

Karrr
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So I have this script createspikes.sqf _spikenamepool = [spike1, spike2, spike3, spike4, spike5, spike6, spike7, spike8, spike9, spike10, spike11, spike12]; _spikes = "spikestrip"; _spike1 = _spikenamepool select 0; _spike1 = _spikes createVehicle [0,0,0]; _spike1 attachTo [player,[0,1.5,0]]; demountstripadd = player addAction ["Place Spike Strip", "demountspikes.sqf"]; player removeAction beginstripadd; beginstripadd = beginstripadd - 1; demountspikes.sqf detach spike1; player removeAction demountstripadd; demountstripadd = demountstripadd - 1; It spawns in correctly and attaches to the player then when I execute demountspikes.sqf it does nothing, I've tried using the array _spike1 the actual object name and everything. Any help is appreciated
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We gave Arma 2 Server more cores and it runs smooth with CBA
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Moved to Windows Server 2008 runs smooth
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We've recently purchased a box and have Debian 5.0 installed. I've set up a TS3 server on it and it's working perfectly, and I was wondering if we were going to stay with Linux. The reason is is that I don't know if linux can run mods for the server and other things like BEC etc. So if anyone has experience with hosting Arma 2/OA on a Linux OS please clarify things for me :)
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We're running beta patch 103718, I've checked the logs and cannot find what you are talking about.
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On our dedicated server we are running CBA_CO and JSRS is just enabled with the keys, we've found that CBA_CO is giving everybody very inconstant frames. We've tried putting @CBA_CO in the command line and it causes everybody (Including people without CBA_CO to lag) When disabling CBA_CO the frames seem perfect, if anyone knows how to fix this the help is much appreciated, thanks! :) ---------- Post added at 09:55 AM ---------- Previous post was at 09:52 AM ---------- Command line: -mod=@CBA_CO -ip=hidden -port=hidden -profiles=Dedi -config=server.cfg -cfg=arma2.cfg -name=Dedi -netlog
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You just need the playable characters to be placed. You just download that file I posted and paste it in your missions folder which would look something like this. C:\Users\User\Documents\ArmA 2 Other Profiles\Kar\missions\missionname.Chernarus
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Works for me
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This is a download link to a description.ext file with that code in it, replace yours with mine. http://www.mediafire.com/?tbe4mf6yc67u7y7
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Make a description.ext file in the mission folder and place this code within: disabledAI = true; save and restart your mission.
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I'm launching with multiple mods and when I get to the briefing screen everything okay till I hit continue when I hit it it sends me straight to the de-briefing screen. I checked my RPT and this is what happens when I get past breifing. I know very little about scripting so I guess I'm just asking for someone to explain this code to me so I can try and figure out whats going on. 30.07.2013 20:27:44: Kar (IP) GUID - #40 "", ""]; } else { CBA_EVENT_KEY_LOGIC = SLX_XEH_DUMMY createVehicleLocal [0,0,0]; CBA_EVENT_KEY_LOGIC addEventHandler ["Killed"" 30.07.2013 20:27:44: Kar (IP) GUID - #58 "eleteVehicle CBA_EVENT_KEY_LOGIC; }]; CBA_EVENT_KEY_LOGIC setDamage 1; }; }; " 30.07.2013 20:27:44: Kar (IP) GUID - #119 "if !(isMultiplayer) then { { (findDisplay 46) displayRemoveAllEventHandlers _x } forEach ["KeyUp", "KeyDown"] }; if (isS" 30.07.2013 20:27:44: Kar (IP) GUID - #121 " 0; if !(isNil "_id") then { ; (findDisplay 46) displayRemoveEventHandler [_key, _id]; }; if (count _x != 1) then { ; _x set [0," Please move accordingly if I have posted this in the wrong section.
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Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
You will need to make new selections with the proxies selected and name them whatever so you can reference them in the code. I made a selection: pravy zadni unhide and that selection is selecting the proxy and is referenced within the code. class 4_Seat_Hilux_DestroyRB { Type = "hide"; Source = "HitRBWheel"; Selection = "pravy zadni"; MinValue = 0.00; MaxValue = 1.00; SourceAddress = "clamp"; hideValue = 0.98; }; class 4_Seat_Hilux_unhideRB { Type = "hide"; Source = "HitRBWheel"; Selection = "pravy zadni unhide"; MinValue = -1.00; MaxValue = 0.00; SourceAddress = "mirror"; hideValue = 0.02; }; So once the damage 0.98 is reached it will hide my wheel model, and the destroyed wheel proxy will display. Then once the damage goes below 0.98 the wheel will display and the destroyed wheel proxy will hide. -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
