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War_Duck

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Everything posted by War_Duck

  1. War_Duck

    Hazmat Units (OA)

    Sorry for reviving the post. I recently downloaded the units and when I'm going to test it I have the following error: Cannot load texture, crumod_units\badge_as.paa. And it's also missing the mask and breathing, is the error related to it? Thank you.
  2. Hello! I was wondering, is there anyway that I can simulate a space environment in ARMA 2? What I really want to do is something like this (See 1:07 -also, watch the series, its a really good show-, when the heavy raider do a 180º turn and stands still after that) Fit into this: Maybe a modified osprey or something? Thank You.
  3. War_Duck

    No gravity

    Could you please tell me his name? And another thing: Is there a way that I can make your Raptor act like a av-8 or a osprey, that can Land and take off vertically?
  4. War_Duck

    No gravity

    Should I take that as a no?
  5. Does anyone have some kind of oar script, or something to make boats move without the engine on? I'm trying to make a mission where the player is deployed by boat and have to stealthly neutralize the island. It happens that every time I arrive at the beach, the AI is already on danger mode because they heard the engine.
  6. War_Duck

    Help with boats

    cuel, setVelocity won't work because the boat is controled by a player. Spawn the enemies when the player has reached the beach would be complicated.. AVIBIRD 1, that won't work too. It's a multiplayer mission, all the passengers must be blufor and playable. But thanks for the answers guys!
  7. Hi, I'm trying to merge these two Init.sqf and Description.ext but I don't know how.. Let me show you the inits first: The first one is the AC 130 script //*****************************************// /* init.sqf by LurchiDerLurch for AC130-Script * @author: LurchiDerLurch * @param: nothing * @return: nothing * @description: */ //Check for Addon if (!(isClass(configFile>>"CfgPatches">>"LDL_ac130"))) then { //No Addon detected LDL_init = compile preprocessFileLineNumbers "LDL_ac130\LDL_init.sqf"; []spawn LDL_init; } else { //Addon detected. //LDL_init = compile preprocessFileLineNumbers "LDL_ac130\LDL_init.sqf"; //[]spawn LDL_init; }; //Wait for the init waitUntil {!isNil "LDL_initDone"}; waitUntil {LDL_initDone}; //*****************************************// //Options for the AC-130 (optional) LDL_options = [ 1000, //0: Default radius for the rotating AC130. Default: 1000 1000, //1: Default height for the rotating AC130. Default: 1000 1000, //2: Munition for the 25mm. Default: 1000 50, //3: Munition for the 40mm. Default: 50 20, //4: Munition for the 105mm. Default: 20 true, //5: Show Infantry Strobes at startup. Default: true false, //6: Show Vehicle Detection at startup. Default: false false, //7: Activate 360° view. Default: false false, //8: Show waypoints for rotating AC130. Default: false true, //9: Show particles (smoke, tracer etc.); Default: true 9.5, //10: Maximum zoom level for the 25mm. Default: 9.5 (only numbers between 1 and 10) 9, //11: Maximum zoom level for the 40mm. Default: 9 (only numbers between 1 and 10) 8, //12: Maximum zoom level for the 105mm. Default: 8 (only numbers between 1 and 10) -1, //13: Time in seconds when AC130 script stops. Default: -1 (infinite) 180, //14: Time in seconds the AI controlled AC130 stays in the air. Default: 180 true, //15: Disable Vehicle Detection (Enemy and friendly units). Default: true false, //16: Disable Infantry Strobes. Default: