-
Content Count
79 -
Joined
-
Last visited
-
Medals
Everything posted by G4meM0ment
-
Getting started with ArmA modding
G4meM0ment posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hello community, I already coded plugins/mods for other games, lets pick a easy example: mc/bukkit, where I had a good workin API which provided a event/listener system to hook up into the game mechanics. So for example I listened for a "PlayerDamageEvent" and displayed a message when those event has been fired. What I need to know now, how to hook up into ArmA... I already unpacked some mods, looked threw the sqfs and tried to figure out the point where the script is triggered, but it seems to work otherwise than I'm used to it. So, for example, how to "listen" for a player fired his rifle? Or how to schedule a repeating task to recheck things (would that be done otherwise within ArmA?)? I actually need no general help how to code Addons, but some kind of startup help, to get the general idea of ArmA Addons. Thanks in advance :) -
Getting started with ArmA modding
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Appears the list of commands became longer since ArmA 2 :P Anyway the scripts in the missions are limited in some way, so for example u won't download ACE or JSRS from the mission files (I know because they got tons of .paa's, p3d's and however the sound files were called) I need some kind of point to start my scripts with, so in the list of commands there a few "on[Event]" commands, so I can use those to listen to some events? But there're missing a lot of events... (Or just for testing and learning, how would u listen for a gun fired?) -
addWeapon Problems, no RPT file
G4meM0ment replied to Eatingyou's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
But I think he don't get all these vars you added to private, is he? -
Error Generic error in expression in a if statement
G4meM0ment posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I used execVM in the init to call this script, it's used to indetify the players and execute different scripts for each player. _playerArray = ["p1", "p2", "p3", "p4", "dummy1"]; _playerCounter = 0; while {(_playerCounter +1) < (count _playerArray)} do { if ((_playerArray select _playerCounter) == player) then { // if(_playerCounter == 0) then { // execVM "Scripts\Player\p1 start.sqf"; // }; if(_playerCounter == 1) then { execVM "Scripts\Player\p2 start.sqf"; }; if(_playerCounter == 2) then { execVM "Scripts\Player\p3 start.sqf"; }; if(_playerCounter == 3) then { execVM "Scripts\Player\p4 start.sqf"; }; if(_playerCounter == 4) then { execVM "Scripts\Player\p1 start.sqf"; }; }; _playerCounter = _playerCounter +1; }; The problem I get this errror... Error in expression <f ((_playerArray select _playerCounter) == player) then { hint "Is Player"; i> Error position: <== player) then { hint "Is Player"; i> Error Generic error in expression Absolutly now clue whats wrong... sorry if it's just a dump careless mistake. Thank you for the help :) Greets Julian -
Error Generic error in expression in a if statement
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes switch/case would be better, but it wouldn't fit the scope problem, would it? I tried this, but it don't works: scopeName "main"; while {(_playerCounter +1) < (count _playerArray)} do { //checks if the unit is a player if(vehicle (_playerArray select _playerCounter) == player) then { //checks which unit is detected and starts his script while{_playerCounter == 0 && _p1isP == 0} do { execVM "Scripts\Player\p1 start.sqf"; _p1isP = 1; //jumps to the end _playerCounter = _playerCounter +1; breakTo "main"; }; ... } else { hint "else"; //if the unit isn't a player an AI script will be started while{_playerCounter == 1 && _sec_player != 1 && _third_player != 1 && _fourth_player != 1} do { execVM "Scripts\Player\AI2 init.sqf"; _p2isP = 0; _playerCounter = _playerCounter +1; breakTo "main"; }; while{_playerCounter == 2 && _sec_player != 2 && _third_player != 2 && _fourth_player != 2} do { execVM "Scripts\Player\AI3 init.sqf"; _p3isP = 0; // if(_nc > 300) then {hint "Killed 3"};//KILL AI SCRIPT hint "AI 3 found"; _playerCounter = _playerCounter +1; breakTo "main"; }; while{_playerCounter == 3 && _sec_player != 3 && _third_player != 3 && _fourth_player != 3} do { execVM "Scripts\Player\AI4 init.sqf"; _p4isP = 0; // if(_nc > 300) then {hint "Killed 4"};//KILL AI SCRIPT hint "AI 4 found"; _playerCounter = _playerCounter +1; breakTo "main"; }; }; }; -
"Move Action" - How to return to normal?
G4meM0ment replied to KilEKarl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Forgot to say you should use switchMove :P -
"Move Action" - How to return to normal?
