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kupcho

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About kupcho

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  1. After getting the Prairie Fire DLC, I noticed that when I ran the included co-op missions, that I could reduce weapon sway (and other things) in the parameters drop down. Although I personally enjoy the fatigue/sway stuff (maybe enjoy is a bit much, but...), a bunch of the friends I play with really liked the option to fix it. I was hoping to learn two things here -> 1. How to reduce the sway and 2 How to include that parameters thingie to my missions. Please be aware that my scripting abilities are very sub average, so when you post your answer, try to lay it out as if I was totally brand new to ArmA scripting. As always; any help is appreciated.
  2. Alrighty then! I found the correct line and syntax to get the job done. I placed my quad down and gave it the variable name respawn_west_mobile. Then I placed a vehicle respawn module down and synced it to the quad. In the expression field of the module, I entered the following text... params ["_newVehicle","_oldVehicle"]; _newVehicle addAction ["<t color='#006400'>Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}]; [west, respawn_west_mobile] call BIS_fnc_addRespawnPosition; This works as I needed it to. I hope that this may help others. Enjoy.
  3. Thanks pierremgi. I WILL try your method for sure. But I thought that any respawn would have to be a named variable (respawn_west/east...) to be used as such, but for sure, I could be wrong and the code may take care of that. Still, I'm thinking that either I'm misunderstanding you or you're not understanding what I'm trying to do with the quad. I'm not having any problem at all with having the vehicle itself respawning, but I need it to respawn as a respawn position/arsenal for people taking part in the mission. And, just to be clear...my problem is when the quad (or whatever) has been destroyed, it respawns as a vanilla quad and not as a respawn position or arsenal as I desire it to be. Going by your example, this is what I intend to put in the VEHICLE RESPAWN MODULE'S expression field now... ["_newVehicle","_oldVehicle"]; _newVehicle addAction ["<t color='#006400'>Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal]}; call BIS_fnc_addRespawnPosition]; Does that look right to you? Thanks again for the quick reply. Okay, I tried your method verbatim and it works to respawn the quad as an arsenal. Still not a respawn point but...it does work as advertized! Thank you very much. I also tried the line I came up with but no luck. I'm obviously missing something. Ideas?
  4. Howdy folks. I've been trying to find a way to have a vehicle respawn as an ARSENAL and a RESPAWN point. After perusing the wiki n the like, I tried this... I placed a quad and set it's variable name as "respawn_west_mobile". And placed this in it's init field - [west, respawn_west_mobile] call BIS_fnc_addRespawnPosition;this addAction ["<t color='#006400'>Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}]; And it works perfectly...until it's destroyed. So I placed a VEHICLE RESPAWN MODULE and synced it to the quad. In the VEHICLE RESPAWN module's EXPRESSION field I tried putting this - ["_newVehicle","_oldVehicle"]; [west, respawn_west_mobile] call BIS_fnc_addRespawnPosition; this addAction ["<t color='#006400'>Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}]; But that doesn't work at all. Can anybody explain to me what I've done wrong? Can anybody explain to me how I can have it work like I need it to? Any help is appreciated.
  5. Thanks Gunter. That's the info I was looking for. But I'll still have to wait for someone to write an "ebo viewer" before I can look into the files I was trying to see. Tomorrows another day.
  6. Crap. Never mind. I found them (the Global Mobilization files) in the GM folder. Unfortunately, BI chose to release these files as EBO files. And they aren't openable (?) using these tools. I suppose that I'll work on something else for now. But thanks for the help folks.
