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nimrod_z

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Everything posted by nimrod_z

  1. I have a chopper in 1 of my missions that does just that, but I use if for respawn option when available. so in mine, only 1 player is ever in helo, but feel free to modify if want. /* insertion chopper / player spawned option chopper will insert and land in hot LZ with gunners shooting at enemy =============================================== call with: _nul = [this] execVM "insertion.sqf"; must make sure that "transporthelo2" is not already on map before calling another. if more then 1 is on map they will not delete. then of course when another spawns in, it spawns on the other 2 at end waypoint and all blowup :) */ waituntil {!isnil "bis_fnc_init"}; _unit = _this select 0; // who called it. _chopperType = "UH60M_EP1"; // Type of transport. _start = getMarkerPos "in1"; // location of start/spawn/delete location - all the same marker. _end = getMarkerPos "out1"; // location of drop off unit. // Spawn the helo, - ***Set correct starting direction manually (-320)*** _ch = [[_start select 0, _start select 1, 50], -320, _chopperType, WEST] call BIS_fnc_spawnVehicle; // Name the helo globally so that waypoint orders will work. transporthelo2 = _ch select 0; _chGroup2 = _ch select 2; // group of helo so waypoints work. _chGroup2 setBehaviour "CARELESS"; // Make sure they don't get distracted. //transporthelo2 setCaptive true; // uncomment this to make your ride safe. _ch select 0 setVehicleInit "transporthelo2 = this; this setVehicleVarName ""transporthelo2"""; processInitCommands; // move in unit that called script. _unit moveInCargo transporthelo2; // and create landing spot for dropoff. _lzDropOff = "HeliHEmpty" createVehicle _end; wp0 = _chGroup2 addwaypoint [_end, 20]; wp0 setwaypointtype "TR UNLOAD"; wp0 setWaypointSpeed "NORMAL"; wp0 setWaypointStatements ["","transportHelo2 land ""GET OUT"""]; // Wait till the player's group is out of the helo. waitUntil{{_x in transporthelo} count units group _unit == 0}; // Once they are out, set a waypoint back to the start and clean up by deleting the helo and landing pad. wp1 = _chGroup2 addwaypoint [_start, 150]; wp1 setwaypointtype "MOVE"; wp1 setWaypointStatements ["true","{deleteVehicle _x} forEach crew transporthelo2; deletevehicle transporthelo2;"]; deleteVehicle _lzDropOff; look at notes at top of script - make SURE that only 1 chopper is on map at a time. because it is named "transporthelo2", if more then 1 exists none will delete at spawn marker and then the next 1 that spawns in will blow them all up at spawn position.
  2. nimrod_z

    Help with GUI

    uhhhhh, ok.. :) that's what the title of your thread is "help with GUI"..
  3. your using the normal halo with ACE and they don't mix, you need to use the ACE HALO. this is directly from the ACE wiki Mission Editors This information is currently a work in progress • Force a unit to eject, perhaps for a cutscene: [_vehicle, _unit] execVM "\x\ace\addons\sys_eject\eject.sqf"; • Force a unit to use the Jump Out action - useful for starting a paradrop, for instance: [_vehicle, _unit] execVM "\x\ace\addons\sys_eject\jumpout.sqf"; • Give the unit a parachute, move them up 800 meters, and start the skydive script with "Open Chute" action-menu option: _unit addweapon "ACE_ParachutePack" or "ACE_ParachuteRoundPack"; _unit setPos [(position _unit select 0), (position _unit select 1), 800]; _unit execVM "\x\ace\addons\sys_eject\jumpout_cord.sqf"; •Move a unit into a steerable parachute which has been placed in the editor - no further scripting needed Using BIS HALO functions combined with ACE can lead to unexpected results! http://wiki.ace-mod.net/Features
  4. nimrod_z