G4meM0ment replied to KilEKarl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe the stand up move? May use this one: AdthPercMstpSnonWnonDnon_3 dies, falling forward and then: AinjPpneMstpSnonWrflDnon_rolltoback (I would use here sleep 3.5; to make it look like one animation) at least: AidlPpneMstpSnonWnonDnon_SleepA_standUp - Standing up from lying on back -
Spawn a ENEMY Ai ??
G4meM0ment replied to KilEKarl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just change the 0 to about 20 or more then he will spawn in a 20 meter radius around your position. -
addWeapon Problems, no RPT file
G4meM0ment replied to Eatingyou's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I got the same problem not sure, what the problem was, never found a reason, maybe something with the primary Weapon. Anyone else maybe know? -
Error Generic error in expression in a if statement
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why? I ask if the one who is getting checked is == player if not shouldn't it jump over to else? -
Chernarus Editing Vehicle Permissions
G4meM0ment replied to Reason2Game's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes here I got an example script for you. _this addEventHandler ["GetIn", { _veh = _this select 0; _pos = _this select 1; _unit = _this select 2; _type = typeOf _unit; _vehType = typeOf _veh; _crew = ["US_Soldier_Crew_EP1"]; _pilot = ["US_Soldier_Pilot_EP1"]; _medic = ["US_Soldier_Medic_EP1"]; _medVeh = ["M1133_MEV_EP1", "UH60M_MEV_EP1", "HMMWV_Ambulance_CZ_DES_EP1", "HMMWV_Ambulance_DES_EP1"]; _kick = false; if (_veh iskindOf "Tank" AND !(_type in _crew)) then {_kick = true}; if ((_vehType in _medVeh) AND !(_type in _medic)) then {_kick = true}; if (_veh iskindOf "Air" AND !(_type in _pilot)) then {_kick = true}; if ((_vehType in _medVeh) AND (_type in _medic)) then {_kick = false}; if (_pos == "driver") then { if (_kick) then { if (isEngineOn _veh) then {_veh engineOn false}; unassignVehicle _unit; _unit action ["Eject", _veh]; if (_unit == player) then { hint format["%1 you aren't trained to operate this vehicle",name player]; }; }; } else { if (_kick) then { _allowed = _unit spawn { _veh = vehicle _this; while {alive _this AND (vehicle _this) == _veh} do { if (alive _this AND (vehicle _this) == _veh AND (driver _veh) == _this) then { if (isEngineOn _veh) then {_veh engineOn false}; unassignVehicle _this; _this action ["Eject", _veh]; if (_this == player) then { hint format["%1 you aren't trained to operate this vehicle",name player]; }; }; sleep 1; }; }; }; }; }]; For sure you need to edit this and check if it's a special player instead of an admin (or all your admins playing a special type of unit). Dont know if this will work with the gate, you should try. -
Error Generic error in expression in a if statement
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is still another problem too, if the players 2,3,4 arent used (I tried this out in sp (preview)) the script will never go into the "else"-part of the statement in line 16. I set these units as playable but it doesnt seems to matter if theyre playable or not... _playerArray = [dummy1, p2, p3, p4]; _playerCounter = 0; //Variables to check if this unit is a player or not and which player _sec_player = 0; _third_player = 0; _fourth_player = 0; _p1isP = 0; _p2isP = 0; _p3isP = 0; _p4isP = 0; //stands for newcomer this counter counts until 300 after that 2 units will die _nc = 0; scopeName "main"; while {(_playerCounter +1) < (count _playerArray)} do { //checks if the unit is a player if(vehicle (_playerArray select _playerCounter) == player) then { //<---- LINE 16 //checks which unit is detected and starts his script if(_playerCounter == 0 && _p1isP == 0) then { execVM "Scripts\Player\p1 start.sqf"; _p1isP = 1; //jumps to the end breakTo "end"; }; if(_playerCounter == 1 && _p2isP == 0) then { execVM "Scripts\Player\p2 start.sqf"; hint "Player 2 found"; if (_p2isP == 0) then { if(_sec_player < 1) then {_sec_player = 1; _p2isP = 1; breakTo "end";}; if(_third_player < 1) then {_third_player = 1; _p2isP = 1; breakTo "end";}; if(_fourth_player < 1) then {_fourth_player = 1; _p2isP = 1; breakTo "end";}; _p2isP = 1; }; }; if(_playerCounter == 2 && _p3isP == 0) then { execVM "Scripts\Player\p3 start.sqf"; hint "Player 3 found"; if (_p3isP == 0) then { if(_sec_player < 1) then {_sec_player = 2; _p3isP = 1; breakTo "end";}; if(_third_player < 1) then {_third_player = 2; _p3isP = 1; breakTo "end";}; if(_fourth_player < 1) then {_fourth_player = 2; _p3isP = 1; breakTo "end";}; _p3isP = 1; }; }; if(_playerCounter == 3 && _p4isP == 0) then { execVM "Scripts\Player\p4 start.sqf"; hint "Player 4 found"; if (_p3isP == 0) then { if(_sec_player < 1) then {_sec_player = 3; _p4isP = 1; breakTo "end";}; if(_third_player < 1) then {_third_player = 3; _p4isP = 1; breakTo "end";}; if(_fourth_player < 1) then {_fourth_player = 3; _p4isP = 1; breakTo "end";}; _p4isP = 1; }; }; } else { //<--- THE ELSE-PART hint "else"; //if the unit isn't a player an AI script will be started if(_playerCounter == 1 && _sec_player != 1 && _third_player != 1 && _fourth_player != 1) then { execVM "Scripts\Player\AI2 init.sqf"; _p2isP = 0; breakTo "end"; }; if(_playerCounter == 2 && _sec_player != 2 && _third_player != 2 && _fourth_player != 2) then { execVM "Scripts\Player\AI3 init.sqf"; _p3isP = 0; // if(_nc > 300) {hint "Killed 3"};//KILL AI SCRIPT hint "AI 3 found"; breakTo "end"; }; if(_playerCounter == 3 && _sec_player != 3 && _third_player != 3 && _fourth_player != 3) then { execVM "Scripts\Player\AI4 init.sqf"; _p4isP = 0; // if(_nc > 300) {hint "Killed 4"};//KILL AI SCRIPT hint "AI 4 found"; breakTo "end"; }; }; //if anything had been detected the script will jump to this point and repeat to check the next unit scopeName "end"; _playerCounter = _playerCounter +1; }; //5 min after the game started unit 3 & 4 will be available to be played by an player after that they get killed while{_nc <= 300} do { _nc = _nc +1; sleep 1; _playerCounter = 0; breakTo "main"; }; //simply restarts the script and checks all units again while {true} do { sleep 1; _playerCounter = 0; breakTo "main"; }; ---------- Post added at 23:58 ---------- Previous post was at 23:56 ---------- Sry I'm not so familiar with that linguistic scripting languages, sorry for that but I just posted the real problem... -
Error Generic error in expression in a if statement
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I found that too, but there is a problem with the "if(_nc > 300) {};//KILL AI SCRIPT" it says ; is missing. -
Error Generic error in expression in a if statement
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I figured the problem out, yes you were right, and it needed to be if ( vehicle .... == player). But now I got a new problem I want to use this script to check if a player joined or if an script is needed to handle this unit. I use it in the init.sqf with the statement if(!isServer) exeitWith{}; but it don't works my debug just tells me "reached main" but it doesn't seems to reach the while loop. May you have an idea what's going wrong? _playerArray = [dummy1, p2, p3, p4]; _playerCounter = 0; //Variables to check if this unit is a player or not and which player _sec_player = 0; _third_player = 0; _fourth_player = 0; _p1isP = 0; _p2isP = 0; _p3isP = 0; _p4isP = 0; //stands for newcomer this counter counts until 300 after that 2 units will die _nc = 0; hint "reached main"; scopeName "main"; while {(_playerCounter +1) < (count _playerArray)} do { hint "reached while"; //checks if the unit is a player if(vehicle (_playerArray select _playerCounter) == player) then { //checks which unit is detected and starts his script if(_playerCounter == 0 && _p1isP == 0) then { hint "Player 1 found"; execVM "Scripts\Player\p1 start.sqf"; _p1isP = 1; //jumps to the end breakTo "end"; }; if(_playerCounter == 1 && _p1isP == 0) then { execVM "Scripts\Player\p2 start.sqf"; _p2isP = 1; if (_p2isP == 0) then { if(_sec_player < 1) then {_sec_player = 1; _p2isP = 1; breakTo "end";}; if(_third_player < 1) then {_third_player = 1; _p2isP = 1; breakTo "end";}; if(_fourth_player < 1) then {_fourth_player = 1; _p2isP = 1; breakTo "end";}; }; }; if(_playerCounter == 2 && _p1isP == 0) then { execVM "Scripts\Player\p3 start.sqf"; _p3isP = 1; if (_p3isP == 