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Von Quest

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Everything posted by Von Quest

  1. Just a quick note: The class-names for Editor-placed things is listed on the Top Bar of the placement/selection box when you click on the objects.
  2. 1. The HINT box that pops up every 10 minutes works fine for the normal weather. But the "forecast" values were always "any". So there was never a forecast. (forecastOvercast,forecastHumidity,forecastRain,forecastFog,forecastWindE,forecastWindN) 2. Also, with the wind, you never addressed the TWO values. I'm confused on how anyone is supposed to use two values. 3. And as for the setup. Most of us don't know what a "params" are. I copied the below exactly into the description.ext file. But, the first line is commented-out though. So can the line still work in a description.ext file? Little confused. What is the 5 for? I just set it to 7 ( // paramsArray[7] ) and then set the default also to 7 ( default = 7; ) for random weather. I'm guessing I'm still setting this up wrong maybe? // paramsArray[5] class initialWeather { title = "Initial Weather"; values[] = {1,2,3,4,5,6,7}; texts[] = {"Clear","Overcast","Light Rain","Heavy Rain","Light Fog","Heavy Fog","Random"}; default = 1; };
  3. I've noticed you can only control AI up to a point in some cases, but then the "I" will take over and behave almost as if its "human"... scary.
  4. Ah, man. I was sooo upset. Your script was a high-point for me in video game/sim history. Being able to para-jump into an area realistically with bag attached was full immersion... Now what? There was another thread that has sorta a fix for this, but have not yet tried. It seems to re-spawn the pack after you land. I've only cried twice in my gaming history. Once when I found ArmA this year and saw the epic potential of being able to design your own game. And again when they broke this script! :cry2: Thanks for chiming in with that.
  5. WHAT? You've got to be kidding!!! If we have an enemy cornered, he can just warp through a wall. That's ridiculous. Noticed there was a "hole" in the back of the Hanger at Molos Airstrip. I have a FOB setup there and noticed that soldiers would walk past the CO during the Briefing and zhooop right through the wall breaking the immersion for a sec. Ugh. :crazy:
  6. Is your computer plugged in? :crazy_o: Just kidding. Confirm the product itself IS indeed working? I'm guessing from first post that you used it before, or no? Make sure you start it before you use it on any game. Make sure its plugged into a 2.0 USB port. And make sure you have the Reflector Clip ON your hat so the IR eye has something to bounce the signal off of to work. You do not need it listed in 'supported' games. Never understood what that was for exactly. Maybe just a formality. None of my games are and all work perfect as default. LOVE TrackIR! Can't play any sim without it.
  7. You can use anywhere, any mission, any map. Just transfer the files into your Mission Folder and then turn On/Off with a Trigger area or an Item Initialization Box itself (proximity).
  8. Your right. The rain is all wonky in MP. I was coming from the perspective of lets say for example; you show up at the FOB and receive your Mission for the next few hours. The File states you have been assigned to assassinate a top Colonel who will be at Area X for the next hour or so, then intel indicates he's likely to move to Area Y in hours 3 and 4 with high probability. With your Weather Script and Forecast, you could then plan and decide IF a long range sniper shot is viable or not based on where you would want to setup the shot and plan for the predicted weather conditions moving in. When I used Random, the forecast for all variables was "any" (unless I set it up wrong).
  9. Finally had a chance to play a bit with this. Not too much so I hope this is not in haste... I would recommend to use human-friendly info rather than cold-data for the readout and forecast. If rain is displaying 0.3, then what? Should be translated into something like "Current - Light to Moderate Rain". Then maybe "Forecast - Heavy Rain Expected" You can translate any value into text how you want. And the Wind? Two values? How is that used? Here's a sneak peak of my similar Sniper Script: if(windStr >= 0.25 && windStr <= 0.4) then {_windStr = "5-8mph | 8-13kph<br />*leaves and smaller twigs move<br/>";}; if(windDir >= 11.26 && windDir <= 33.75) then {_windDir = "SSW to NNE";}; You can display good text if using: hint parseText format [ "<t align='center' size='2' shadow='true'>SkyWarn<br /></t> <t align='center' size='1' shadow='true'>==========================<br /></t> <t align='left' size='1' shadow='true'>VELOCITY :...... %1<br /></t> <t align='left' size='1' shadow='true'>DIRECTION :......... %2<br /></t> <t align='left' size='1' shadow='true'>BEARING :............. %3*<br /><br /></t>", _windStr,_windDir,_blah,_blah select 2]; Just a snippet of example. Also, when using Random, your script can not do a forecast since it is NOT known yet. It would be great to get a system that could change randomly over an hour or two (what's with the 10min?) and we could check-in somehow/somewhere to see the predicted conditions which may or may not factor into the Mission Execution. Not sure how. Just some initial thoughts I had so far. I love tinkering with projects like this that add 'atmosphere' to the hobby. The combat stuff will take care of itself, but it's scripts like these that add the 'sim' into the simulation. Keep it up! Thanks. ;)
  10. I'm having the same problem! We HALO in about 90% of the time, and now we're grounded... Is this a BUG with last update do you know? Should I just wait or do I/we need to redo the script? With my script, the pack used to be attached to your front while in freefall, but now the pack detaches and you have to find it somewhere on the ground (IF you can). Ugh!!!! :mad: Click for High-Def version of IMG: http://farm6.staticflickr.com/5547/9467148565_50dde5f3e8_o.jpg' alt='9467148565_50dde5f3e8_o.jpg'> HALO_Project1 by richardvonquest, on Flickr[/img] Script: if (isDedicated) exitWith {}; _unit = _this select 0; _parachute = _this select 1; _pack = unitBackpack _unit; if(_parachute == "") then { _unit addBackpack "B_Parachute"; } else { _unit addBackpack format ["%1",_parachute]; }; _pack setPos [(getPos _unit) select 0,(getPos _unit) select 1,-50]; //bury waitUntil {(getPosATL _unit) select 2 > 20 && vehicle _unit == _unit}; //20 ATL and not in a vehicle == falling //freefall: _pack attachTo [_unit,[0,-0.13,0],"Pelvis"]; _pack setVectorDirAndUp [[0,0,1],[0,1,0]]; //standing: //_pack attachTo [_unit,[0,0,-0.01],"pelvis"]; //_pack setVectorDirAndUp [[-0.3,-0.7,0.2],[0,0.1,0.9]]; _nil = [_unit,_pack] spawn { _unit = _this select 0; _pack = _this select 1; waitUntil {animationState _unit == "para_pilot"}; //wait for parachute open //animation still weird, can't seem to attach while in parachute animation...so bury temporarily _pack setPos [(getPos _unit) select 0,(getPos _unit) select 1,-50]; //bury nearby... waitUntil {isTouchingGround _unit || (getPosASL _unit) select 2 < 0.1};//wait for landing if(surfaceIsWater [getPos _unit select 0,getPos _unit select 1]) then { waitUntil {isTouchingGround _unit}; //will trigger offshore, bag will float then detach _pack; _pack setPosASL [getposASL _unit select 0, getposASL _unit select 1,-0.35]; } else { detach _pack; _pack setPosATL [getposATL _unit select 0, getposATL _unit select 1,0.3]; }; _pack setVectorDirAndUp [[0,0,-1],[0,-1,0]]; _pack addAction [localize "STR_A3_CfgActions_TakeItem0",{(_this select 1) action ["TakeBag",_this select 0];},"",6,true,true,"","true"]; };
  11. Von Quest

