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esham

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Posts posted by esham


  1. h6s.jpg

    Made this maze because I always wanted one. It's also a MP mission for up to 5 players. There is also some AI units in the maze to keep you company while you make it to the exit. There is no scripting involved and pretty much left it open for anyone to modify and make it a lot cooler. If you want the 3D file or the maze template let me know. I figure I had to name the maze so I named it Bungle (As in Mr. Bungle). I hope you all enjoy trying to make it out of this hell hole.


  2. h6s.jpg

    Made this maze because I always wanted one. It's also a MP mission for up to 5 players. There is also some AI units in the maze to keep you company while you make it to the exit. There is no scripting involved and pretty much left it open for anyone to modify and make it a lot cooler. If you want the 3D file or the maze template let me know. I figure I had to name the maze so I named it Bungle (As in Mr. Bungle). I hope you all enjoy trying to make it out of this hell hole.


  3. This one is mine that I'm messing with. It works and it will give you more of a idea. I noticed you need a vest at least to hold the ammo. You can always add more to it.

    //////////////////////////////////////////////////////////////////
    // Having fun with LoadOuts
    //////////////////////////////////////////////////////////////////
    
    waitUntil {!isNull player};       //to prevent MP / JIP issues
    
    _unit = _this select 0;
    removeallassigneditems _unit;
    removeallcontainers _unit;
    removeallweapons _unit;
    removebackpack _unit;
    removeuniform _unit;
    removevest _unit;
    
    
    
    // Headgear, Uniform & Vest
    
    _unit addheadgear "H_Cap_red"; 
    
    _unit adduniform "U_C_Poloshirt_tricolour";
    
    _unit addvest "V_Chestrig_khk";
    
    // Trinkets
    
    _unit additem "itemgps";
    _unit additem "itemwatch";
    
    _unit assignitem "itemgps";
    _unit assignitem "itemwatch"; 
    
    // weapons, attatchments & ammo
    
    _unit addweapon "arifle_MXM_f"; 
    _unit addmagazine "20Rnd_762x45_Mag";
    _unit addmagazine "20Rnd_762x45_Mag"; 
    _unit addmagazine "20Rnd_762x45_Mag"; 
    _unit addmagazine "20Rnd_762x45_Mag"; 
    _unit addmagazine "20Rnd_762x45_Mag"; 
    _unit addmagazine "20Rnd_762x45_Mag"; 
    
    _unit addPrimaryWeaponItem "muzzle_snds_H"; 
    _unit addPrimaryWeaponItem "optic_Hamr"; 
    _unit addPrimaryWeaponItem "acc_flashlight";
    
    _unit addweapon "hgun_Rook40_F";
    _unit addmagazine "16Rnd_9x21_Mag";
    _unit addmagazine "16Rnd_9x21_Mag";
    _unit addmagazine "16Rnd_9x21_Mag";
    
    
    
    // ETXTRA Commands 
    // _unit addbackpack "B_Kitbag_Base"; 
    // _unit addvest "V_Chestrig_khk";
    // _unit addweapon "NVGoggles";
    // _unit assignItem "NVGoggles";
    
    if(true) exitWith{};
    

    In the init field

    null = [this] execVM "loadout.sqf"; 
    this addeventhandler ["respawn","_this execVM 'loadout.sqf'"];
    

    I do get a "Cannot connect to the positioning system." message when loading. I think that's a bug, I'm not sure.

    what command is it to get my weapons already loaded?


  4. When I first began playing FPS games back in 2001 my friend James taught me how to place my hands on the keys. He showed me that Q and E were for strafing Left and Right. What I didn't realize for a long time was that he played with Q and E to strafe because he had a disability and was missing a left ring finger. I got so used to playing with Q and E that I never changed it and it feels real good. As far as driving and Flying, I do use A and D to make my turns.

    So... the keys I have change thus far are not many but this is what I got so far.

    Q Strafe Left

    E Strafe Right

    A Lean Left (x2 A to stay leaned and evasive left)

    D Lean Right (x2 D to stay leaned and evasive right)

    G Gear (I had to put this back where it was)

    C Stand Up (Toggle)

    Mouse 5 Combat Pace Toggle

    Num 5 Grenade (Razer Naga KeyPad)

    Mouse 4 Adjust

    Num 8 Toggle View (Razer Naga KeyPad)

    Num 7 Push to Talk (Razer Naga KeyPad)

    Caps LK Walk and Toggle Walk (2x)


  5. cool, I'll assume that's it. All I wanted is an old man in the British army :D

    ---------- Post added at 10:10 PM ---------- Previous post was at 09:56 PM ----------

    the patch worked! I can now use setFace :yay:

    http://img843.imageshack.us/img843/4760/oldman.png (604 kB)

    When I apply the exact same line as vinc3nt I don't get the same face. I only get the facial hair from the desired face with a random face. For example this Assistant gets this face below using

    this setFace "face10_EP1";

    arma2oa2013012716363070.jpg

    when it should be like this guys (notice the same facial hair).

    face01ep1.jpg

    I have the same issue with other AI's and never seems to work right. Just random faces that won't change much but the facial hair does.

    Iv tried editing with my arma2oa.exe and the arma2oa.exe that's in the expansion/beta folder. I have the latest patch ARMA2_OA_Build_101245 and running no mods. How can I fix this issue? I'm guessing these maybe some of these lines don't work with some units? So far i have issues with some of the Civilians like the Functionary (black suit).


  6. After converting my 3d sqf to 2d sqm it changed the way my script looked. From my previous post to this (using a different object this time as a example.)

    class Item143
    	{
    		position[]={3966.8306,359.20578,11661.803};
    		azimut=-93.840271;
    		id=244;
    		side="EMPTY";
    		vehicle="Land_A_Castle_Stairs_A";
    		skill=1;
    	};
    

    Now would it be ok if I added a init field under the skill for each object I wish to suspend? For example.

    class Item143
    	{
    		position[]={3966.8306,359.20578,11661.803};
    		azimut=-93.840271;
    		id=244;
    		side="EMPTY";
    		vehicle="Land_A_Castle_Stairs_A";
    		skill=1;
               init="this enableSimulation False;";
    	};
    

    I don't have the server init file only the mission.sqm. (I would need to ask the admin for the init file) but was hopefully hoping I can do it this way instead?


  7. I'm sorry, I'm not to familiar with scripting. I really wish I was and do want to learn. But where do I place this line? Does it go in my mission.sqf?

    for example this is my a piece of my mission.sqf and a object (Bag of Goods) suspended from the ground.

    _vehicle_13 = objNull;
    if (true) then
    {
     _this = createVehicle ["Land_bags_EP1", [4515.6045, 8497.7813, 3.3981621], [], 0, "CAN_COLLIDE"];
     _vehicle_13 = _this;
     _this setDir 0.48552921;
     _this setPos [4515.6045, 8497.7813, 3.3981621];
    };
    

    Does this line (_object enableSimulation false; )of code go between the curly brackets or does it go into a different file effecting all objects? I also have similar code regarding this object in the .biedi

    I will go learn scripting after this. Thanks again.


  8. I edited a Chernarus mission with a base for my friends dayz server. Using the 3d editor I set up the castle and made all the right adjustments. Of course converting back to 2d to merge with the original mission file we go ahead and upload it to the server. Everything works fine just that the objects I suspended from the ground are falling back down not staying levitated. My friend has no issue with this and I guess we use the exact same tactic for editing the mission. I was hoping if anyone knew what I was doing wrong. Thank you.

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