false false, //17: Disable Monitor. Default: false false, //18: Disable third-person view. Default: false 1, //19: Camera effect at startup: 1 (Nothing), 2 (FLIR white), 3 (FLIR black), 4 (NVG). Default: 1 120, //20: Delay for mapclick AC130 to arrive. Default: 120 true, //21: Sequence at startup. Default: true 3, //22: Available AC130 mapclicks per player. Default: 3 true, //23: Disable Sounds. Default: false false //24: Enable Optical Zoom. Default: false !BETA only available for rotating AC130 BETA! ]; /*CODES 1. Execute init LDL_init = compile preprocessFileLineNumbers "LDL_ac130\LDL_init.sqf"; []spawn LDL_init; waitUntil {!isNil "LDL_initDone"}; waitUntil {LDL_initDone}; 2. Call AC130 2.1 Type 1: Create rotating AC130 / Let existing AC130 rotate //[POSITION/OBJECT, RADIUS, HEIGHT, SEQUENCE, DELAY]call LDL_ac130_rot_setup; f.e: [getPos player,LDL_options select 0,LDL_options select 1,LDL_options select 21, LDL_options select 20]call LDL_ac130_rot_setup; 2.2 Type 2: Attach camera to an existing AC130 //[OBJECT, RADIUS]call LDL_ac130_att_setup; f.e: [PLANE,LDL_options select 0]call LDL_ac130_att_setup; 2.3 Type 3: Create AI controlled rotating AC130 / Let existing AC130 rotate AI controlled //[POSITION/OBJECT, RADIUS, HEIGHT, TIME, DELAY]call LDL_ac130_AI_setup; f.e: [getPos player,LDL_options select 0,LDL_options select 1,LDL_options select 14, LDL_options select 20]call LDL_ac130_AI_setup; 2.4 Type 4: Create rotating UAV / Let existing UAV rotate //[POSITION/OBJECT, RADIUS, HEIGHT, SEQUENCE, DELAY]call LDL_uav_rot_setup; f.e: [getPos player,LDL_options select 0,LDL_options select 1,LDL_options select 21, LDL_options select 20]call LDL_uav_rot_setup; 3. Actions available in game. Put the codes into the init-line of an object 3.1 Type 1: Ability to call rotating AC130 via mapclick this addAction ["Call AC130", "LDL_ac130\ac130_action_map.sqf"]; 3.2 Type 2: Ability to call AI controlled rotating AC130 via mapclick this addAction ["Call AC130 (AI)", "LDL_ac130\ac130_action_map_AI.sqf"]; 3.3 Type 3: Ability to call rotating UAV via mapclick this addAction ["Call UAV", "LDL_ac130\UAV\uav_action_map.sqf"]; 4. Advanced 4.1 Convert C-130J to AC130 this setVariable ["LDL_planeInUse", false, true]; 4.2 Let AI controlled AC130 attack specific targets LDL_AI_ceaseFire = true; LDL_AI_targets = [target1, target2, target3]; 4.3 Abort AC130 Script LDL_ac130_abort = true; waitUntil{(!LDL_ac130_active)}; 4.4 Check if client uses the LDL_AC130 AddOn if (!(isClass(configFile>>"CfgPatches">>"LDL_ac130"))) then { //No Addon detected } else { //Addon detected }; 4.5 LDL_options LDL_options = [ 1000, //0: Default radius for the rotating AC130. Default: 1000 1000, //1: Default height for the rotating AC130. Default: 1000 1000, //2: Munition for the 25mm. Default: 1000 50, //3: Munition for the 40mm. Default: 50 20, //4: Munition for the 105mm. Default: 20 true, //5: Show Infantry Strobes at startup. Default: true false, //6: Show Vehicle Detection at startup. Default: false false, //7: Activate 360° view. Default: false false, //8: Show waypoints for rotating AC130. Default: false true, //9: Show particles (smoke, tracer etc.); Default: true 9.5, //10: Maximum zoom level for the 25mm. Default: 9.5 (only numbers between 1 and 10) 9, //11: Maximum zoom level for the 40mm. Default: 9 (only numbers between 1 and 10) 8, //12: Maximum zoom level for the 105mm. Default: 8 (only numbers between 1 and 10) -1, //13: Time in seconds when AC130 script stops. Default: -1 (infinite) 180, //14: Time in seconds the AI controlled AC130 stays in the air. Default: 180 true, //15: Disable Vehicle Detection (Enemy and friendly units). Default: true false, //16: Disable Infantry Strobes. Default: false false, //17: Disable Monitor. Default: false false, //18: Disable third-person view. Default: false 4, //19: Camera effect at startup: 1 (Nothing), 2 (FLIR white), 3 (FLIR black), 4 (NVG). Default: 1 0, //20: Delay for mapclick AC130 to arrive. Default: 180 true, //21: Sequence at startup. Default: true 3, //22: Available AC130 mapclicks per player. Default: 3 false, //23: Disable Sounds. Default: false false //24: Enable Optical Zoom. Default: false !BETA only available for rotating AC130 BETA! ]; 4.6 describtion.ext //defines #include "LDL_ac130\uiDefines.hpp" #include "LDL_ac130\define.hpp" //Dialogs #include "LDL_ac130\dialogParent.hpp" #include "LDL_ac130\dialogAC130.hpp" #include "LDL_ac130\dialogUAV.hpp" #include "LDL_ac130\dialogMap.hpp" //Sounds class CfgSounds { sounds[] = {}; #include "LDL_ac130\CfgSounds.hpp" }; */ The other is the dynamic zombie sandbox: /* Init.sqf Author: Craig Vander Galien Email: craigvandergalien@gmail.com ModDB: http://www.moddb.com/mods/bobtoms-arma2-missions Armaholic: http://www.armaholic.com/page.php?id=15778 BIS forums: http://forums.bistudio.com/showthread.php?128781-TvT-FFA-CO-40-Dynamic-Zombie-Sandbox Any questions? Contact me at one of the above places. Thanks, Craig */ //Include Strings for text like side missions. #include "en_strings.sqf"; carToUpdate = 0; "carToUpdate" addPublicVariableEventHandler {[_this select 1] execVM "craigs_scripts\clientVeh.sqf"}; //Just some variables being set for if is server, client, jip. if(isServer) then { Z_Server = true;} else { Z_Server = false;}; if(!isDedicated) then { Z_Client = true; } else { Z_Client = false}; if(isNull player) then { Z_JIP = true; } else { Z_JIP = false; }; //Init some variables screendone = 0; trigArray = []; //If jip client.. Execute some JIP code. if(Z_JIP) then { [] execVM "onJip.sqf"; }; //Launch the mission [] execVM "craigs_scripts\startup.sqf"; waitUntil {screendone == 1}; // sets parameter defaults if the game is in SP if (isNil "paramsArray") then { CLY_friendlyfire= 2; CLY_terraingrid= 0; CVG_debug= 1; CVG_timeToSkipTo = 26; CVG_CityDestruction= 1; CVG_bandages=2; CVG_Fog = 1; CVG_Viewdist = 300; CVG_Weather = 1; gameType = 0; CVG_playerWeapons = 1; CVG_playerItems= 1; CVG_Aminals= 1; CVG_horde= 1; CVG_maxaggroradius=400; CVG_Zdensity = 50; CVG_minSpawnDist = 50; CVG_weapontype= 1; CVG_Zombietowns= 2; CVG_taskType = 1; CVG_taskoption = 0; vehspawntype=0; chanceNumber = 10; CVG_Fuel = 1; CVG_FastTime = 1; CVG_Weaponcount = 1; CVG_VehicleStatus = 4; CVG_Respawn = 1; CVG_backpacks = 1; CVG_Caches = 1; CVG_survivors = 0; CVG_logistics = 1; }; if (CVG_logistics == 1) then { [] execVM "R3F_ARTY_AND_LOG\init.sqf"; }; //launch celery's scripts [] execVM "craigs_scripts\zombiesinit.sqf"; [] exec "craigs_scripts\zombiesinit.sqs"; //init keypress get-in system if (!isdedicated) then { onKeyPress = compile preprocessFile "craigs_scripts\onKeyPress.sqf"; waituntil {!(IsNull (findDisplay 46))}; (findDisplay 46) displayAddEventHandler ["KeyDown", "nul = [_this select 0, _this select 1] execVM 'craigs_scripts\onKeyPress.sqf' "]; }; //spawns raiders if (isServer) then { if (CVG_survivors == 1) then { [] execVM "craigs_scripts\raidersOn.sqf"; }; if (CVG_SideMissions == 1) then { SMarray = ["SM1","SM2","SM3","SM4"]; [1] execVM "sideMissions\SMfinder.sqf"; }; }; //runs player connect script, personalized messages onPlayerConnected "Z_JIP_Time = date; publicVariable ""Z_JIP_Time"""; sleep 5; //init the sidemissions if (isServer) then { }; Now the descriptions: AC 130: //Generated by Morten's ArmA Dialog Designer //Please leave this text here, if you wish //to support my work on this program. //Thank you! //describtion.ext for Lurchi's AC-130 Script //defines #include "LDL_ac130\uiDefines.hpp" #include "LDL_ac130\define.hpp" //Dialogs #include "LDL_ac130\dialogParent.hpp" #include "LDL_ac130\dialogAC130.hpp" #include "LDL_ac130\dialogUAV.hpp" #include "LDL_ac130\dialogMap.hpp" //Sounds class CfgSounds { sounds[] = {}; #include "LDL_ac130\CfgSounds.hpp" }; And, at least, the dynamic zombie sandbox description: onLoadMission="Loading Mission"; #define LOADSCREEN "craigs_scripts\img.paa" #define LOADSCREENTEXT "Loading Mission Components" #include "loadingscreen.ext" respawn="BASE"; respawnDelay=50; disabledAI=1; loadScreen = "craigs_scripts\img.paa"; class Header { gameType=COOP; minPlayers=1; maxPlayers=47; }; onPauseScript="cly_jukebox.sqf"; class Params { class CLY_friendlyfire0 { title="Friendly fire damage:"; values[]={1,2,0}; texts[]={"Full","Reduced","Off"}; default=2; }; class CLY_terraingrid1 { title="Terrain detail:"; values[]={0,50,25}; texts[]={"Individual choice","Very low (no grass)","Low (default)"}; default=0; }; class CVG_Debug2 { title="Debug mode:"; values[]={1,2}; texts[]={"Off", "On"}; default=1; }; class CVG_timeOfDay3 { title="Start time:"; values[]={1,3,6,9,12,15,18,21,24,25}; texts[]={"0100 Hours","0300 Hours","0600 Hours","0900 Hours","1200 Hours","1500 Hours","1800 Hours","2100 Hours","2400 Hours","Random"}; default=18; }; class CVG_CityDestruction4 { title="Building destruction:"; values[]={1,2}; texts[]={"No","YES"}; default=1; }; class CVG_bandages5 { title="Bandage Count:"; values[]={0,1,2,3,4,5,6,7,10}; texts[]={"0","1", "2","3","4","5","6","7","10"}; default=2; }; class CVG_Fog6 { title="Volumetric Fog:"; values[]={1,0}; texts[]={"Yes","No"}; default=0; }; class CVG_View_Dist7 { title="View Distance:"; values[]={100,200,300,400,600,1000}; texts[]={"100m","200m","300m","400m","600m","1000m"}; default=400; }; class CVG_weather8 { title="Weather:"; values[]={1,2,3,4,5}; texts[]={"Clear","Overcast w/wintry mix","In between","Foggy and Overcast","Completely Random"}; default=5; }; class CVG_GAMEMODE9 { title="Game Type (All paramters after this will be overridden by this choice unless you choose Custom)"; values[]={0}; texts[]={"Custom"}; default=0; }; class CVG_playerStart10 { title="Player start area:"; values[]={50,100,150}; texts[]={"At a random town", "Randomly around map","With other players"}; default=50; }; class CVG_playerWeapons11 { title="Start with weapons:"; values[]={1,2,3}; texts[]={"Yes", "No","Random"}; default=2; }; class CVG_playerItems12 { title="Start with map:"; values[]={1,2,3}; texts[]={"Yes", "No","Random"}; default=1; }; class CVG_Aminals13 { title="Ambient Aminals:"; values[]={1,2}; texts[]={"Yes", "No"}; default=1; }; class CVG_Horde14 { title="Super Zombies, All zombies can find you anywhere you are:"; values[]={1,2}; texts[]={"Off", "On"}; default=1; }; class CVG_maxaggrodist15 { title="Maximum Agro radius:"; values[]={100,200,300,400,500,600,700,1000,9999}; texts[]={"100 Meters", "200 Meters","300 Meters","400 Meters","500 Meters","600 Meters","700 Meters","1000 Meters","Random"}; default=500; }; class CVG_Zdensity16 { title="Zombies per KM:"; values[]={10,20,30,40,50,60,70,100,99}; texts[]={"10", "20","30","40","50","60","70","100","Random"}; default=20; }; class CVG_MINSPAWNDIST17 { title="Minimum spawn dist:"; values[]={5,10,25,50,75,100,150,200,999}; texts[]={"5 Meters", "10 Meters","25 Meters","50 Meters","75 Meters","100 