    Mortar script help

    Maybe a Trigger? Set the fire to just 1 and use REPEATEDLY on Trigger. Then use a 2nd Trigger to delete the first by a Timer or Radio Trigger to stop. Just a thought...
  12. Von Quest

    Problem with Support Moduls

    Make sure the 'requester' is the last one in, and the last one out. Also it's on a timer so the Heli can't sit for very long and wait. Make sure you load fairly quickly. Hmm... I'm guessing there are enough seats as well? Just some thoughts...
  13. Von Quest

    Help with hostage script.

    Make sure you outrank everyone so YOU are in command and can give orders. For the Heli, just use the Virtual Support Heli and call it when & where you are ready. Also recommend you AttachTo your triggers to everyone so they follow the Unit around and double check your settings so they are triggered ONCE. You may be disabling "move" over and over again and they are therefore stuck in place. To attachTo a Trigger: trigName attachto [unitName, [0,0,0]];
  14. @tortuosit I'm using Zooloo75's for the ballistics mod. I'm working on a kestrel device you can pull up to check weather/wind so you can adjust and make that long range shot IF you are using any ballistics-type mod if you're into the more extreme sniper simulation style game.
  15. This Weather system looks fantastic. Haven't had a chance to play with it yet. (maybe tonight) Can you confirm the Wind though? I'm working on a Sniper mod, but can not find the Max Wind if at 100%. I was guessing it was about 20mph, so that's what my math was based on... :raisebrow:
  16. Von Quest

    Is this easy to script?

    Copy that brother!
  17. This was part of the Philadelphia Experiment. You saw nothing! ALWAYS just set their elevation to 1 or 2m. Units/Objects like to get stuck inside/under things sometimes. Rule-of-thumb. :p
  18. Helicopter named Heli1. Use in Trigger On Act: dostop Heli1; Heli1 land "land";
  19. Von Quest

    AI Spawn Script Pack

    @tortuosit Sometimes I think people get a little too myopic with the scripting, and forget all the clever tricks you can do with the editor. I love love this pack. Can't play without it! Just some thoughts off the top of my head. Not tested. Should work (famous last words). 1. Place Trigger; name it trigX and attachto player named P1. trigX attachto[P1,[0,0,0]]; 2. Setup the Trigger to PRESENT and then REPEATEDLY. Set Condition: player in thislist Set your Min,Mid,Max Times to whatever: 600,1200,2400 (all 600s would be every 10 mins) 3. Set the On Act: execVM "LV\ambientCombat.sqf"; Just a thought, you will be carrying your own trigger everywhere and keep tripping it. Keep in mind this great script pack is highly customizable. You can spawn anything.
  20. Try: player addAction ["Turn off lights", "0 = [0.95] execVM 'lights.sqf'"];
  21. spunFIN has a great script package for that.
  22. What the HECK?!! This just broke with the last update. Grrrr! Why updates on Fridays? Stupid. No time to fix for weekend! Anyone know why this would break? The script now runs as it's supposed to, BUT then the Backpack will NOT attachTo the player now. It now just drops all the way to the ground. What's going on? Is the MemoryPoint "pelvis" no longer valid? :mad:
  23. Von Quest

    ARP2 Objects Pack

    @captainclaw / @Thedog88 Just place a Military Symbols Module down. Then in a Trigger to turn on/off you can use: setGroupIconsVisible [true,false]; The first is Map. Second is in-game. ;)
  24. Von Quest

    Lock/unlock doors on a builing

    You can use any item you want... I'm using for that example a Keycard from Scorch's Pack.
  25. Von Quest

    Tao Folding Map

    Hey partner, thought I'd check back in. Working on a related issue (see also above) and here's what I found so far: Description.ext showMap = 0; This will disable the BIG Map, but if you have a Map in your Inventory YOUR Map still works! Cool. The GPS is a different matter. If anyone has one, the BIG Map still works though... My 2 cents.
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