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hussar32

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Everything posted by hussar32

  1. Thanks guys! The answers are open to new questions. :D
  2. Can anyone help me,how It Works?
  3. Thank you, I know that! But I do not know how to call in a script.
  4. Try this: while { (damage radar)<0.5) } do { playSound3D [ MISSION_ROOT + "sound\woodpacker.ogg", radar, false, getPos radar, 1, 1, 0]; }; And in the init.sqf (by Killzone Kid): MISSION_ROOT = call { private "_arr"; _arr = toArray __FILE__; _arr resize (count _arr - 8); toString _arr };
  5. hussar32

    make civilian shoot

    Earlier, I made a fake hostage script,based on this http://www.armaholic.com/page.php?id=14488 by taco3866521. My fake hostage script is : // execute with in units initline. // _null = [this] execVM "fakehostage.sqf" // hostage _CivnotRescued = true; _man = _this select 0; _man setcaptive true; _hostageact1 = _man addaction ["Disengage","hostagevars.sqf"]; while {_CivnotRescued} do { _man switchMove "UnaErcPoslechVelitele1"; _man enablesimulation false; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; }; _man removeaction _hostageact1; _man enablesimulation true; _man disableAI "MOVE"; if (alive _man) then { player distance _man < 1.2 && stance player == 'CROUCH'; player attachto [_man,[0,-0.9,0]]; player setdir 0; player switchmove "AinvPknlMstpSnonWrflDnon_medic"; sleep 5 ; player switchmove "AinvPknlMstpSnonWrflDnon_medicEnd"; sleep 1; player switchmove ""; _man switchmove "SitStandUp"; detach player; sleep 2; _man enableAI "MOVE"; // just put // before this if you dont want the unit to join your group [_man] joinsilent player; // here comes the fake "hostage" part }; sleep 30; _man setCaptive false; [_man] joinsilent grpNull; _man addMagazines ["6Rnd_45ACP_Cylinder", 2]; _man addWeapon "hgun_Pistol_heavy_02_F"; _man reveal player; _man doTarget player; sleep 2; while { alive player} do { _man fire (currentWeapon _man); }; Maybe help to you.
  6. Use the VLC media player.
  7. hussar32

    missile

    Try this: private ["_firer","_velocityX", "_velocityY", "_velocityZ", "_target","_missileSpeed","_maxVeloc","_primaryTarget","_missileStart","_missileType"]; _firer = _this select 0; _primaryTarget = _this select 1; _missileStart = [(getPos _firer select 0) - 1, (getPos _firer select 1) + 2, (getPos _firer select 2) + 1]; _missileType = _this select 2; _missileSpeed = _this select 3; _maxVeloc = 600; if (_missileSpeed > _maxVeloc) then { _missileSpeed = _maxVeloc; }; _perSecondChecks = 25; //direction checks per second _getPrimaryTarget = {if (typeName _primaryTarget == typename {}) then {call _primaryTarget} else {_primaryTarget}}; _target = call _getPrimaryTarget; _missile = _missileType createVehicle _missileStart; _missile setPos _missileStart; _missile setDir (getDir _firer); //procedure for guiding the missile _homeMissile = { if (_missileSpeed < _maxVeloc) then { _missileSpeed = _missileSpeed + 10; }; _travelTime = (_target distance _missile) / _missileSpeed; _steps = floor (_travelTime * _perSecondChecks); _relDirHor = [_missile, _target] call BIS_fnc_DirTo; _missile setDir _relDirHor; _relDirVer = asin ((((getPosASL _missile) select 2) - ((getPosASL _target) select 2)) / (_target distance _missile)); _relDirVer = (_relDirVer * -1); [_missile, _relDirVer, 0] call BIS_fnc_setPitchBank; _velocityX = (((getPosASL _target) select 0) - ((getPosASL _missile) select 0)) / _travelTime; _velocityY = (((getPosASL _target) select 1) - ((getPosASL _missile) select 1)) / _travelTime; _velocityZ = (((getPosASL _target) select 2) - ((getPosASL _missile) select 2)) / _travelTime; [_velocityX, _velocityY, _velocityZ] }; call _homeMissile; //fuel burning should illuminate the landscape _fireLight = "#lightpoint" createVehicle position _missile; _fireLight setLightBrightness 0.5; _fireLight setLightAmbient [1.0, 1.0, 1.0]; _fireLight setLightColor [1.0, 1.0, 1.0]; _fireLight lightAttachObject [_missile, [0, -0.5, 0]]; //missile flying while {alive _missile} do { _velocityForCheck = call _homeMissile; if ({(typeName _x) == (typeName 0)} count _velocityForCheck == 3) then {_missile setVelocity _velocityForCheck}; sleep (1 / _perSecondChecks) }; deleteVehicle _fireLight; //[_firingUnit, _target, "M_Igla_AA", 300] execVM "testMissile.sqf"; i use this but I did not write.
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