Meters","150 Meters","200 Meters","Random"}; default=25; }; class CVG_weapontype18 { title="Findable weapon types:"; values[]={1,2,3,4,5,6,7}; texts[]={"All Weapons (And I mean Every Weapon)","Local Weapons","BLUFOR Weapons","OPFOR Weapons","Pistols","All Weapons, based on type","Random"}; default=1; }; class CVG_Zombietowns19 { title="Zombie spawn area:"; values[]={1,2,3}; texts[]={"Towns","Everywhere","Everywhere, More in towns"}; default=3; }; class CVG_tasks20 { title="Task types:"; values[]={2,1,3,4}; texts[]={"Find and defend US base - Beta","Find escape helicopter","Survive for 30 minutes","Sandbox. Survive. No escape. Fight for weapons. Do what it takes."}; default=4; }; class CVG_Taskoptions21 { title="Show task location"; values[]={0,1}; texts[]={"No (A lot harder)","Yes (for a quick game. You know right where to go)"}; default=1; }; class CVG_vehicles22 { title="Vehicle Spawn Types:"; values[]={0,1,2,3,4}; texts[]={"Based on surroundings (All)","All Civilian","Trucks","Military","All"}; default=0; }; class CVG_vehicle23 { title="Vehicle Spawn Number:"; values[]={0,1,5,10,20,40,60,99}; texts[]={"None (The Are you Man enough? Mode)","Almost none","Tiny","Small","Medium","Large","Insane","Random"}; default=10; }; class CVG_Fuel24 { title="Destroy Fuel Stations:"; values[]={0,1,3}; texts[]={"No","Yes","Random"}; default=0; }; class CVG_fastTime25 { title="Speed up time:"; values[]={0,1}; texts[]={"No","Yes"}; default=1; }; class CVG_Weaponcount26 { title="Amount of Weapons (affects vehicle weapons and sidemissions):"; values[]={20,50,75,101,99}; texts[]={"Very Few","Medium","Plenty","Every Vehicle","Random"}; default=50; }; class CVG_Vehicleinfo27 { title="Vehicle Status (options represent best possible condition):"; values[]={1,2,3,4}; texts[]={"Very Good","Okay","Bad","Random"}; default=4; }; class CVG_Respawn28 { title="Respawn!"; values[]={0,1}; texts[]={"Disabled","Enabled"}; default=1; }; class CVG_Mochilla29 { title="ACE Stamina/backpacks:"; values[]={0,1}; texts[]={"Disabled","Enabled"}; default=0; }; class CVG_Caches30 { title="Small Ammo Caches in Towns:"; values[]={0,1}; texts[]={"Disabled","Enabled"}; default=0; }; class CVG_sideMission31 { title="Side Missions:"; values[]={0,1}; texts[]={"Disabled","Enabled"}; default=1; }; class CVG_sideMarkers32 { title="Side Mission Markers"; values[]={0,1}; texts[]={"Exact Position","General Area"}; default=1; }; class CVG_Survivors33 { title="Survivors (Spawns a group of units in a town, not done, isn't cool):"; values[]={0,1}; texts[]={"Disabled","Enabled"}; default=0; }; class CVG_Logistics34 { title="R3F Logistics:"; values[]={0,1}; texts[]={"Disabled","Enabled"}; default=1; }; class CVG_NVGS35 { title="Night Vision"; values[]={0,1,2}; texts[]={"Disabled","On Players at Start","Available throughout mission"}; default=1; }; class CVG_E36 { title="Press E to get in vehicles"; values[]={0,1}; texts[]={"Disabled","Enabled"}; default=1; }; }; class CfgSounds { class attack1 { name="attack1"; sound[]={\sound\attack1.ogg,0.1,1}; titles[]={}; }; class attack2 { name="attack2"; sound[]={\sound\attack2.ogg,0.1,1}; titles[]={}; }; class attack3 { name="attack3"; sound[]={\sound\attack3.ogg,0.1,1}; titles[]={}; }; class attack4 { name="attack4"; sound[]={\sound\attack4.ogg,0.1,1}; titles[]={}; }; class chase1 { name="chase1"; sound[]={\sound\chase1.ogg,0.1,1}; titles[]={}; }; class chase2 { name="chase2"; sound[]={\sound\chase2.ogg,0.1,1}; titles[]={}; }; class chase3 { name="chase3"; sound[]={\sound\chase3.ogg,0.1,1}; titles[]={}; }; class chase4 { name="chase4"; sound[]={\sound\chase4.ogg,0.1,1}; titles[]={}; }; class