Josh79
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Join a unit (selected from a listbox) to a group
Josh79 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hi there, i´m trying to let a unit that has been selected from a listbox in a dialog join to the selector´s group. so i create a dialog that has been defined in the description.ext by adding an addaction to the player. by first selecting the unit in the listbox from the dialog and then clicking a button i execute the join script. dialog: class listboxA: RscListBox { idc = 10002; x = 0.4; y = 0.5; w = 0.2; h = 0.2; }; class T_BUTTONJ: RscButton { idc = -1; text = "JOIN"; x = 0.4 * safezoneW + safezoneX; y = 0.7 * safezoneH + safezoneY; w = 0.08 * safezoneW; h = 0.04 * safezoneH; action = "_nil=[]ExecVM ""join.sqf"""; }; join script: hint "Joined"; lbData [10002, lbCurSel 10002] join (group P1); exit (i´m also trying to get this to work in multiplayer, but i dont know what has to be changed... local variables and global ones...) thanx for your help cheers josh -
Get my Island working as DayZ Mod
Josh79 replied to Josh79's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Hey Bushy, thanks for your answer. for now i skipped the idea to make it a dayz mod. first i need to learn more about addons. when i´m that far i can start using and manipulating it with another mod... but i got a question you maybe can answer... otherwise i´ll try it in another section. i created another @... folder, like @dayz. mine now is called @JoshIsland, which contains my island. now i create a desktop shortcut for arma2oa and an autoload entry in the shortcut properties to load up my mod on startup. so far so good. when i use this shortcut to load arma2 with my mod it works fine and i can create a mission in the editor etc.. but i noticed that almost all objects (except the trees) are missing ingame (and also in the editor). i figuered out it must have something to do with the "required addons" entry in the mod config. but i read it only has something to do with the loading order. i managed to get all the obejcts working by adding the object.pbos i´ve used in visitor3 to the "required addons" entry in the mod config and copying them to my addons folder inside my @JoshIsland folder. now i want to get this working without copying everything and make arma2 load the *.pbos from the original game folder to minimize my mod size. there must be another option than having to copy things that are in the game directory anyway... any idea? could it be something like ..\, or just "addons" in the "required addons" entry in the mod config? big thanx for your help dude ;) cheers josh -
hi everyone, to get my custom island working with dayz i create another @dayz_"name" folder. i copied all "required addons" and dayz 1.7.3 *.pbos into that folder and start arma2 with this mod loaded on startup. now i enter the editor (normal & 3D) and try to add the things needed in a dayz map to work, but i cant find any zombies, loot items... is there any resource on the net, how to actually setup a multiplayer mission, with a new island? i couldn´t find anything... cheers josh
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ArmA2 crashes when loading my visitor map
Josh79 replied to Josh79's topic in ARMA 2 & OA : TERRAIN - (Visitor)
hey bushlurker, thank u very much! i corrected the things you marked in red and it worked. lovely feeling when you are ingame on your own island the first time :) now that everything is working i´ll try to put a dayz mission on it and get it working in multiplayer to try it with a friend and do some ingame brainstorming :) i´ll post some screenshots later. yes, i will use your tutorial to prevent further problems... really nice to get an answer directly from the pros and also that fast! cheers josh -
ArmA2 crashes when loading my visitor map
Josh79 posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
