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robot

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About robot

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  1. Hello All, I am starting to create my own multiplayer mission. The goal is it will eventually be for use on dedicated servers. During the development phase when I am creating the mission using the editor and scripting, what is the best enviroment to use? Let me explain more..... Should I go to 'mutiplayer', 'new', select my mission, 'edit' and and then save as a my work as a user mission and then place scripts into Documents/missions. Or should I use 'Export to Multiplayer mission' and then work with editing the contents of the PBO and starting a dedicated server to see the results / test. I suspect its maybe the first and then when you're complete, you export to MP. Its just I am concerned I don't mess up and fall victim to executing on the client, only to find this out later when I try to run on a dedicated. I would be very interested in seeing what process you all have for developing an MP mission <--- In fact that is my main question :) Thanks in advance! robot
  2. How do you (if possible) rotate an object using the mouse? I find O2's rotate button where you provide a number to x,y,z in tool bar is to cumbersome and requires lots of guessing and backtracking.
  3. Thanks Gnat. I have all my hitpoints defined, but the relevant objects are still not shown in the Hud. I found http://community.bistudio.com/wiki/CfgVehicles_Config_Reference#unitInfoType Typical in that it has most of the important information missing (the values you can use). I will try declaring unitInfoType = "RscUnitInfoAir";
  4. I do hope I have the right forum section, as I don't yet know if this is related to the model or the configs. When you enter a vehicle a damage status bar is shown to the far left of the screen. Green denotes healthy until it eventually works through amber to red as more damage is recieved. Its typically divided into further segments for each part (engine, hull, wheels etc). What I am trying to work out is, where is each status element (hull, engine, wheels etc) and the status bar iself defined ? Is it from the hitpoints declared or is it something within the MLOD itself? For example if I wanted to add a 'hull' section how would that be done? Hope that makes sense, if not I will try to claify further.
  5. I just solved it by reversing them, but yours looks better so I will try that too:
  6. Sorry, completely forget this: _item = _this;
  7. Hello, I have a weapon type (ItemMap), which is one of a few that can be passed to _this. I can see _this is populated properly by using a hint _this; I now want to run an if statement to see if this is present. if ("ItemMap" in _item) then { hint "yep!"; }; No matter what I try, I get: Error position: <in _item) then { Error in: Type String, expected Array,Object,Location The same for: _str = "ItemMap" if (_string in _item) then { hint "yep!"; }; Or if ("ItemMap" == _item) then { hint "yep!"; }; Is this because I am using a string and it expects a different type?
  8. Thanks Guys. Two mistakes made there, I can see how now.Will; try your exercise Mondkalb, thx!
  9. I am trying to learn a basic level of model making, but I am stuck at a certain section and can't see what I am doing wrong. Mondkalbs text is in red The handy 3D-View Now you have to assemble all the faces together by hand. To do so, select at least three, maximum four vertices and hit "F6" once. The "Top"-View is the most helpful view to do this. When handling complex models, the 3D-View should be your first choice. When you have created all Faces, check the model for unwanted holes. To do so, go to "Structure" -> "Topology" -> "Find Non-Closed". If nothing red appears, everything is fine. But if something does appear red (selected), you'll have to redo this section and their surrounding faces. (Select the already red marked vertices, the next vertices around them. To add something to your selection, hit "Ctrl" while selecting. Now hit "D", and solve the problem with some "F6"-work.) Hitting "Shift + Ctrl" while selecting will remove the vertices in your mousebox from the current selection. Try messing around with these hotkeys while selecting things, to see what I mean. If everything went well, it should look like this: So mine looks like this: Mondkalbs Next: Have a look in Bulldozer. Click once with the LMB in any View to deselect the whole model, and switch to Bulldozer. While holding the RMB you can rotate the model in Bulldozer. Holding LMB will change the position of the camera. "W,A,D,S" will also change the camera's position, but I strongly recommend not to do this by keyboard, since some keys will trigger events in O2, which can be bad news when triggerd unintentionally. Especially the "W"-Key. Mondkalbs model looks like this: Mine is like this (quite different) But hey, what's that in bulldozer? One face of the doorframe is missing! But you definately remember creating it... And the lighting is also a bit... unfortunate. Solve the issiues with the following: Try to spot the missing face in your "3D-View". Those "Messy-Faces" are usually easy to spot while having the whole model selected. When you've found the bad three (or four) vertices, which add up to the missing face, select them (With the "Vertice Selection"-mode, and hit the Devil's Key No. 1: "W". This key Inverts the facing of this face. (odd sentence...) The "missing" face was always there, but facing simply in the wrong direction resulting in "nothing" to see. You can determine the facing of face by its blue lines coming form each vertice when having the face selected. And this is where I am stuck. "Try to spot the missing face in your "3D-View". Those "Messy-Faces" are usually easy to spot while having the whole model selected." How do I tell the "Messy-Faces". I can't work out what he means? Here is my model with everything selected: Hope someone can help and as I am dead keen to learn, but it feels like I am missing a vital step here.
