Silderoy
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Everything posted by Silderoy
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LOL the guy who made the video and wrote the original script is a friend of mine, Ill show him to this thread. He might be willing to share his code :) btw look at his other arma videos as well, hes a script magician xD
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ARMA 3 Addon Request Thread
Silderoy replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I have a small request, shouldn't be too much work for a modder: I want lights (Runway edgelights) in all 5 colors (White, Blue, Green, Yellow, Red) that are an object like a magazine, that you can put in a box, place on the floor and pick back up. It can also be like an invisible box that when placed it runs a script that places the edgelight on it's position. Name each of them "Runway Light - <color>". Here is the classnames for the lights that are considered Buildings in the game right now: White - Land_runway_edgelight Blue - Land_runway_edgelight_blue_F Red - Land_Flush_Light_red_F Green - Land_Flush_Light_green_F Yellow -Land_Flush_Light_yellow_F I need them to take no inventory space at all if possible, and weight nothing. Another Thing we had in A2 ACE and I miss in A3 is VS-17 Panels. so If anyone knows what I'm talking about and can do that It would be great! -
Briefing for a specific group only
Silderoy replied to domcho's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Do it that way: If (player in (group _groupleader)) then { Player createDiaryRecord..... }; _groupleader is the unitname of the group leader. In init.sqf add: 0 = [] execVM "beirfing.sqf"; -
Key press runs a script
Silderoy replied to Warnerm14's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You have to write "admin/god.sqf". The way scripts are found is the following: 1. Mission folder - NOT the folder the initial script is in. 2. Arma 2 built in scripts. You need to make sure give the whole way from the mission folder to the file, like what I wrote. As for the key press, there is a command for that, but I cannot remember the exact way. -
Combat Medical System 0.5 Released
Silderoy replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello. first of all, THANK YOU! for this great addition to the armaverse! Now, I ran into a bit of a problem. I'm trying to make a unit invincible (instructor in this case), and couldn't get it to work with anything I know. right now it got this in the unit init field: "player setVariable ["ace_w_allow_dam",false,true]; player allowDamage false;" but this is not working. Is there a way to make an exception for a single unit to "ignore" CMS? or make him not take any damage or CMS effect? *Arma 2 BTW* Thank you, Silderoy -
Arma 2 Addon request thread
Silderoy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I know its a bit of a weird request, but I would love to have a Ranger tab object, in a realistic size for the units ingame... -
A little problem in stealth kind mission making.
Silderoy replied to adr90's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can create an alternative "Get in" action, and attach yourself to the truck, while not technicly inside. It will look similiar, but it will not kick you out. And then an alternative "get out" to detach. I can give you the code if the first way proposed, which is much simpler, doesnt work. -
Distance parameter and Arrays
Silderoy replied to eegore's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can have it in the same script. Just change the if syntax to waituntil, im writing from my phone so it takes too long... -
Distance parameter and Arrays
Silderoy replied to eegore's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What about this: { if (player distance _x < 3) then { _x doMove getPosATL barn; }; } forEach [goat1, goat2, goat3...]; It has to be a script file, but its much more efficient. -
Preventing parachute when ejecting
Silderoy replied to acat0970's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can try to script an eject from the parachute, and say the strings broke. Cant remember the exact syntax ATM, but im sure someone could help. -
Critical - ARMA 2 Mission Editor Fail to load - removed ammobox from mission.sqm
Silderoy replied to spencefoz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make sure you remove it from the required addons in the beginning of the sqm. And you might have a problem with numbers in there... -
Removing a unit from a group
Silderoy replied to TheWanderer5's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
a boat cannot be a part of a group as its a vehicle and not a unit. the driver may be in the group, but you can tell him to disembark. -
Let a marker appear ONLY when a trigger is activated
Silderoy replied to Bioz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Exactly. -
How do I add only one of two random magazines to a vehicle ?
