Graz
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Posts posted by Graz
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Regardless, you've been on the forums since late october, ~24 posts, how the hell you gonna come here and tell me and/or anyone else how shit is around here in this community, regarding why people come to the editing & scripting forums? Do you even write any code? Make any maps? Do anything at all pertaining to editing/scripting?
GG, It's great when people try to attack you personally because they have lost an argument.
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It's right-wing, not left.
Regardless.
In short: I'm saying that your naive to think that everyone is here for the same thing, I gave him the generalities of what he needed. I then pointed out that his statement came across a certain way.
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The issue I'm referring to isn't what you are discussing.
When someone jumps onto a forums and puts a comment like:
Basically if an admin does a chat command (IE: #spawn UH1Y) it would spawn it somewhere near them.
What jumps out at you?
someone who writes scripts for a clan and is having problems with a script?
Someone who's looking at writing a new addon for everyone to use?
Someone who hosts a generic game type, has little idea or interest in coding and just wants to cheat?
You can split admins in to two types:
People who want to interact with the community
People who want to cheat 'legally'
I have no problem and lose no sleep over create vehicles or the even easier BIS functions to spawn vehicles, what they are used for bothers me and the people blindly defending puzzle me.
@ Iceman: Most hackers would be admins if they had any online friends left to play with. I mean hey, being an admin means you can cheat and not get banned. I'm not talking about hackers, I'm talking about cheating.
@ Tank buster: Createvehicles are extremely useful and I have no problem with them, what I'm against is someone lazily posting, without using the search function, asking for someone else to write them a script that they obviously want to give themselves an advantage.
Asking how to spawn a vehicle with zero context and zero attempts to write it shows that:
A. You are very, very limited in scripting
B. Lazy
C. Most likely just looking for this one script only, ergo you have a mission that someone else wrote, you just want to plug in an admin vehicle spawner. How could this script, by itself, be used for anything but cheating?
My beef has nothing to do with scripts and spawning vehicles, it's to do with this post and the obvious reasons behind it.
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It amuses me that some posters, albeit a couple of years ago, think that an admin spawner script is a pandora's box.If you dabble in Dayz you'll see why :P
I understand that they are useful tools eg. clan training. 1 vs many MP, domination, ect but I still feel apprehensive about that sort of question as you know %95 of the time it'll be used in a way that's detrimental to ARMA. I also understand that the remaining %5 use them to great positive extent.
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Wow thanks,
so I can use _Boneyardinventory = [bYbox] call BIS_fnc_invString;
What's the best way to check the array for the item? There's no query commands coming to mind!
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I've been recently given a LARGE (6-7mb) mission.sqm.
The bulk is objects (wreckage, smoke, military buildings) and I remembered that rocket added a ton of junk to the chernarus map without using the mission.sqm to do it.
7mb is way too big for a mission file, does anyone know how to turn the terrain changes into an addon? That way it only needs to be downloaded once and save a ton of bandwidth / performance.
while I'm here, has anyone come accross a good permanent fire object/addon? I would like to make some buildings look like they are burning :)
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Wow eggbeast, just wow. I was kicking around the idea of making a tear gas & searchlight mod and instead I find everything here and more
Quick questions:
Can this be used without ACE and/or PRACS?
How does the gas work roughl?. Do units keel over randomly or for the duration the are gassed? Do they take damage or just die after being in it too long?
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I'm trying to add a vehicle spawning function into an RPG server.
I've got 2 items and a script
Laptop, with an addaction to run "spawnlada.sqf"
A create called BYbox
I was hoping to begin with a condition for the box that checks that the required items are put into. Is there any way to count items as a condition?
Something like:
//Spawnlada.sqf
//prevent tamperingBYbox setVehicleLock "LOCKED";//This is where I get stuck//Define arrays_wheels =//command to count inventory?//"itemWheel"//create BYbox _haveitems?//Does BYbox have "itemEngine" && ( _wheel > 4)//This is where I get stuckif _haveitems = 1 then{BYbox Removemagazine "itemEngine";BYbox Removemagazine "itemWheel";BYbox Removemagazine "itemWheel";BYbox Removemagazine "itemWheel";BYbox Removemagazine "itemWheel";[ ] exec "makelada.sqs";}//open for business!BYbox setVehicleLock "UNLOCKED";I've been on this for a few hours, does anyone know of any solutions?
