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10-27-2009, 06:33 AM #166
Re: The Scripting How-To Thread
Good job!
You should check that it's only added to aircraft though. It would be pretty funny to HALO out of a tank
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10-27-2009, 08:14 AM #167
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10-27-2009, 05:33 PM #168
- Join Date
- Oct 2009
- Posts
- 6
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10-27-2009, 07:11 PM #169
Re: The Scripting How-To Thread
The snippet I posted was meant to be in the init of the vehicle, that's why it says "this...". If you use it as such in the respawn script this points to something completely else. To make it work you must change this to a variable that points to the newly created vehicle.
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10-28-2009, 02:15 PM #170
Re: The Scripting How-To Thread
Okay, I tried implement Norris revive script in my mission. When I tested on dedicated server, no matter what unit i choose, there is black screen coming at the start of mission with text "Your unit is unconscious, please select different unit". It's weird...

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10-29-2009, 07:20 AM #171
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10-29-2009, 01:16 PM #172
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10-29-2009, 05:08 PM #173
Re: The Scripting How-To Thread
The script is not defaulted for any side. Unless you have not placed the units in the unit array (with all correct names), and also ensured you did not change the default infantryman type in the config; this could be why it does not work for you.
Try (if it contains it) replacing:
withCode:USMC_Soldier
Might help.Code:RU_Soldier

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10-29-2009, 09:48 PM #174
Re: The Scripting How-To Thread
I did this too Rommel
. I really have no idea anymore. I guess, theres going to be 60 sec instant respawn in the mission.

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10-30-2009, 12:49 AM #175
Re: The Scripting How-To Thread
Lies! Haha, are you running in the single player editor by any chance? The MP Lives array may not be defaulted and therefore needs to be run in the MP Editor.
If you sent it over I could figure it out for you, if your worried about losing your mission, just clean out the content and I'll fix the core components.
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11-09-2009, 08:01 AM #176
Re: The Scripting How-To Thread
Anyone care to teach me how to make an IED script?
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11-09-2009, 02:27 PM #177
Re: The Scripting How-To Thread
You may want to check this link: http://www.armaholic.com/page.php?id=7224.
You're welcome :P.
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11-09-2009, 03:59 PM #178
- Join Date
- Jan 2008
- Location
- Ontario, Canada
- Posts
- 737
Re: The Scripting How-To Thread
Some random code I made just now. Should make a thingy that explodes (or gives an error if the ammo object type wasn't right). myBomb would be any object that you want to explode if the player gets within 10m of it. Run that code on every client, since it uses createVehicleLocal.Code:while {player distance myBomb > 10} do {sleep 5;}; _bomb = "Sh_105_HE" createVehicleLocal getPos myBomb;
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11-09-2009, 04:05 PM #179
Re: The Scripting How-To Thread
I had a few reasons for not liking that script -- instead of disarming being an action menu command, soldiers could inadvertently disarm IEDs by simply walking by them; and the explosion effect seemed to be a missile that was launched at the target vehicle as soon as it got close, which would miss more than occasionally and blow up some poor building behind it.
But looking at Beta's code, I should be able to alleviate those problems with some number-crunching and patience. Danke!
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11-09-2009, 05:25 PM #180
Re: The Scripting How-To Thread
In one of the SHQ missions, I think MEU raid 04, there is an IED trigger where you have a bomber and a vehicle and if you kill either it wont go off, so you could have a engineer trigger a bomb when marines get within 10m, but if you shoot the engineer before you get in the correct range then he wont trigger the bomb. Catch me on TS and ill send you the trigger if you want.





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