chase5 { name="chase5"; sound[]={\sound\chase5.ogg,0.1,1}; titles[]={}; }; class chase6 { name="chase6"; sound[]={\sound\chase6.ogg,0.1,1}; titles[]={}; }; class chase7 { name="chase7"; sound[]={\sound\chase7.ogg,0.1,1}; titles[]={}; }; class chase8 { name="chase8"; sound[]={\sound\chase8.ogg,0.1,1}; titles[]={}; }; class die1 { name="die1"; sound[]={\sound\die1.ogg,0.1,1}; titles[]={}; }; class die2 { name="die2"; sound[]={\sound\die2.ogg,0.1,1}; titles[]={}; }; class die3 { name="die3"; sound[]={\sound\die3.ogg,0.1,1}; titles[]={}; }; class idle1 { name="idle1"; sound[]={\sound\idle1.ogg,0.1,1}; titles[]={}; }; class idle2 { name="idle2"; sound[]={\sound\idle2.ogg,0.1,1}; titles[]={}; }; class idle3 { name="idle3"; sound[]={\sound\idle3.ogg,0.1,1}; titles[]={}; }; class idle4 { name="idle4"; sound[]={\sound\idle4.ogg,0.1,1}; titles[]={}; }; class idle5 { name="idle5"; sound[]={\sound\idle5.ogg,0.1,1}; titles[]={}; }; class idle6 { name="idle6"; sound[]={\sound\idle6.ogg,0.1,1}; titles[]={}; }; class idle7 { name="idle7"; sound[]={\sound\idle7.ogg,0.1,1}; titles[]={}; }; class idle8 { name="idle8"; sound[]={\sound\idle8.ogg,0.1,1}; titles[]={}; }; class scream1 { name="scream1"; sound[]={\sound\scream1.ogg,0.1,1}; titles[]={}; }; class scream2 { name="scream2"; sound[]={\sound\scream2.ogg,0.1,1}; titles[]={}; }; class scream3 { name="scream3"; sound[]={\sound\scream3.ogg,0.1,1}; titles[]={}; }; class dash { name="dash"; sound[]={\sound\dash.ogg,0.02,1.2}; titles[]={}; }; class dot { name="dot"; sound[]={\sound\dot.ogg,0.02,1.2}; titles[]={}; }; class sirens { name="sirens"; sound[]={\sound\sirens.ogg,1,1}; titles[]={}; }; }; class RscTitles { titles[]={}; class outro { idd=-1; movingEnable=0; duration=11; fadein=1; fadeout=1; name="outro"; controls[]={"title1","title3"}; class title1 { type=0; idc=-1; colorBackground[]={0,0,0,0}; colorText[]={0.2,0.2,0.4,1}; font="Zeppelin32"; size=1; text="...in"; style=0; sizeEx=0.04; x=0.18; y=0.33; w=0.1; h=0.1; }; class title3 { type=0; idc=-1; colorBackground[]={0,0,0,0}; colorText[]={0.2,0.2,0.4,1}; font="Zeppelin32"; size=1; text="part three"; style=0; sizeEx=0.04; x=0.7; y=0.52; w=0.2; h=0.1; }; }; class claw1 { idd=-1; movingEnable=0; duration=0; fadein=0.25; fadeout=0.75; name="zombie_scripts\claw1"; controls[]={"title1"}; class title1 { type=0; idc=-1; size=1; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Zeppelin32"; text="zombie_scripts\claw1.paa"; style=48; sizeEx=0.15; x=0.275; y=0.2; w=0.45; h=0.6; }; }; class claw2 { idd=-1; movingEnable=0; duration=0; fadein=0.25; fadeout=0.75; name="zombie_scripts\claw2"; controls[]={"title1"}; class title1 { type=0; idc=-1; size=1; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Zeppelin32"; text="zombie_scripts\claw2.paa"; style=48; sizeEx=0.15; x=0.275; y=0.2; w=0.45; h=0.6; }; }; class claw3 { idd=-1; movingEnable=0; duration=0; fadein=0; fadeout=0.2; name="zombie_scripts\claw3"; controls[]={"title1"}; class title1 { type=0; idc=-1; size=1; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Zeppelin32"; text="zombie_scripts\claw3.paa"; style=48; sizeEx=0.15; x=0.275; y=0.2; w=0.45; h=0.6; }; }; class hud { idd=-1; movingEnable=0; fadein=0; duration=0.3; fadeout=0.5; name="hud"; onLoad="uiNamespace setVariable [""hud"",_this select 0]"; controlsBackground[]={}; objects[]={}; class controls { class hud1 { type=0; idc=23501; size=1; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Zeppelin32"; style=48; sizeEx=0.15; x=0; y=0; w=0.06; h=0.08; text=""; }; }; }; }; Thank you.