  7. No problem there beno_83au. Being one of the older generation (I'm in my 60's), and whether I want to or not...I take things slow naturally. I just needed to see how the guys that wrote the game take care of business without all the mods n stuff. I've done some light scripting before, using things I found here, on youtube, etc... and can generally hold my own for a lot of what I'd like to achieve. But some of the more complicated stuff still baffles me. I haven't actually written anything for quite awhile, but after getting the Global Mobilization DLC and playing the Death Match scenario it got me interested in doing more again. A LONG time ago, I hosted what I called the PIGSTY for my Friday Night Fights with friends in the old Delta Force games. And one of my things that people seemed to enjoy there, were what I called my "Arena" series of maps. Small, enclosed areas where folks got together just to shoot anything that moved. They were short, fast moving games that the new DM map reminded me of. And I was hoping to (at least this time) adopt the scripts that ran that map into a new batch of Arena maps. In all truth, what I could do (at least at this time), is take the entire script from that mission and simply change the areas where the battles are fought. But I'm not so much interested in the changing of outfits or upgrading the weapons, just running a straight forward Deathmatch/Team Deathmatch server. But I can take care of the minutia later. I learn more from having a working script where I can see what happens when I remove small pieces. If it continues to work...cool. If not...back to square one; time to try something different. Learning by my failures y'know. So now I'm searching for where the DLC missions are hidden so I can look into that specific mission. Any idea where I can find these?
  8. Thank you 7erra. Very helpful. I appreciate the full and clear instructions (not to mention the quick reply). Looking forward to learning something usefull. ...and terrorizing my buddies when they play my missions.
  9. Please also understand that I access the game through steam. I assume that that will probably change the directory where I find them.
  10. I'd like to know if the original mission files (the ones that BI included in the game) are accessible to be viewed in the editor. And if so, where can I find them. I'm an older dude and I know very little about computer language or scripting. I come here to the forums to learn things, but most of the answers I get come from folks that know a LOT more than I do and too often they also include scripts that rely on mods n such and are not very helpful to me. Sort of like me (I've played guitar for over 50 years) trying to show a novice guitarist how to play Jimi Hendrix's Voodoo Chile (Slight Return), by running through it in real time and then expecting them to pick up on it right away and play it on an acoustic guitar too (good luck with that). I have put together a few (very) simple missions before, but I'd like to learn more about the scripts used in the game. And I'm hoping that by looking over the original missions, being as basic as they can be, would help me a lot when I'm trying to figure out how they do certain things. Any help would be appreciated.
  11. I have a basic understanding of how to use the vehicle respawn module; I know how to place it, sync it, etc... But I could use some help with the "System Specific - Vehicle Respawn EXPRESSION field". I'm trying to get a quad that's been set up as a respawn position to respawnand still be the respawn position. I think the Expression field under the "System Specific-Vehicle Respawn" is supposed to do that, but I don't understand the proper syntax on what to enter there. It has [<newVehicle>,<oldVehicle>] as the passed expression, but I don't know what that even means exactly (sorry...old dude. NEVER took a computer class (they didn't even HAVE computers when I was in HS)). I'm using the text [west, respawn_west_mobile_quad1] call BIS_fnc_addRespawnPosition; in the init field of a quad named "respawn_west_mobile_quad_1" to set it up as the respawn point. Any help would be appreciated.
  12. kupcho

    SECTOR SCAN?

    I really like the SECTOR SCAN tool as it's used in the WARLORDS game type. Is there a (relatively) easy way to incorporate it into my home made missions? Please understand that I do okay using the editor, but I am NOT well versed in scripting. Any advice is appreciated.
  13. kupcho

    TRIGGER for a SPECIFIC UNIT

    Yep...I knew that. I was just testing y'all... Yeah...that's it...testing y'know. Thanks jonipetteri. Damn...talk about OBVIOUS stuff. Sheesh.
  14. kupcho

    You've played to much Arma when:

    When they release ARMA 4.
  15. I'd like to know how I can set a trigger that would allow other blufor (or whatever) units to pass through, but trip when a specific named unit enters. Something like having a convoy of blufor trucks moving through, and having the trigger trip when the one named truck5 hits the trigger area. Sorry if this has been handled before, I did a search and over 9000 pages of answers, most of which had nothing to do with my question, popped up. And the wiki page is vague at best. Thanks in advance.
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