Hi everyone, i´ve gone through all the steps of mondkalb´s visitor3 tutorial: so far i got everything going. i compile the both addons (p:\mymap_terrain and p:\mymap_terrain_data) in binpbo (tried with and without binary). then i start arma2oa and try to open the map in the editor. arma2 crashes in the loading screen, before the editor opens... i already checked the file paths and entries in both configs, but found nothing: P:\MOD_TestMap\config.cpp: ____________________________________________________________ class CfgPatches { class MOD_TestMap { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"Chernarus","Takistan","CAStructures","CAData","CABuildings","CAMisc","CABuildings2","MOD_TestMap_Data"}; author = "Josh"; mail = ""; }; }; class CfgWorlds { class DefaultWorld { /*extern*/ class Weather; }; class CAWorld: DefaultWorld { class Grid { }; /*extern*/ class DayLightingBrightAlmost; /*extern*/ class DayLightingRainy; /*extern*/ class DefaultClutter; class Weather: Weather { /*extern*/ class Lighting; }; }; /*extern*/ class DefaultLighting; class IslandName: CAWorld { cutscenes[] = {"MOD_TestMap_Cutscene1"}; description = "MOD_TestMap"; worldName = "\MOD_TestMap\test01.wrp"; pictureShot = ""; icon = ""; pictureMap = ""; plateFormat = "MBG## $$#"; plateLetters = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"; longitude = 1; latitude = 51; startTime = "13:30"; startDate = "09/02/2011"; startWeather = 0.400000; startFog = 0; forecastWeather = 0.10000; forecastFog = 0; centerPosition[] = {829,1473}; seagullPos[] = {829, 150, 1473}; clutterGrid = 1.000000; clutterDist = 65; noDetailDist = 40; fullDetailDist = 15; midDetailTexture = "ca\chernarus\data\cr_trava1_mco.paa"; minTreesInForestSquare = 1; minRocksInRockSquare = 1; ilsPosition[] = {4887.5,9660}; ilsDirection[] = {0,0,0}; ilsTaxiin[] = {4887.5,9660}; ilsTaxiOff[] = {4887.5,9660}; drawTaxiway = 0; class SecondaryAirports {}; class Grid: Grid { offsetX = 0; offsetY = -25000; class Zoom1 { zoomMax = 0.0001; format = "XY"; formatX = "0000"; formatY = "0000"; stepX = 10; stepY = -10; }; class Zoom2 { zoomMax = 0.5; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; }; class OutsideTerrain {}; class Lighting: DefaultLighting { groundReflection[] = {0.060000, 0.060000, 0.030000}; }; class DayLightingBrightAlmost: DayLightingBrightAlmost { deepNight[] = {-15, {0.050000, 0.050000, 0.060000}, {0.001000, 0.001000, 0.002000}, {0.020000, 0.020000, 0.050000}, {0.003000, 0.003000, 0.003000}, {0.000100, 0.000100, 0.000200}, {0.000100, 0.000100, 0.000200}, 0}; fullNight[] = {-5, {0.050000, 0.050000, 0.050000}, {0.020000, 0.020000, 0.020000}, {0.040000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.010000, 0.010000, 0.020000}, {0.080000, 0.060000, 0.060000}, 0}; sunMoon[] = {-3.750000, {0.045000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.045000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.040000, 0.035000, 0.040000}, {0.100000, 0.080000, 0.090000}, 0.500000}; earlySun[] = {-2.500000, {0.120000, 0.100000, 0.100000}, {0.080000, 0.060000, 0.070000}, {0.120000, 0.100000, 0.100000}, {0.080000, 0.060000, 0.070000}, {0.080000, 0.070000, 0.080000}, {0.100000, 0.100000, 0.120000}, 1}; sunrise[] = {0, {{0.700000, 0.450000, 0.450000}, "5.16+(-4)"}, {{0.070000, 0.090000, 0.120000}, "4.0+(-4)"}, {{0.600000, 0.470000, 0.250000}, "4.66+(-4)"}, {{0.100000, 0.090000, 0.100000}, "4.3+(-4)"}, {{0.500000, 0.400000, 0.400000}, "6.49+(-4)"}, {{0.880000, 0.510000, 0.240000}, "8.39+(-4)"}, 1}; earlyMorning[] = {3, {{0.650000, 0.550000, 0.550000}, "6.04+(-4)"}, {{0.080000, 0.090000, 0.110000}, "4.5+(-4)"}, {{0.550000, 0.470000, 0.250000}, "5.54+(-4)"}, {{0.100000, 0.090000, 0.100000}, "5.02+(-4)"}, {{0.500000, 0.400000, 0.400000}, "7.05+(-4)"}, {{0.880000, 0.510000, 0.240000}, "8.88+(-4)"}, 1}; midMorning[] = {8, {{0.980000, 0.850000, 0.800000}, "8.37+(-4)"}, {{0.080000, 0.090000, 0.110000}, "6.42+(-4)"}, {{0.870000, 0.470000, 0.250000}, "7.87+(-4)"}, {{0.090000, 0.090000, 0.100000}, "6.89+(-4)"}, {{0.500000, 0.400000, 0.400000}, "8.9+(-4)"}, {{0.880000, 0.510000, 0.240000}, "10.88+(-4)"}, 1}; morning[] = {16, {{1, 1, 0.900000}, "13.17+(-4)"}, {{0.170000, 0.180000, 0.190000}, "10.26+(-4)"}, {{1, 1, 