  8. Quick question: Is there a way to make certain units (like zombies) don't appear on the FLIR camera? Thank you.
  9. Yeah.. it works, but not very well. The AC 130 gets too much lag and I can call it only once (used to be able to call it anytime I wish). Any ideas? Should I abandon it?
  10. Well, if you want then all to meet as a group on the same point, you select the group and them do a move waypoint. But if you want then to do this individualy, you'll have to ungroup then. Theres a several of ways to do this: Frist, you make a trigger and put whatever conditions you want. Them, in the On Act box, you put for each of the soldiers except for the leader [soldier1] join grpnull For him, the code is Groupname = group leadername Let's make it Aplha for the group and John for the leader. So it will become this: Alpha = group John In the end, if you want then to regroup after they arrived at their destination, you make a triger or a waypoint with your conditions and on the act box you put: [soldier1, soldier2, soldier3] join Alpha or [soldier1, soldier2, soldier3] joinSilent Alpha Sorry for my bad english, I hope this helps.
  11. Hello! I'm making a MP night paradrop mission wich I want that looks like this: I'll give you what I got so far: Since it's a night paradrop, I'm trying to put a lightin system: the plane will start with an red light on cargo. Near the dropzone, the side doors will open and at the dropzone, the light turns green and the players jumps off, one by one. I already got the red light working. I took a building lighting script from somewhere and modified to attach to my c130 instead of the house. I got the soldiers attached to the plane as well. I have one a the side door and a collum of about 6 behind him. Even open, the side doors are solid and the player can't walk through it. So I'm trying to at least simulate that. I attached a wood palet outside the plane, near the door, and make it invisible. Then, when the c130 pass through the trigger waypoint, the player is detached of the plane, attached to the palet and then detached again. As the one player jumps off, the other take the door position, and so on. Until now, only 2 players jumps (as test). Works fine.. until the second one hits the ground. He's teletransported back to the plane! I have no idea why and I'm not sure if it happends all the time. Now, the questions: 1- When I trigger the green light script it goes on, but I don't know how to stop the red light script.. so I have kind of an orange light. How do I fix it? 2- Is there anyway that I can time the jumps? Example: Every 1 second, a player jumps and other take the door position. 3- Is there any "walk" or "step foward" animation? I want to make units play it when they are changing positions. 4- How can I make the player peform a action before he gets teletransported to the outside (before he jumps)? Notes: I'm doing all the script in waypoints.. I really newbie at real scripting and don't know much about it. I don't have the OA. That's it for now. Sorry for my bad english.. Thank you.
  12. Thanks man, it works. I didn't knew about the show script erros thing, will help me alot. Now, one more problem: _player5 (orange guy) insists to face the north part of the plane.. nomater what I try.. here it is: _player5 setdir 180; //Facing the south part of the plane detach _player5; _player5 attachto [_plane,[-0.8,-2.5,-4.5]]; _player5 setdir 270; //Facing the door (jump position) sleep 0.6; _player5 attachto [_holder,[0,0,0]]; detach _player5; par5 = createVehicle ["ParachuteC", position _holder, [], 0, "none"]; par5 setdir 270; _player5 moveindriver par5;
  13. War_Duck