0) then { if(_sec_player < 1) then {_sec_player = 2; _p3isP = 1; breakTo "end";}; if(_third_player < 1) then {_third_player = 2; _p3isP = 1; breakTo "end";}; if(_fourth_player < 1) then {_fourth_player = 2; _p3isP = 1; breakTo "end";}; }; }; if(_playerCounter == 3 && _p1isP == 0) then { execVM "Scripts\Player\p4 start.sqf"; _p3isP = 1; if (_p3isP == 0) then { if(_sec_player < 1) then {_sec_player = 3; _p4isP = 1; breakTo "end";}; if(_third_player < 1) then {_third_player = 3; _p4isP = 1; breakTo "end";}; if(_fourth_player < 1) then {_fourth_player = 3; _p4isP = 1; breakTo "end";}; }; }; else { //if the unit isn't a player an AI script will be started if(_playerCounter == 1 && _sec_player != 1 && _third_player != 1 && _fourth_player != 1) then { execVM "Scripts\Player\AI2 init.sqf"; _p2isP = 0; breakTo "end"; }; if(_playerCounter == 2 && _sec_player != 2 && _third_player != 2 && _fourth_player != 2) then { execVM "Scripts\Player\AI3 init.sqf"; _p3isP = 0; if(_nc > 300) {};//KILL AI SCRIPT breakTo "end"; }; if(_playerCounter == 3 && _sec_player != 3 && _third_player != 3 && _fourth_player != 3) then { execVM "Scripts\Player\AI4 init.sqf"; _p4isP = 0; if(_nc > 300) {};//KILL AI SCRIPT breakTo "end"; }; }; //if anything had been detected the script will jump to this point and repeat to check the next unit scopeName "end"; _playerCounter = _playerCounter +1; }; //5 min after the game started unit 3 & 4 will be available to be played by an player after that they get killed while{_nc <= 300} do { _nc = _nc +1; sleep 1; _playerCounter = 0; breakTo "main"; }; //simply restarts the script and checks all units again while {true} do { sleep 1; _playerCounter = 0; breakTo "main"; }; ---------- Post added at 20:33 ---------- Previous post was at 20:28 ---------- I need to add that there is no error. -
Scripted Mission Objective/Assignment
G4meM0ment posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, I keep trying to create my mission and now I'm at the point to create Missions or Objectives for the players to do, my first one is a simple patroling script which is useable for endless mp players. I know the code is beginners-style but I even don't know the syntax nor what ArmA 2 Scripts can do... and often I notice buggy or very complicated stuff, so I'm happy to have your suggestions. This is the code: _spawnArray = ["patrolCityMark1", "patrolCityMark2", "patrolCityMark3", "patrolCityMark4", "patrolCityMark5", "patrolCityMark6"]; _spawn = _spawnArray select (floor (random (count _spawnArray))); ///////////////////////////////////////////////////////////// //Create the triggers _trg = createTrigger ["EmptyDetector", (getMarkerPos _spawn)]; _trg setTriggerArea [80,80,100,false]; _trg setTriggerActivation ["WEST", "PRESENT", false]; _trg setTriggerStatements ["this", "", ""]; _trg2 = createTrigger ["EmptyDetector", (getMarkerPos _spawn)]; _trg2 setTriggerArea [45,45,0,false]; _trg2 setTriggerActivation ["RESISTANCE", "NOT PRESENT", false]; _trg2 setTriggerStatements ["this", "overwatch globalChat 'Any more contacts? No? Ok continue patroling. Over.'; deleteMarker 'patrolCityArea'; deleteWaypoint [_enemys, 1];", ""]; _trgc1 = createTrigger ["EmptyDetector", (getMarkerPos "patrolCityMark1")]; _trgc1 setTriggerArea [10,10,50,false]; _trgc1 setTriggerActivation ["WEST", "PRESENT", false]; _trgc1 setTriggerStatements ["this", "deleteMarker 'patrolCheck1';", ""]; _trgc2 = createTrigger ["EmptyDetector", (getMarkerPos "patrolCityMark2")]; _trgc2 setTriggerArea [10,10,50,false]; _trgc2 setTriggerActivation ["WEST", "PRESENT", false]; _trgc2 setTriggerStatements ["this", "deleteMarker 'patrolCheck2';", ""]; _trgc3 = createTrigger ["EmptyDetector", (getMarkerPos "patrolCityMark3")]; _trgc3 setTriggerArea [10,10,50,false]; _trgc3 setTriggerActivation ["WEST", "PRESENT", false]; _trgc3 setTriggerStatements ["this", "deleteMarker 'patrolCheck3';", ""]; _trgc4 = createTrigger ["EmptyDetector", (getMarkerPos "patrolCityMark4")]; _trgc4 setTriggerArea [10,10,50,false]; _trgc4 setTriggerActivation ["WEST", "PRESENT", false]; _trgc4 setTriggerStatements ["this", "deleteMarker 'patrolCheck4';", ""]; _trgc5 = createTrigger ["EmptyDetector", (getMarkerPos "patrolCityMark5")]; _trgc5 setTriggerArea [10,10,50,false]; _trgc5 setTriggerActivation ["WEST", "PRESENT", false]; _trgc5 setTriggerStatements ["this", "deleteMarker 'patrolCheck5';", ""]; _trgc6 = createTrigger ["EmptyDetector", (getMarkerPos "patrolCityMark6")]; _trgc6 setTriggerArea [10,10,50,false]; _trgc6 setTriggerActivation ["WEST", "PRESENT", false]; _trgc6 setTriggerStatements ["this", "deleteMarker 'patrolCheck6';", ""]; //////////////////////////////// //Create enemy units _enemys = [getMarkerPos _spawn, RESISTANCE, (configFile >> "CfgGroups" >> "Guerrila" >> "BIS_TK_GUE" >> "Infantry" >> "TK_GUE_Patrol")] call BIS_fnc_spawnGroup; _members = units _enemys; {_x setVehicleInit "this disableAI 'AUTOTARGET'; this disableAI 'TARGET';"} forEach _members; RESISTANCE setFriend [WEST,0]; ////////////////////////////////////////////// //Create an waypoint to bring more dynamic _wp = _enemys addWaypoint [getMarkerPos _spawn, 20]; _wp setWaypointType "GUARD"; _wp setWaypointBehaviour "AWARE"; /////////////////////////////////////////// //Create the marker on the map _marker = createMarker ["patrolCityArea", (getMarkerPos _spawn)]; _marker setMarkerShape "ELLIPSE"; _marker setMarkerBrush "FDiagonal"; _marker setMarkerColor "ColorRed"; _marker setMarkerSize [40, 40]; _marker setMarkerText "Possible Militia Contact"; _marker1 = createMarker ["patrolCheck1", (getMarkerPos "patrolCityMark1")]; _marker1 setMarkerType "Dot"; _marker1 setMarkerColor "ColorRed"; _marker1 setMarkerText "Patrol checkpoint I"; _marker2 = createMarker ["patrolCheck2", (getMarkerPos "patrolCityMark2")]; _marker2 setMarkerType "Dot"; _marker2 setMarkerColor "ColorRed"; _marker2 setMarkerText "Patrol checkpoint II"; _marker3 = createMarker ["patrolCheck3", (getMarkerPos "patrolCityMark3")]; _marker3 setMarkerType "Dot"; _marker3 setMarkerColor "ColorRed"; _marker3 setMarkerText "Patrol checkpoint III"; _marker4 = createMarker ["patrolCheck4", (getMarkerPos "patrolCityMark4")]; _marker4 setMarkerType "Dot"; _marker4 setMarkerColor "ColorRed"; _marker4 setMarkerText "Patrol checkpoint IV"; _marker5 = createMarker ["patrolCheck5", (getMarkerPos "patrolCityMark5")]; _marker5 setMarkerType "Dot"; _marker5 setMarkerColor "ColorRed"; _marker5 setMarkerText "Patrol checkpoint V"; _marker6 = createMarker ["patrolCheck6", (getMarkerPos "patrolCityMark6")]; _marker6 setMarkerType "Dot"; _marker6 setMarkerColor "ColorRed"; _marker6 setMarkerText "Patrol checkpoint VI"; //////////////////////////////////////////////////////// //Check if triggers are activated _run = true; _trgB = false; _trgc1B = false; _trgc2B = false; _trgc3B = false; _trgc4B = false; _trgc5B = false; _trgc6B = false; _checkCount = 6; while{_run} do { if ((triggeractivated _trg) AND (!_trgB)) then { hint "Debug: Gegner aktiv!"; {_x enableAI 'AUTOTARGET'; _x enableAI 'TARGET';} forEach _members; _trgB = true; }; if ((triggeractivated _trgc1) AND (!_trgc1B)) then { _checkCount = _checkCount - 1; hint format["Debug: getriggerd: ",_checkCount]; _trgc1B = true; }; if ((triggeractivated _trgc1) AND (!_trgc2B)) then { _checkCount = _checkCount - 1; hint format["Debug: getriggerd: ",_checkCount]; _trgc2B = true; }; if ((triggeractivated _trgc1) AND (!_trgc3B)) then { _checkCount = _checkCount - 1; hint format["Debug: getriggerd: ",_checkCount]; _trgc3B = true; }; if ((triggeractivated _trgc1) AND (!_trgc4B)) then { _checkCount = _checkCount - 1; hint format["Debug: getriggerd: ",_checkCount]; _trgc4B = true; }; if ((triggeractivated _trgc1) AND (!_trgc6B)) then { _checkCount = _checkCount - 1; hint format["Debug: getriggerd: ",_checkCount]; _trgc6B = true; }; if (_checkCount == 0) then {hint "Mission finished"; overwatch globalChat 'Good work, it seems the city is save for the moment. Return to base now.'; _run = false;}; sleep 3; }; The stuff which isn't working is: 1. The counter won't count down I guess, because the if(checkCount == 0) statement doesn't ever trigger.... 2. Also the 2nd Trigger won't activate because the Marker I created which should be deleted than stays. 3. I'm not realy sure but I think the script don't works too which sets the AI disabled/enabled. AND could someone please explain these "head"- messages for example "Battlemage 1-1: OK good work soldiers do now...." which are displayed in missions or in the campaign because I don't know how to send them in the right way I only read something about setGroupID ["Battlemage"]; but I used it wrong I guess.... Thank you very much for your help, this is a awesome community :D -