    Help with GUI

    http://forums.bistudio.com/showthread.php?115250-User-Interface-Editor&highlight=GUI+editor there is an example here that u can download and see and modify to suit your needs. just to give you a little idea of how the demo does it. you basically can type in anything you want and when you press ok it shows a hint of what you just typed. this is part of whats in the description file for that class MyEditbox: RscEdit { idc = 1234; x = 0.328125 * safezoneW + safezoneX; y = 0.425 * safezoneH + safezoneY; w = 0.34375 * safezoneW; h = 0.15 * safezoneH; }; class MyButtonOK: RscShortcutButton { onButtonClick = "hint ctrltext ((ctrlParent (_this select 0)) displayCtrl 1234);"; idc = 1700; text = "Ok"; x = 0.53125 * safezoneW + safezoneX; y = 0.575 * safezoneH + safezoneY; w = 0.140625 * safezoneW; h = 0.1 * safezoneH; };
  5. the best way I've seen is to script the movements of the vehicle using marker positions. tankname doMove getMarkerPos _marker1; if you use multiple markers just make sure you add in a distance check to set his waypoint to following marker otherwise you'll get the stopping at every single marker 1st then move.
  6. just set the alpha channel so the color is invisible till a side captures it. _markername setMarkerAlpha 0; then change it back to 1 to show the color.
  7. if you should change your mind about the hint because is so small you can get the titletext to be lower in the screen if you want. titleText ["Our brothers in arms will arrive on the south east side of town with transport as fast as possible, \nHold tight !","PLAIN DOWN"]; titleFadeOut 5; // this will fade out the text in 5 seconds note the: PLAIN DOWN at the end. the titleFadeOut allows you to control how long you want the message to display. if you want the text even lower, use \n at the beginning of your text message titleText ["\n\nOur brothers in arms will arrive on the south east side of town with transport as fast as possible, Hold tight !","PLAIN DOWN"]; titleFadeOut 5;
  8. nimrod_z

    Finding unit by name?

    "marker" setMarkerPos (getPosATL barney); the select 012 that you can specify if you want are the positions in 3d. this comes in handy if you need a marker, like say a respawn marker to be a specific height to spawn guys on the deck of the lhd carrier instead of in the sea at ground level.
  9. I would do and have done an image to create this effect. I use titleRsc to bring up the overlay image. just define your titleRsc in your description.ext then call whatever you named it (mine is "on_death") like this. this is for a kill screen when player dies // fade screen to black 5 cutText ["","BLACK OUT",5]; sleep 5; // bring up image titleRsc ["on_death", "PLAIN"];
  10. ok, well there are 3 examples in the link I posted on how to get specific text or hint or whatever action to a specific unit or side. all you have to do now is setup a trigger or something that call the action your trying to check and give out (the hint for specific side). if you not sure how to work the editor and a new comer like we all were at 1 time I recommend you read and understand the basics. mr murray's guide is a great and easy to read resource. its actually a little dated but all general principles of everything still work to this day. give these links a look over and check out all the easy help. also use the (SEARCH) button here in the forums for your questions first. I only bring this up because this guestion has been asked for years and there are hundreds of threads that would have come up if you looked. and you could have gotten flack from some people about that. anyway, check these out bud. hope it helps. http://www.armaholic.com/page.php?id=4847 http://www.armaholic.com/forums.php?m=posts&p=54512#54512
  11. http://community.bistudio.com/wiki/side
  12. nimrod_z

    Healing Script

    to be honest i'm not 100% sure what you're asking for with the loop. and without seeing how you did code your trying to use it in makes it that much more of a guessing game, but here goes anyway :) how about making a separate function that you call on when you need to monitor whatever, then inside the function is a loop script. fnc_chkGuy = { _loop = true; [] spawn { while {_loop} do { if (so and so) then { whatever code you need to do } else {_loop = false}; sleep 1; }; }; }; or you could maybe even work that into your current script. there are a few other options as well, just make sure sure your not trying to over complicate a script like I do most of the time. then later in the week or something I think of a completely different solution that works twice as well and has only a quarter of the lines compared to old script. :o
  13. nimrod_z

    Agent dead check

    i say that actions on player is better. (but it really depends on what u need) there are more then likely going to be far less players then objects your talking about to add the action to (even if u have a large variety of actions). as far as the conditions of the action, they are constantly checked to see if the conditions are met but its not taxing. and animals are not automatically spawned. rabbits are native and built in to spawn on some maps but that's it. keep in mind that if your smart about the conditions of your actions it will keep the checking to a nimimum and not overwhelm the player with a ton of actions at 1 time.
  14. I ran into an issue like this myself a while back in arma 2 but didn't get a lot of time to properly troubleshoot it due to some other pressing issues. but in my case it seemed to be an issue with how I was getting the stance the unit was in, not the animation transition. I actually came across several different ways of getting animation state from posts on the forum here but have not tried any of them to see if maybe they resolved it. sorry if this doesn't help to much bud.
  15. nimrod_z

    Agent dead check

    Holy cow, 1000 !!!!! it prob will.. but what on earth could you possibly need 1000 actions for ? the code I posted works for every animal in arma 2 with just this 1 action. just curious why so many actions ? i'll bet there is better solution for you to DRASTICALLY cut down on your addactions..
  16. nimrod_z