    AC-130 Script for ARMA2 (0.3)

    Hello! The links for download of the versions 0.4 and 0.5 are broken. I would apreciate if you fix that, because I have only the standalone arma 2 and really liked that script. Thank you.
  14. Hello! Again, I need help with scripting but this time its not about lighting. As I said, I attached the troopers in the cargo of the c130. There is one facing the side door and the others are making a collum from his left. I noticed that just writing the situation down is kind of hard to you to understand, so I asked to my good friend Van Gogh to drawn it for you guys. Here it is: And here's what I trying to do: When the dropzone is reached the red guy is attached to the blue square (wich is a pallet that I attached to the plane), and then detached. A parachute is created at the pallet location and, after I detach the red guy, I move him as driver in the parachute. Meanwhile, the blue guy takes the position of the red guy, the yellow guy takes the position of the blue guy, the grey guy takes position of the yellow guy and so on. After 2 seconds, the whole process is repeated. I'm trying to do this using this script that I wrote myself: _player1 = _this select 0; _player2 = _this select 1; _player3 = _this select 2; _player4 = _this select 3; _player5 = _this select 4; _plane = _this select 5; _holder = _this select 6; detach _player1; _player1 attachto [_holder,[0,0,0]]; par1 = createVehicle ["ParachuteC", position _holder, [], 0, "none"]; par1 setdir 270; _player1 moveindriver par1; detach _player2; detach _player3; detach _player4; detach _player5; _player2 attachto [_plane,[-0.8,-2.5,-4.5]]; _player2 setdir 270; _player3 attachto [_plane,[-0.8,-1,-4.5]]; _player3 setdir 180; _player4 attachto [_plane,[-0.8,1,-4.5]]; _player4 setdir 180; _player5 attachto [_plane,[-0.8,2,-4.5]]; _player5 setdir 180; sleep 2; _player2 attachto [_holder,[0,0,0]]; par2 = createVehicle ["ParachuteC", position _holder, [], 0, "none"]; par2 setdir 270; _player2 moveindriver par2; detach _player3; detach _player4; detach _player5; _player3 attachto [_plane,[-0.8,-2.5,-4.5]]; _player3 setdir 270; _player4 attachto [_plane,[-0.8,-1,-4.5]]; _player4 setdir 180; _player5 attachto [_plane,[-0.8,1,-4.5]]; _player5 setdir 180; sleep 2; _player3 attachto [_holder,[0,0,0]; par3 = createVehicle ["ParachuteC", position _holder, [], 0, "none"]; par3 setdir 270; _player3 moveindriver par3; detach _player4; _player4 attachto [_plane,[-0.8,-2.5,-4.5]]; _player4 setdir 270; _player5 setdir 180; _player5 attachto [_plane,[-0.8,-1,-4.5]]; sleep 2; _player4 attachto [_holder,[0,0,0]; par4 = createVehicle ["ParachuteC", position _holder, [], 0, "none"]; par4 setdir 270; _player4 moveindriver par4; detach _player5; _player5 attachto [_plane,[-0.8,-2.5,-4.5]]; _player5 setdir 270; sleep 2; _player5 attachto [_holder,[0,0,0]]; par5 = createVehicle ["ParachuteC", position _holder, [], 0, "none"]; par5 setdir 270; _player5 moveindriver par5; I really hope that you understand it. The red and the blue guys jumps just fine, but the others don't. After the blue guy, the script seems to stop runing. Why? Sorry for bother you again and, again, sorry for my bad english. Thank you.
  15. It works great. Thank you for everything kylania.
  16. Thanks, I'll try that later. Sorry, I was so excited about get it working that I didn't read the whole thing. I'll pay more atention from now on. :p
  17. DeletVehicle not working.. Let me show how I'm doing it The red light: _lamp1 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"]; _lamp1 attachto [c130,[-1.5,-3,-2.5]]; _lamp1 setDir 270; { _light = "#lightpoint" createVehicle [0,0,0]; _light setLightBrightness 0.7; _light setLightAmbient[.100, .0, .0]; _light setLightColor[.100, .0, .0]; _light lightAttachObject [_x, [0,-0.1,0]]; } forEach [_lamp1,_lamp2,_lamp3,_lamp4]; hint "Lights on!"; varname = lr; When it turns green: deletevehicle lr _lamp2 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"]; _lamp2 attachto [c130,[-1.5,-3,-2]]; _lamp2 setDir 270; { _light = "#lightpoint" createVehicle [0,0,0]; _light setLightBrightness 0.5; _light setLightAmbient[.0, .100, .0]; _light setLightColor[.0, .100, .0]; _light lightAttachObject [_x, [0,-0.1,0]]; } forEach [_lamp1,_lamp2,_lamp3,_lamp4]; hint "Lights on!"; If I put deletvehicle like that, the script don't change the color of the light nor delet it, but it shows the "jump" hint.
  18. Thanks for the reply. Yeah, I think you're right, the animations aren't realy good idea. Thanks for the script I'll use it in future missons, but in this one I want them to jump through the side doors. I tried the deletvehicle action several times.. And the didn't worked. The only diference is that when I try the "deletvehicle", the green light doesn't even turn on. And some more questions: Would be a problem to use the "attach, detach, attach, detach" thing in multiplayer? What is the action that delay the script actions? (something happens, 2 seconds later another thing happens.)
  19. Fixed "the second soldier that hits the ground being teletransported back to the plane". Cmmon guys! Anyone? Any Questions? I really need your help. EDIT: Is my question too complicated?
  20. Does it work only on OA? In case that it works on normal Arma2 too: Is there anyway you can upload a demo mission from chernarus or utes? I don't have the OA but I realy liked that script. Thanks. EDIT: It works, no need to the chernarus demo.
  21. War_Duck

    paradrop question

    Works perfectly! Thank you! ;)
  22. War_Duck

    paradrop question

    Hi, I'm new here and quite new at editing and scripting as well. I adapted what AlphaSixtyOne wrote to my misson and it worked just fine. But I want to know if there's a way to create a vehicle next to an object or player, not on a marker. That would help me alot. Thank you.
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