  10. Hmmm... _personOne = _this select 0; // Selects the first array entry (passed on by _this) which would be '[b]player[/b]' _personTwo = _this select 1; // Selects the second array entry which would be 'Damsel1' _personOne setPos (getPos _personTwo); // Moves Player to the same location as [b]Damsel1[/b]. Now the only thing that confused me and also scared the crap of me was, on turning around while muttering ("where is she") I was faced with this freakshow.. So how did Damsel2 get moved? Is it because they are part of the same unit (Civilian)? For your exercise of how to move Damsel2, as far as I can see... Change the init perhaps... nul = [player, Damsel[b][color="#FF0000"]2[/color][/b]] execVM "myScript.sqf"; Or even extend the array: nul = [player, Damsel1, Damsel2] execVM "myScript.sqf"; _personOne = _this select 0; _personTwo = _this select 1; _personThree = _this select 2; _personOne setPos (getPos _personThree);
  11. Oh jeussss! I did not realise you needed to name, I thought it would take the Arma classname! Well I learned something today. So would that be what people refer to as the objectname? kylania, going to try your exercise in a bit (just about to leave for my drive home). Thanks again all.
  12. Hmm, my player did not move. I have put some hints in so I know the script is executing ok. Here is the unit info: Player: ---------- Post added at 16:28 ---------- Previous post was at 16:24 ---------- Thanks for the kind words :)
  13. Hi, I am trying to teach myself scripting and something which is probably simple is proving unachievable (believe it not I just burned up a few hours doing this). All I want to do is getPos of a unit and then setPos of the player so they are with the unit, or even setPos the unit (I can't get either to work). Within the mission I have a Private Rifleman with control set to 'Player'. In the init line I have my script called... script = [] execVM "myscript.sqf" I also have a unit Non Playable Damsel (Blue) (Classname Damsel1) My failures: _theunit = getPos unit; x = _theunit select 0; y = _theunit select 1; z = _theunit select 2; player setPos [%1,%2,%3]; player setPos [((getPos unit select 0)+5),((getPos unit select 1)+5),0]; player setPos [((getPos Damsel1 select 0)+5),((getPos Damsel1 select 1)+5),0]; player setPos getPos unit; player setPos getPos Damsel1; _damsel = getPos unit; x = _damsel select 0; y = _damsel select 1; z = _damsel select 2; player setPos [x,y,(z) +0.8]; There are also about 15 other combinations which all failed too! :( None of it is working and i am out of ideas. I have scraped to the bottom Google and here search wise.
  14. sincere thanks for your help guys. this community is great. ok, I got the chopper doing just what I want. The last part is having a scheduled event, and by scheduled I mean time contingent and re-occurring at a fixed intervals. This is Multiplayer, so its not so fixed in that unit x triggers y and then z starts, players are moving around undetermined with no fixed destination. So what I need is some way of saying every X hours, a helicopter travela from to waypoint and from spawn. The spawn is and waypoints are both edges of the island, so I don't need any complex route, no insertions, excursions..just fly over the map every X hours. I figure there must be a way of doing this as there is a worldtime?
  15. Oh I got you now. I don't think I need a timeout as I would rather he did not stop. Looking at the video it looks like a countdown in a trigger for 3600 (1 hour) might do it. The only thing then is I need a unit to enter the trigger area to start the choppers journey. I would like the chopper to start right on the edge of the island and flow the whole distance across, so I am not sure what you initiate the trigger? Dam, I have a lot to learn
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