Scripted Mission Objective/Assignment
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can you exlpain me why? Because I used this boolean to check if it has been already counted. -
Scripted Mission Objective/Assignment
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, didn't the whole mission help at all? -
Scripted Mission Objective/Assignment
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok here is my complete mission, finally ^^ I hope it will help :p Download -
Scripted Mission Objective/Assignment
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'll have a try with that thank you, but anyway I think its easier to have a script which spawns these items and delete them after finishing, because in the map that would be very confusing at least if there would be so much items, and item names. Isn't there any error in my script or didn't you even had a look at it, because you told me about gamelogic and placing in mission editor? Sorry if that sounds kind of reproachfully, it shouldn't :p -
Steerable Chute problems
G4meM0ment replied to Eatingyou's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes :P And I wrote that script ;) -
Scripted Mission Objective/Assignment
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, if that also works for an big mission which should run about 12 to 24 h and have up to 64 players playing, and about 50 + playable missions and submissions. Can you explain me that gamelogic waypoints? Or is there an good tutorial anywhere? -
Steerable Chute problems
G4meM0ment replied to Eatingyou's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You missed one quote at the "p7" part of the array. -
Scripted Mission Objective/Assignment
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The mission is a mission with a lot of objectives and this for example should be spawned after a certain time and and if some conditions are finished, I only sended you the stuff which is necesarry to see what I did, we have a whole bunch of more scripts for missions, events, etc. And we don't want a map full of stuff because this could cause lag, I think, also before this mission is triggered, another should be able to work in Zargabad and a lot of triggers which have a lot of stuff in its init line to check if the mission is allowed to be made won't help. What you said about the dynamic placed stuff, I didn't found a way to spawn them with a kind of spawn area/radius. -
Scripted Mission Objective/Assignment
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I could give you my init and mission sqm as well if you want. Download with mission.sqm and init.sqf If that helps you... Note: In the init are wrong paths to files which aren't included in the downloadable zip package, you need to delte/change them (for example the path for the Zargabad.sqf file. And the name of the mission is normaly "NEW" so you also need to change the directory name from "The_Mission.Zargabad" to "NEW.Zargabad" sorry for this, but else I would had some problems with saving this. Thanks for your help. -
Scripted Mission Objective/Assignment
G4meM0ment replied to G4meM0ment's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, I'll upload the objective code only so you can execute it in any init, with markers, because the problem is it's a very big mission I working on with a friend and should'nt be released now: Only to make it easier you just need 6 markers named like in the first line of the code ("patrolCityMark1"). I'm sorry if that is a little work, but our mission needs to be secret :P Scripted Objective Download By the way the code on top is the whole code.... I only created these little parts because I thought maybe no one wants to browse threw my whole script :P