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I believe that tajin is concerned about the same things I am.
#spawn UH1Y, I'm sure this will be used for constructive purposes...
Use the GUID rout with an if statement.
if getUID = ########
then
run Iswearitsnotanabusivecheat.sqf
You can find all the relevant commands in the scripting command wiki
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I can do that, but it's not what I'm going for.
Essentially some people would like the option of not listening to side chat if it is enabled.
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I've had this idea for a little bit but have never really had the stones to ask a question with no code to back it up >_<
My community is 50/50 on side chat, I would like to have it disabled in the description.ext.
I was hoping through a radio trigger (everyone has a radio!) that you could "toggle" side chat on or off for that individual player only. This way people could choose wether they want side or not instead of admins having to make what will be a nobody wins decision.
Is this possible?
My understanding of side is that it's global and can only be on or off for everyone. I'm hoping that somebody can prove me wrong!
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works perfectly.
Thanks again Cuel
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Awesome, unfortunately putting it in the vehicle init line doesn't seem to be an option as there is vehicle's spawned mid mission. I'm uncomfortable cracking open someone elses mod to place init lines either.
The code is awesome, is there anywhere else I can use it apart from the vehicle init?
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I've got a script to force first person if you are in a helicopter.
The trouble is Helicopters spawn throughout the mission and AI helicopter can be stolen by players.
I'm unsure how to run this script effectively, it's in the dircetory .pbo/scripts/force_firstperson.sqf
Two questions
1. How can I get this script to run on all players constantly throughout the mission
2. Will it repeat (Ie the get in a helicopter and get out, will the script run when they get in another helicopter??)
//force first_person.sqf
while {vehicle player isKindOf "Helicopter} do {
if(cameraView == "EXTERNAL" || cameraView == "GROUP") then {
vehicle player switchCamera "INTERNAL";
};
sleep 0.1;
};
This script was found here (Thanks Bon) : http://forums.bistudio.com/showthread.php?115454-force-1st-person&highlight=force+1st+person
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The RPG I run is similar to dayz/life, with mysql making the "instance" save over a reset.
The issue is I can't store a vehicle init, over a restart.
Basically a I have a force first person script, I was intending this to be on vehicles Init, but that's no longer an option.
//Force first person
while {vehicle player iskindof "airasset"} do {
if(cameraView == "EXTERNAL" || cameraView == "GROUP") then {
vehicle player switchCamera "INTERNAL";
};
sleep 0.2;
};
I need the mission file to enforce this, not an additional addon or client config changes.
My current thoughts:
Event handler
Game Logic
Trigger (Last resort as MP lag could be an issue!!)
Does anyone know a way to get this script into the game through mission files!
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each weapon model is linked to embedded animations. without a new pbo containing a new model/animation this won't work.You can change the configs to make it store in pistol slot, launcher slot or binocs slot easily enough but as soon as you equip it you'll have a blank rocket launcher animation running.
RH_smg mod has some great pistol MP5's suggest you use that, or the skorpion or PDW. you could even config the PDW to use an MP% name, magname and image icon (but the model would still be wrong)
I'm trying to avoid extra downloads >_<
^ Gimme 10 minutes to prove you wrong...or right XDEDIT: OK so it wasn't as straight forward as I thought...
http://i296.photobucket.com/albums/mm180/guitaro-man/arma2OA2012-12-0423-06-37-91.png
That's pretty decent for a fast and dirty job, did you find away without needing to do an additional download?
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Should be easy enough, but I'm trying to have this without have users needing to download a tiny addon.
Can the configs be altered through scripts?
Wrong section, but maybe the mission files can alter configs?
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The Radio trigger is intended to disable a condition, which is true/false, then reactivate it an hour later. If I can't use sleep or a timeout for a radio trigger, what can I use?
Thanks again Cuel!
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I've almost made a UID bound radio trigger, but I'm having a couple of closing issues
Here's the code
//INIT file
//Activate condition (thanks to Cuel!)if (isserver) conditiona = true;//Approved UIDif (isDedicated) exitWith {};waitUntil {!isNull player};waitUntil {getPlayerUID player != ""};_wl = ["111111","222222"];//Set Radio msgsif ((getPlayerUID player) in _wl) then{1 setRadioMsg "Alpha Radio Command"} else {1 setRadioMsg "null"} ;//Trigger
//Alpha Radio Commandif (condintiona=true)then {conditiona =false; sleep 3600;conditiona = true;};else TitleText [format["NOT READY YET!"], "PLAIN DOWN"];The Issue
I'm not %100 sure my if, then, else statement is correct, it's getting a lot of errors in Squint
Also I don't know if where I put the init parts is important. If I put this at the very top or bottom of the init will it have a difference?