class Damage { tex[]={}; mat[]={ "ca\wheeled\data\detailmapy\coyota_trup1.rvmat", "ca\wheeled\data\detailmapy\coyota_trup1.rvmat", "ca\wheeled\data\detailmapy\coyota_trup1_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_addons.rvmat", "ca\wheeled\data\detailmapy\coyota_addons.rvmat", "ca\wheeled\data\detailmapy\coyota_addons_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_kola.rvmat", "ca\wheeled\data\detailmapy\coyota_kola.rvmat", "ca\wheeled\data\detailmapy\coyota_kola_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_interier.rvmat", "ca\wheeled\data\detailmapy\coyota_interier.rvmat", "ca\wheeled\data\detailmapy\coyota_interier_destruct.rvmat" }; }; That's the code I have as of now and it doesn't work, I'm using Bohemia's .rvmat's and destruct.rvmats. I don't see how it wouldn't work. Entire config.cpp: #include "basicdefines.hpp" #include "model.cfg" class CfgPatches { class 4_Seat_Hilux { units[] = {"4_Seat_Hilux"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgVehicles { class HMMWV; class 4_Seat_Hilux: HMMWV { scope = public; hasGunner = 0; maxSpeed=125; acceleration = 9; side=TCivilian; model="\4_Seat_Hilux\Model\4_Seat_Hilux.p3d"; picture="\Ca\wheeled\data\ico\hilux1_civil_3_open_CA.paa"; Icon="\Ca\wheeled\data\map_ico\icomap_hilux_CA.paa"; mapSize = 7; nameSound="offroad"; displayName= "4 Seat Hilux"; transportSoldier = 3; typicalCargo[]={Civilian}; driverAction= Hilux_Driver; soundEngine[]={\ca\wheeled\Data\Sound\Hilux_engine1,db-20,0.8}; soundGear[]={\ca\wheeled\Data\Sound\shifter_v3,db-65,1}; SoundGetIn[]={\ca\wheeled\Data\Sound\Humvee_DoorOpenClose,db-45,1}; SoundGetOut[]={\ca\wheeled\Data\Sound\Humvee_DoorOpenClose,db-50,1}; class hitpoints { // class PlateInfos {name="spz"; /*font<=fontPlate;*/ color[]={0,0,0,0.75};} class HitEngine {armor=0.4;material=60;name="motor";visual="motor";passThrough=1;}; class HitRGlass {armor=0.3;material=-1;name="sklo predni P";passThrough=0;}; class HitLGlass {armor=0.3;material=-1;name="sklo predni L";passThrough=0;}; class HitBody {armor=1;material=51;name="NEkaroserie";visual="karoserie";passThrough=1;}; //disabled points from models class HitFuel {armor=0.3;material=51;name="palivo";passThrough=1;}; class HitLFWheel {armor=0.15;material=-1;name="levy predni tlumic";visual="Levy predni";passThrough=0;}; class HitRFWheel {armor=0.15;material=-1;name="pravy predni tlumic";visual="Pravy predni";passThrough=0;}; class HitLBWheel {armor=0.15;material=-1;name="levy zadni tlumic";visual="Levy zadni";passThrough=0;}; class HitRBWheel {armor=0.15;material=-1;name="pravy zadni tlumic";visual="Pravy zadni";passThrough=0;}; dammageHalf[]= { \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr1_CA.paa, \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr1_CA.paa }; dammageFull[]= { \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr2_CA.paa, \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr2_CA.paa }; class Damage { tex[]={}; mat[]={ "ca\wheeled\data\detailmapy\coyota_trup1.rvmat", "ca\wheeled\data\detailmapy\coyota_trup1.rvmat", "ca\wheeled\data\detailmapy\coyota_trup1_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_addons.rvmat", "ca\wheeled\data\detailmapy\coyota_addons.rvmat", "ca\wheeled\data\detailmapy\coyota_addons_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_kola.rvmat", "ca\wheeled\data\detailmapy\coyota_kola.rvmat", "ca\wheeled\data\detailmapy\coyota_kola_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_interier.rvmat", "ca\wheeled\data\detailmapy\coyota_interier.rvmat", "ca\wheeled\data\detailmapy\coyota_interier_destruct.rvmat" }; }; }; }; }; -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
How would I make the vehicle look blown up after it catches on fire/explodes? (Right now it stays the same texture as it was spawned in) -
Custom Vehicle Does Not Take Damage
Karrr replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2)
I've made LFDamperBegin and LFDamperEnd selection's in memory, I'm guessing LFDamperBegin is supposed to be at the bottom of the wheel and the LFDamperEnd would be raised to where the destroyed wheel would be. But when I shoot the wheel it does nothing, when I accidentally forgot to add the LFDamperEnd selection I went in game and shot the wheel and it raised up. But when I added the LFDamperEnd it doesn't move at all. class 4_Seat_Hilux_LFDrop { Type = "translation"; Source = "HitLFWheel"; Selection = "levy predni drop"; MinValue = 0.00; MaxValue = 1.00; SourceAddress = "clamp"; Begin = "LFDamperBegin"; End = "LFDamperEnd"; Offset0 = 0.000000; Offset1 = -0.760000; }; EDIT: Okay what should I put in the selection box? Right now I have it as levy prendi drop and that's a selection in landcontact I've made. Where the broken wheel would be. EDIT2: After studying the code a bit it made a bit more sense. Does the code move the original land contact from the LFDamperBegin to LFDamperEnd? If so this code should work no? class 4_Seat_Hilux_LFDrop { Type = "translation"; Source = "HitLFWheel"; Selection = "levy predni tlumic"; //Original land contact - LOD LandContact MinValue = 0.00; MaxValue = 1.00; SourceAddress = "clamp"; Begin = "LFDamperBegin"; //Selection made at the bottom of the wheel/same position as levy predni tlumic - LOD Memory End = "LFDamperEnd"; //Selection made at the bottom of the destroyed wheel - LOD Memory Offset0 = 0.000000; Offset1 = -0.760000; }; EDIT3: That code worked but I had the Begin and End the wrong way, so I reversed those and now it works! :)