0.900000}, "12.67+(-4)"}, {{0.170000, 0.180000, 0.190000}, "11.71+(-4)"}, {{0.150000, 0.150000, 0.150000}, "12.42+(-4)"}, {{0.170000, 0.170000, 0.150000}, "14.42+(-4)"}, 1}; noon[] = {45, {{1, 1, 1}, "17+(-4)"}, {{1, 1.300000, 1.550000}, "13.5+(-4)"}, {{1, 1, 1}, "15+(-4)"}, {{0.360000, 0.370000, 0.380000}, "13.5+(-4)"}, {{1, 1, 1}, "16+(-4)"}, {{1, 1, 1}, "17+(-4)"}, 1}; }; class DayLightingRainy: DayLightingRainy { deepNight[] = {-15, {0.003400, 0.003400, 0.004000}, {0.003000, 0.003000, 0.003000}, {0.003400, 0.003400, 0.004000}, {0.003000, 0.003000, 0.003000}, {0.001000, 0.001000, 0.002000}, {0.001000, 0.001000, 0.002000}, 0}; fullNight[] = {-5, {0.023000, 0.023000, 0.023000}, {0.020000, 0.020000, 0.020000}, {0.023000, 0.023000, 0.023000}, {0.020000, 0.020000, 0.020000}, {0.010000, 0.010000, 0.020000}, {0.080000, 0.060000, 0.060000}, 0}; sunMoon[] = {-3.750000, {0.040000, 0.040000, 0.050000}, {0.040000, 0.040000, 0.050000}, {0.040000, 0.040000, 0.050000}, {0.040000, 0.040000, 0.050000}, {0.040000, 0.035000, 0.040000}, {0.110000, 0.080000, 0.090000}, 0.500000}; earlySun[] = {-2.500000, {0.068900, 0.068900, 0.080400}, {0.060000, 0.060000, 0.070000}, {0.068900, 0.068900, 0.080400}, {0.060000, 0.060000, 0.070000}, {0.080000, 0.070000, 0.080000}, {0.140000, 0.100000, 0.120000}, 0.500000}; earlyMorning[] = {0, {{1, 1, 1}, "(-4)+3.95"}, {{1, 1, 1}, "(-4)+3.0"}, {{1, 1, 1}, "(-4)+3.95"}, {{1, 1, 1}, "(-4)+3.0"}, {{1, 1, 1}, "(-4)+4"}, {{1, 1, 1}, "(-4)+5.5"}, 1}; morning[] = {5, {{1, 1, 1}, "(-4)+5.7"}, {{1, 1, 1}, "(-4)+4.5"}, {{1, 1, 1}, "(-4)+5.7"}, {{1, 1, 1}, "(-4)+4.5"}, {{1, 1, 1}, "(-4)+7"}, {{1, 1, 1}, "(-4)+8"}, 1}; lateMorning[] = {25, {{1, 1, 1}, "(-4)+10.45"}, {{1, 1, 1}, "(-4)+9.75"}, {{1, 1, 1}, "(-4)+10.45"}, {{1, 1, 1}, "(-4)+9.75"}, {{1, 1, 1}, "(-4)+12"}, {{1, 1, 1}, "(-4)+12.75"}, 1}; noon[] = {70, {{1, 1, 1}, "(-4)+12.5"}, {{1, 1, 1}, "(-4)+11"}, {{1, 1, 1}, "(-4)+12"}, {{1, 1, 1}, "(-4)+11"}, {{1, 1, 1}, "(-4)+13.5"}, {{1, 1, 1}, "(-4)+14"}, 1}; }; class Weather: Weather { class Lighting: Lighting { class BrightAlmost: DayLightingBrightAlmost { overcast = 0; }; class Rainy: DayLightingRainy { overcast = 1; }; }; }; class Clutter { #include "cfgClutter.hpp" }; class Names { #include "test01.hpp"//Automatically created upon exporting as .wrp }; class Ambient { class Mammals { radius = 200; cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability = 0.200000; cost = 1; }; }; }; class BigBirds { radius = 300; cost = "((8 + forest + trees) - ((1 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 1; cost = 1; }; }; }; class BigInsects { radius = 20; cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = "0.6 - (meadow * 0.5) + (forest * 0.4)"; cost = 1; }; class ButterFly { probability = "0.6 + (meadow * 0.4) - (forest * 0.4)"; cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.8 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.6 + 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.6 + 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = 8; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; }; class Armory { positionAdmin[] = {3500, 3500}; positionStartWater[] = {7584.109863, 1206.680054}; positionsViewer[] = {{3500, 3500}}; }; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = -0.0; minSlope = 0.02; }; class ReplaceObjects { }; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; }; }; class CfgMissions { class Cutscenes { class MOD_TestMap_Cutscene1 { directory = "MOD_TestMap\scenes\intro.islandName"; }; }; }; class CfgWorldList { class islandName { }; }; #include "cfgSurfaces.hpp" ____________________________________________________________ P:\MOD_TestMap_Data\config.cpp: ____________________________________________________________ class CfgPatches { class MOD_TestMap_Data { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; author = "Josh"; mail = ""; }; }; ____________________________________________________________ Would be really nice if someone could help. I worked my way through all this that far, but now i´m unable to find the problem... Cheers Josh