Is this an actual script?
"$ > m8_compact"
or is just some made up non-sense?
Is this an actual script?
"$ > m8_compact"
or is just some made up non-sense?
So I've been trying to use speed as a variable to terminate a script, and for the life of me i cant get it to work
I've been using
But it doesnt seem to be doing anything. I also tried:if (speed vehicle1 < 30) then {terminate "script.sqf"};
As per the Biki, but the editor is returning "Invalid Number In Expression"? (speed _vehicle1) < 30 : terminate "script.sqf";
How can i use speed of an object as a trigger (for terminating a script in this case)?? I've been trying to find a list of checking commands "isEngineOn" etc etc, but i cant seem to find a full list or the proper syntax.
Also, how can I check if a script is still running? To be used for calling another script. Ie: script 1 is terminated, call script 2
Please help a scripting n00b
Thx in advance
PS: Im not doing all my scripting in the editor, I just use it to see if it returns an error![]()
@Kydo:
there's a dedicated forum for editing questions, better post there.
http://forums.bistudio.com/forumdisp...-amp-Scripting
ummmm.... isnt this it? lol. it says at the top of this page:
and if i go to the link u posted this very thread is stickied at the top of the list??ARMA 2 & Operation Arrowhead - EDITING -> ARMA 2 & OA : MISSIONS - Editing & Scripting![]()
Duh! sorry, must have had a brainfart & got myself confused zipping through lots of threads in a hurry.
Let me rephrase:
You have a specific request relating to a scripting problem. If searching doesn't find an answer in this thread (also can be worth looking in the Arma 1 - "Armed Assault" - editing forum, as a lot of the commands are the same) you would likely get a faster response by creating a new thread with an appropriate title in the main forum.
I've never used the command "terminate" & I have no idea if it still works in A2/OA, however you aren't following the BIKI exactly.
The BIKI indicates using 'terminate' after setting the name of your script as a local variable, i.e. "_Script". Did you try it exactly as the BIKI describes?
HTH
Orcinus
Hi guys. I have a question/request:
Is there any LIGHTWEIGHT script that would allow to make simple "find and destroy stuff as it spawn baddies that sometimes move to player" mission?
I want to make mission using vietnam map and I want to have camps that spawn baddies that either: patrol camp perimeter OR hunt player down ZORA style as long as player is beyond safe zone. I tried using just ZORA, but it just spawns group once for me and makes them disappear once I kill them all, after that there is nothing. I also tried cB_TaskPatrol_2-0 script with spawns random group that patrols around perimeter of their spawn point. However it dosnt work out so well in jungle and player often dosnt encounter ANY resistance (I know its more realistic, but I want to shoot stuff too). Also Task Patrol script dosnt have any counter and keeps spawning groups continuously with creates a lot of lag after some time.
I want to keep this simple so arma 2 wont choke every second. Other fancy stuff like transportation, recruiting, extra tasks can be added by player as he sees fit.
BTW: I just wanted to ask second question: are there good modular scripts that add quests like secops? I know of patrol ops, I tried it in MSO, but I couldnt get everything running at sane speed.
Kydo, did you get your problem sorted? If not, post your whole script so we can help you better.![]()
Cant find any guide on GUI, in particular - any tips on creating warfare-like weapon and vehicle shop. How do i add all those gun and cars pictures?
Arma-RP.com
Roleplay and stuff
So I have been dabbling with LEA to create crates with what I want. Now I want to get a little more fancy. I want to make a module, say @armsdealer, that will have all the items I like to have preloaded in a crate that spawns near me when I start a mission. I want to use the @mod route so that I can add it to my presets as necessary in 6-updater so that I don't have any issues with joining other servers that don't allow the mod that i have created. THs would be something similiar to the way @ASR works with how it spawns a weapons crate at mission start in my vicinity.
Looking at the ASR script I see...
GVAR(crate) = createVehicle ["USSpecialWeapons_EP1", [0,0,0], [], 0, "NONE"];
clearWeaponCargoGlobal GVAR(crate);
clearMagazineCargoGlobal GVAR(crate);
and my LEA generated script....
/**
* Generated by LEA for Arma 2 Combined Operation & ACE 2
* Version: 1.3.63
* Fri Aug 24 12:03:16 CDT 2012
*
* Call the script: _dummy = this execvm "STUFF1.sqf";
*
*/
_this addweaponcargo ["ACE_Kestrel4500",5];
_this addweaponcargo ["ACE_Map",5];
_this addweaponcargo ["ACE_Map_Tools",5];
_this addweaponcargo ["ACE_HuntIR_monitor",5];
_this addweaponcargo ["ACRE_PRC343",5];
_this addBackpackCargo ["MAV_RAVEN_BACKPACK",5];
_this addweaponcargo ["RH_m4glacog",5];
_this addweaponcargo ["RH_hk416sglacog",5];
_this addweaponcargo ["ACE_TAC50",5];
_this addweaponcargo ["glock17_EP1",5];
_this addweaponcargo ["ACE_USPSD",5];
_this addweaponcargo ["ACE_VTAC_RUSH72_OD",5];
_this addweaponcargo ["Laserdesignator",5];
_this addweaponcargo ["ACE_Rangefinder_OD",5];
_this addweaponcargo ["Binocular",5];
_this addweaponcargo ["ACE_M249_PIP_ACOG",5];
_this addweaponcargo ["ACE_M136_CSRS",20];
_this addweaponcargo ["Stinger",5];
_this addweaponcargo ["Javelin",20];
_this addweaponcargo ["ACE_Javelin_CLU",5];
_this addweaponcargo ["ACE_DAGR",5];
_this addweaponcargo ["ACE_Earplugs",5];
_this addweaponcargo ["ItemGPS",5];
_this addmagazinecargo ["ACE_HuntIR_M203",10];
_this addmagazinecargo ["30Rnd_556x45_Stanag",20];
_this addmagazinecargo ["ACE_5Rnd_127x99_B_TAC50",20];
_this addmagazinecargo ["17Rnd_9x19_glock17",20];
_this addmagazinecargo ["ACE_12Rnd_45ACP_USPSD",20];
_this addmagazinecargo ["Laserbatteries",5];
_this addmagazinecargo ["ACE_Battery_Rangefinder",5];
_this addmagazinecargo ["ACE_Claymore_M",10];
_this addmagazinecargo ["HandGrenade_West",20];
_this addmagazinecargo ["PipeBomb",10];
_this addmagazinecargo ["SmokeShell",10];
_this addmagazinecargo ["SmokeShellGreen",10];
_this addmagazinecargo ["SmokeShellRed",10];
_this addmagazinecargo ["100Rnd_556x45_M249",20];
_this addmagazinecargo ["Stinger",10];
... but I am just not certain how to wrap my head around this to a correctly formated .sqf wich would then be packaged up into a .pbo. An even better idea would be to have the whole thing call an external script generated by LEA (is this the execVM thing?) so that I could make various item scripts with LEA and have what I want when I want it.
What ASR spawning weapons boxes? No one wants you to be able to spawn a cheater box of weapons that many users in the mission probably don't even have loaded leading to popup errors and invisible objects.
In a MISSION that you create you can simply use that script as written to turn any weapon box into a cache with whatever you wanted in it. But an addOn for spawning weapon boxes? That's cheating.