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Having a few issues:
Most of the command is perfect
if (isDedicated) exitWith {};
if (!isMultiplayer) exitWith {hintSilent "Can only check whitelist in multiplayer"}; // HAVING ISSUE HERE
waitUntil {!isNull player};
waitUntil {getPlayerUID player != ""};
_wl = ["123456","654321"];
For some reason if I run the command in the init I get errors and crashes with the multiplayer line, what are the consequences to removing this line?
seems to run fine without the multilayer part :S
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Wow that looks great, I'll give it a whirl tonight. Thanks so much for the lightning fast response!
On player:
Most of my edits run on the client side, so player can cause some funky stuff to happen with triggers :)
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I've got a small trigger that's a radio command setting a global variable.
I know that I can bind radio commands to certain player slots and only allow accepted UID's into player slots.
Is there a way to cut out the middle man and just have the Setradiomsg
//My current template from demonized
if (unit1 == player) then {
1 setRadioMsg "Alpha Radio is showing this for player unit1";
} else {
1 setRadioMsg "NULL";
hint "for other players its not showing";
};
I'd like to change unit1 = player to
an expression that obtains player UID and matches is against an array of UIDs
Does anyone know how to do this?
NOTE: This is for MP so if I could avoid using "player" it would be appreciated!!
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Sorry the colon was a bad copy paste job, there's not one in the code. I'm using a dedicated server to test it with mp.
The error in the.rpt file is
21:57:10 File mpmissions\__cur_mp.Panthera2\mission.sqm, line 1963: '/Mission/Sensors/Item0.expActiv': Missing ';' at the end of line
21:57:10 Error context ];
ErrorMessage: File mpmissions\__cur_mp.Panthera2\mission.sqm, line 1963: '/Mission/Sensors/Item0._Clan213': '"' encountered instead of '='
The whole 'sensor' line is
class Sensors
{
items=1;
class Item0
{
position[]={4424.6094,5.6378021,2172.0027};
activationBy="WEST";
repeating=1;
age="UNKNOWN";
expActiv=" private ["_Clan213"];
_Clan213 = [3370054, 87734342, 74351430]; // THIS IS LINE 1963
private ["_PlayerUID"];
_PlayerUID = (getplayerUID player);
if (_PlayerUID in _Clan213) then
{
hint "Welcome to the clan area";
}
else
{
hint "You're trepassing!";
};";
class Effects
{
};
};
};
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That's interesting
It's a bit hard to convert into an area trigger though
How are you defining your arrays?
My trigger activate line looks like:
private ["_Clan213"];
_Clan213 = [abc, bca, cba];
if (getplayerUID player in _Clan213) then
{
hint "Welcome to the clan area";
}
else
{
hint "You're trepassing!";
};
But I'm getting the invalid number expression O.o any ideas
Using Foreach and Count Properly
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted · Edited by Graz
Updated code
Like the title says.
I've had some issues with a small script.
It's designed to check an object (BYBox) and then if the right items are in it it takes them out and runs a vehicle spawning script.
My syntax is rubbish, but I've attempted to run it and am having no luck
BYBox setvehicleLock "LOCKED"; sleep 0.1; //Build Arrays private ["_cost", "_inv", "_wheel", "_scrap"]; _cost = [ ["PartWheel", 2], ["PartGeneric", 2] ]; _inv = BYBox call BIS_fnc_invstring; _wheel = {_x=="PartWheel"} count _inv; //PROBLEM AREA _scrap = {_x=="PartGeneric" } count _inv; //PROBLEM AREA //Check Box if (_wheel > 2 && _scrap > 2) then { {BYBox removeMagazine _x } forEach _cost; //PROBLEM AREA hint "It works!"; } else { hint "you didn't have enough!!"; }; sleep 0.1; BYBox setVehicleLock "Unlocked";Is there any reason this isn't working. I think my understanding of Foreach and Count are wrong >_<