not tried any other formats.
---------- Post added at 19:35 ---------- Previous post was at 19:33 ----------
you can also try the path without the files .OGG extension as i dont have that, just begin1[] ={"\CSM_LeeEnfield\Lee",1.07828,1,1000};
-
okay, i think this was due to having a modeled head AND a proxy. if anyone else has this problem, check the LODs dont have both.
-
i think its o2 just being strange, like the hands are all messed up in bulldozer, but if u select the hands as a selection and open bulldozer.. they're fine ... I dont think the RTM is supposed to play in buldozer with the mousewheel right?
-
have you tried using OGG files instead of WSS?
---------- Post added at 19:06 ---------- Previous post was at 19:05 ----------
alos im not sure about this, but you could try removing all but ONE of these;
begin1[] ={"\CSM_LeeEnfield\Lee.wss",1.07828,1,1000};
begin2[] ={"\CSM_LeeEnfield\Lee.wss",1.07828,1,1000};
begin3[] ={"\CSM_LeeEnfield\Lee.wss",1.07828,1,1000};
or leaving 2 and 3 blank etc. experiment with whats actually making it not work. i have not done a sound for a gun yet so im just guessing
-
Can anyone refine this for me so it just defines "all enemy" (EAST/OPFOR/ whatever) instead of listing individual enemy.
Thank you very much :)
Cooldown4 = 1;
if (T1 distance Enemy1 <=3) then {Enemy1 setDamage 1};
if (T1 distance Enemy2 <=3) then {Enemy2 setDamage 1};
if (T1 distance Enemy3 <=3) then {Enemy3 setDamage 1};
if (T1 distance Enemy4 <=3) then {Enemy4 setDamage 1};
if (T1 distance Enemy5 <=3) then {Enemy5 setDamage 1};
if (T1 distance Enemy6 <=3) then {Enemy6 setDamage 1};
if (T1 distance Enemy7 <=3) then {Enemy7 setDamage 1};
if (T1 distance Enemy8 <=3) then {Enemy8 setDamage 1};
if (T1 distance Enemy9 <=3) then {Enemy9 setDamage 1};
if (T1 distance Enemy10 <=3) then {Enemy10 setDamage 1};
if (T1 distance Enemy11 <=3) then {Enemy11 setDamage 1};
if (T1 distance Enemy12 <=3) then {Enemy12 setDamage 1};
if (T1 distance Enemy13 <=3) then {Enemy13 setDamage 1};
if (T1 distance Enemy14 <=3) then {Enemy14 setDamage 1};
if (T1 distance Enemy15 <=3) then {Enemy15 setDamage 1};
if (T1 distance Enemy16 <=3) then {Enemy16 setDamage 1};
if (T1 distance Enemy17 <=3) then {Enemy17 setDamage 1};
if (T1 distance Enemy18 <=3) then {Enemy18 setDamage 1};
if (T1 distance Enemy19 <=3) then {Enemy19 setDamage 1};
if (T1 distance Enemy20 <=3) then {Enemy20 setDamage 1};
if (T1 distance Enemy21 <=3) then {Enemy21 setDamage 1};
if (T1 distance Enemy22 <=3) then {Enemy22 setDamage 1};
if (T1 distance Enemy23 <=3) then {Enemy23 setDamage 1};
if (T1 distance Enemy24 <=3) then {Enemy24 setDamage 1};
if (T1 distance Enemy25 <=3) then {Enemy25 setDamage 1};
if (T1 distance Enemy26 <=3) then {Enemy26 setDamage 1};
if (T1 distance Enemy27 <=3) then {Enemy27 setDamage 1};
T1 switchMove "c7a_bravo_dovadeni5";
sleep 1;
T1 switchMove "";
sleep 60;
Cooldown4 = 0;
----------------------------------------------------------
EDIT:
Fixed by using this code instead.
----------------------------------------------------------
Cooldown4 = 1; \\This tells the game "i have used this action, can change cooldown to anything "timer" etc.."
_target = cursorTarget; \\Define what target is, CursorTarget means whatever you are looking at with the crosshair. Dont change this line
if (player distance _target <=5) then {_target setDamage 1}; \\this says if the target is closer than 5m THEN make the target dead (0/1 = alive/dead).
if (player distance TANK1 <=8) then {TANK1 setDamage 1}; \\if it don't work on certain object, use this to force it. TANK is NAME of object in EDITOR.
if (player distance TANK2 <=8) then {TANK2 setDamage 1}; \\if you need to add more than one.
[player,nil,rgroupChat,"message!!."] call RE; \\this makes the PLAYER Type a RADIO msg, specifically for multiplayer.
[nil,nil,rPLAYSOUND,"SOUND NAME"] call RE; \\ this plays a sound that all can hear in multiplayer (replace SOUND NAME).
UNIT NAME switchMove "ANIMATION NAME"; \\This makes the unit play an animation (change UNIT NAME and ANIMATION NAME).
sleep 0.5; \\ this makes it wait for half of 1 second, untill doing the next thing.
UNIT NAME switchMove ""; \\this resets the units animation back to "normal". used in combination with the above 2 can stop animations half way etc.
sleep 5; \\as above sleep, but for 5 second.
Cooldown4 = 0; \\This tells the game that the Action is available again (after the amount of time in the "sleep" above).
Hope someone finds this useful. there are probably better more professional ways of doing it, but that works.
-
yo dont need to know what they all mean, just some things that are important.
model="\Lesson1\container"; - This is your p3d model file, a box, and should be in your p:\ "arma work" directory. inside a folder called "lesson1" and the p3d file from o2 is called "container". all the CLASS bits above jsut tell the game what the obj is and where to find it.
Display name is what shows under editor. with this particular example in arma2/oa you will fond it in - "EMPTY UNITS - TARGETS - MyLovelyCrate"
To start with, dont do texturing, just do the 0.000 LOD and GEOMETRY. then save the p3d... use BINPBO from arma tools to pack/binarize the folder from your p:\ drive "Lesson1" folder.
this will output a PBO file..
Go to my Documents\Arma2 and make a folder called "Lesson1" - In that folder make another folder called AddOns.
Copy\Paste your PBO into here. and run the game by adding the MOD extension to shortcut, or just activate it using arrowheads "expansions" menu (if using arrowhead).
Hope that helps, If not, PM me and we can chat more about it.
Cheers and Good Luck.
-
good work, looks nice and neat :)
-
looks cool :)
-
[] spawn { waitUntil {inputAction "reloadMagazine" > 0}; hint "Reload Key Pressed"; };
I found that in the WIKI and have no idea how to implement it.
I want to modify it to play a sound instead of a hint when the unit Sprints/Moves Forward Fast.
[] spawn { waitUntil {inputAction "MoveFastForward" > 0}; [nil,nil,rPLAYSOUND,"CHARGE"] call RE; };
im geting errors like Expected this and that, type Script bla bla
Its hopefully something simple :)
cheers for looking
Respawns not working! at wits end here!!!!!!!!!
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
rite.
started new mission,
Made player, US unit,
made marker respawn_west
made Description.ext file.
inside is;
respawn=3;
respawnDelay=15;
Not working..
Watched every youtube tutorial, and searched this forum and armaholic, followed several tutorials.
NOTHING WORKS.
VIDEO to follow..
Any reasons why respawns wont work?
FML! FMFL!