Silderoy replied to spitfire007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_num = floor (random 100); if (_num < 100) then { _car addWeaponCargoGlobal ["Binocular", 1]; if (_num < 75) then { _car addWeaponCargoGlobal ["NVgoggles", 1]}; if (_num < 30) then { _random = random 1; If (_random > 0.5) then { _car addMagazineCargoGlobal ["BAF_ied_v1", 1]; } else { _car addMagazineCargoGlobal ["BAF_ied_v2", 1]; }; }; That one should work. -
Mission Editing with Mods
Silderoy replied to Grubby's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can do this by creating a new mission and just putting in it everything that comes with the mod. for example a line of all the units, a line of all the ground vehicles, a line of all the planes, etc etc. place all the ammo boxes next to each other, and all static weapons, and basicly everything that comes with that mod. -
In Need of ACE Beta Testers
Silderoy replied to SSgt Schirf's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would love to help you out! I usualy play with a milsim unit, so its nice to relex abit :) I got some scripting backround, so hopefully I can help you. Regards, Silderoy. -
Radio Alpha Trigger with countdown
Silderoy replied to BLQQD's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Add a sleep to the script/on act field? Just add "sleep X;" in the beginning of the code. X is how much time (in seconds) you want to delay. -
Player Setpos for only unit in the trigger?
Silderoy replied to burdy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try using {_x setPos (getMarkerPos "m1")} forEach thislist; -
Arma 2 Random Unit Disarm?
Silderoy replied to burdy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_list = [s1,s2,s3,s4,s5,s6,s7,s8,s9,s10,s11,s12,s13,s14,s15,s16,s17,s18,s19,s20,s21,s22,s23,s24,s25,s26,s27,s28,s29,s30,s31,s32,s33,s34,s35,s36,s37,s38,s39,s40,s41,s42,s43,s44,s45,s46,s47,s48,s49,s50,s51,s52,s53,s54,s55,s56,s57,s58,s59,s60,s61,s62,s63,s64,s65,s66,s67]; _numberOfChosen = 10; //change this to decide how many units will be chosen _chosen = []; For [{_x = 0},{_x < _numberOfChosen},{_x = _x + 1}] do { _random = floor (random (count _list)); _unit = _list select _random; _chosen set [_x,_unit]; _stay = _list - _chosen; _list = _stay; }; waitUntil {(count _chosen) == _numberOfChosen}; for [{_i = 0},{_i < _numberOfChosen},{_i = _i + 1}] do { _player = _chosen select _i; _player removeWeapon (primaryWeapon _player); }; tested it and now it works. -
Arma 2 Random Unit Disarm?
Silderoy replied to burdy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make sure everything is OK with your trigger, because I cant find anything that will not work with the script... Add this line to the on act of the trigger: hint "trigger activated"; Then tell me if you see the hint when the trigger should start. -
Arma 2 Random Unit Disarm?
Silderoy replied to burdy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make sure you use "execVM" and not exec. And I edited it to fix a possible issue. -
Arma 2 Random Unit Disarm?
Silderoy replied to burdy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try using this. The sytax may be wrong, but itll give you an idea: _numberOfChosen = 10; //change this to decide how many units will be chosen _chosen = []; For [{_x = 0},{_x < _numberOfChosen},{_x = _x + 1}] do { _random = ceil (random 67); _unit = format [s%1, _random]; _chosen set [_x,_unit]; }; waitUntil {(count _chosen) == _numberOfChosen}; { _gun = primaryWeapon _x; _x removeWeapon _primaryWeapon; } forEach _chosen; -
setHit Full name of objecte
Silderoy replied to JסNy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try using "mala vrtule". -
Editing the texture of a unit
Silderoy replied to ColtH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, im never really worked with mods before, but if you open the PBO im sure you will find the texture file. You can open it up with photoshop or anything and repaint it. Then save it instead of the old file... Im not about transperancy tho. -
Voice actors forum group - find actors or become one!
Silderoy replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Berely... I learnt it a few years back and I remeber about nothing :P