    Agent dead check

    have your addaction on the player and only have it show when your close enough to an animal like this. (note the conditions at the end of addaction) animal = player addAction ["Gather Meat", "gatherfood.sqf",true,0,false,true,"","Local player && vehicle player == player && cursorTarget isKindOf 'Animal' && !alive cursorTarget && (_target distance cursorTarget) < 2"]; then in your sqf that it calls use something like this to delete it. _target = _this select 0; _agent = nearestObjects [getpos player, ["WildBoar","cock","hen","Sheep","Sheep02_EP1","Rabbit","Cow01","Cow02","Cow03","Cow04","goat","Goat02_EP1"], 2] select 0; if (alive _agent) exitwith {cutText [format["Animal is still Alive"], "PLAIN DOWN"];}; _target playActionNow "Medic"; if (_agent isKindOf "Rabbit") then {do whatever u need to}; sleep 8; cutText [format["You have gathered Meat"], "PLAIN DOWN"]; hideBody _agent; sleep 5; deleteVehicle _agent; PS: these are arma 2 class names for animals so you'll have to change them
  17. sounds like the debug for civs is on. it shows how many in an area and where they are, where there going and there combat status. if you didn't set that when making your mission you may want to check out the MSO thread on the forums here and see if there is a setting/option to turn that stuff off. many mods have special variables that they build in to it to make testing/building missions easy to see whats going on.
  18. you can try this. and its not as hard as it may look. he did a really easy step by step guide. http://http://forums.bistudio.com/showthread.php?144954-Dialog-Tutorial-For-Noobs-By-A-Noob
  19. huh, that's a good question... the only other thing I can think of to replace it would be openDriver = _this addaction ["Open Driver Door","Server\copcardoors.sqf",["DriverO", _this],1,false,true,"",'_player = (nearestobjects [_target, ["Man"], 2]) select 0; (_target animationPhase "ani_door1" < 0.5) and (!locked _target) and ((_target distance _player <= 2) or (vehicle player == _target)) and alive _target'];
  20. in your description file just add disabledAI = 1; When 1, removes all playable units which do not have a human player. (MP) http://community.bistudio.com/wiki/Description.ext#Sound
  21. No AI unit will shoot at civs.. to get around this the easiest thing to do is group them to whatever faction you need to, to get your your desired effect (blufor,opfor, gue). when they are grouped to a different faction member they become that faction. so if civ gets grouped to bluefor and opfor is emeny to blufor, they will shot at them. in addition, AI will not find an unarmed unit of any kind (even if enemy) that much of a threat. they may still shoot and kill but sometimes they hesitate or even ignore. to get around this, you add the -10000 rating to civs as well when the side is changed. this way enemy will see them as severe threat. here's some more in depth detail that will help you http://community.bistudio.com/wiki/Side_relations notice at bottom it has an example of how to change a units side thru a script for ya. and heres the script I use to change my civs to different faction /* Change civ to blufor so opfor will shoot at them ------------------------------------------------------------------- execute with: _civ = [name of unit] execVM "civBlufor.sqf"; if in units init line in editor, you can use this: _civ = [this] execVM "civBlufor.sqf"; */ _unit = _this select 0; _setEnemy = getPos _enemyPos; _enemyPos setPos [0,5,0]; // Create the new unit _eastCenter = createCenter west; _dummyGroupEast = createGroup west; _enemyUnit = _dummyGroupEast createUnit ["Drake",_setEnemy, [], 0, "COLONEL"]; [_unit] joinSilent _dummyGroupEast; [_unit] joinSilent grpNull; //Clear and delete enemy Unit removeAllWeapons _enemyUnit; {_enemyUnit removeMagazine _x;} forEach magazines _enemyUnit; deleteVehicle _enemyUnit;
  22. you should only have the server spawn the items and use the add mag and weapon global commands. 1st line of code in your script should be if (!isServer) exitwith {}; your add weapons and mag commands should be the global versions (since it MP) addMagazineCargoGlobal addWeaponCargoGlobal there are also clear weapon and mag global commands. clearWeaponCargoGlobal clearMagazineCargoGlobal
  23. nimrod_z

    Mission help.

    you should be able to setup what you want with the arty module. http://community.bistudio.com/wiki/Artillery_Module
  24. if you refer to the newest beta thread, they say there is a lot of errors popping up. even dwarden popped in and said that its basically an incomplete beta. try beta 1.62.0.103718 and see if you still have an issue or simply try it without beta patch..
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