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Ogion

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About Ogion

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  1. Ogion

    houseEffects

    Actually, this works splendid with a few mods: 1. Make a generic script as so: _l = _this select 0; _d = _this select 1; _objHouse = nearestObjects [_l, ["House"], _d]; { for "_i" from 1 to 5 do { _x animate [format ["Lights_%1",_i],1]; }; } forEach _objHouse; 2. Place a game logic in the center of the area you want to light up 3. In the init of the logic, just place ogc = [this,100] execVM "og_works\cosy.sqf"; The radius is adjusted in meters as you call the script, in this case 100 meters. As always, remember to doublecheck paths and filenames, this example is ripped out of my mission.
  2. Resolved. Mods can lock this thread, I sorted it completely different.
  3. Basically... Why wont the truck die??? Ok, so I have a truck I need to kill after the new truck is killed. What is wrong? Why is it not working? I'm at my wits end here, and I'm not that awesome a scripter... The problem is in the italic section (I think). Grateful of all and any help. // ArmA 2 west ammotruck unload cargo // Put this in vehicle init line // og_am=[this] execVM "og_works\amtruck.sqf" private ["_amt"]; // addAction values _amt = _this select 0; _p = _this select 1; _id = _this select 2; // Collect values before altering anything _tp = position _amt; _td = getdir _amt; sleep 0.3; // Remove action if truck is moving if ((speed _amt) > 1) exitWith {Hint "The truck is moving, can't unload."}; // Kick everyone out if inside the truck if (player in (crew _amt)) then { {_x action ["GetOut", vehicle _amt]} forEach (crew _amt); sleep 2; }; hint "Ammotruck unloading..."; // Make new truck and remove old ammotruck _amt setpos [0,0,0]; sleep 0.1; _truck = "mtvr" createVehicle _tp; _truck setdir _td; // prevent truck being moved while unloading _truck lock true; sleep 10; // Unload ammoboxes _b1 = "USBasicAmmunitionBox" createVehicle _tp; sleep 0,5; _b2 = "USBasicAmmunitionBox" createVehicle _tp; sleep 0,5; _b3 = "USOrdnanceBox" createVehicle _tp; sleep 0,5; _b4 = "USBasicAmmunitionBox" createVehicle _tp; sleep 0,5; _b5 = "USBasicWeaponsBox" createVehicle _tp; sleep 0,5; _b6 = "USBasicAmmunitionBox" createVehicle _tp; sleep 0,5; _b7 = "USBasicAmmunitionBox" createVehicle _tp; sleep 0,5; _b8 = "USLaunchersBox" createVehicle _tp; sleep 0,5; _b9 = "USVehicleBox" createVehicle _tp; sleep 0,5; // Unlock the truck _truck lock false; hint "Ammotruck unloaded"; [i]// Destroy old ammotruck when new truck is destroyed //Sleep command to reduce check from every frame to ever second instead to save cpu waituntil {sleep 1;not alive _truck}; _amt setDamage 1;[/i] /* Box classnames: "USBasicAmmunitionBox" "USBasicWeaponsBox" "USOrdnanceBox" "USLaunchersBox" "USSpecialWeaponsBox" "USVehicleBox" Truck classnames "MTVR" "MTVRRemmo" "WarfareSalvageTruck_USMC" */ // EOF - By ogion
  4. Ok, try as I may, I have not been able to neither figure it out by my self, nor find an answer among the gazillion of posts and threads on the Domination topic, so I will ask specifically: Where in the world do I find the ammobox handling codes in domination? Basically, what I want to do is enable ammotrucks to load/ unload ammoboxes. I have gotten so far as to be able to load a box into an ammotruck, but how in the world do I get it out??? At the end of the i_client.sqf in the root mission folder there's a line to add accations to any given vehicle of my desire. Now, I have tried it in various ways but I can't get it to work. At all. Not to mention the trial and error with all the scripts... When I hardcode an addaction into the vehicle init line, I get the action allright, but no effect as I obviously have the wrong script called... So. Help. Please? I'm beginning to sport a bald patch now from all the hair pulling... Just point me to the right scripts and maybe an elegant solution? Mu goal is to cut down on air vehicles as much as possible to promote team work and cooperation. These are the changes I've done so far:
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