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bluevein

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About bluevein

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  1. yeh, i got it in O2 as well but have no problems running the game. Strange
  2. bluevein

    Scripting Issue

    http://community.bistudio.com/wiki/switchMove http://community.bistudio.com/wiki/Armed_Assault:_Moves_List Here how I'd do it to test: Place an AI soldier on the map and name him push Create a waypoint for the AI soldier and then write in the onact: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">push switchmove "AmovPercMstpSnonWnonDnon_exercisePushup"; Hope this helps You can also do this in triggers, juts make sure the names are the same and activation sides are correct, if you want it to be players, simply put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player switchmove "the_animation_you_want"; Remember, AI wont switchmove or playmove on a player activation.
  3. Hi, I know about the object id and know how to set objectives off with a bridge/object damaged or destroyed. Does any one know how to fix items once they are damaged? Like trees, signs & buildings. Thanks
  4. This Idea never even crossed my mind but what a good one. I'm with you 100%, server owner/admin & user + I hope BI concider this.
  5. Hi all, The City Life Dev team would like to invite the ARMA community to come and test the City Life RPG Mission and MOD. Please register on the City Life Web Page and the addon pack is available on the home page. Thanks and lookforward to seeing some of you ingame.
  6. bluevein

    SQF revive script

    Hi norrin. Just a question Is there a way that a designated unit can revive 3 sides? I know how to set it so my custom unit can revive somone on the ind and blue side. But I want them to be able to revive ind, blue and civ, all these are friendly and i see there is only 2 options to set friendly sides. Thanks mate
  7. Thanks mate, were looking at implimenting something like this into The City Life for the EMT so just looking into a variaty of scripts to see how they are done. Norrins would be perfect it only suports 1 side reviving 2 sides. So figured we could taylor our own
  8. DL link is dead any chance of a new one
  9. bluevein

    My version generates multiple cd keys?

    I was the server admin at the time and you used the game name "BlinkDog" When you were in game, the game time accelerated from day to night in rapid succession, thus causing it to blink hence the name "BlinkDog" You were banned under the rcon #exec ban playerID# Then with the ability to still join the server with in 5 minutes. I am happy to share server net.log and mission files with BIS if they so wish. However your UID does not change at any time you rejoin the server which tells me the rcon #exec ban playerID# doesn't add your UID to the ban file. I am happy to let you play again, however I will enable battle eye, if this problem continues with you then I'm afraid you are not welcome to play in our server. Many thanks.
  10. I am willing to help you. 1st check list, make sure you have the following: BI Editing Tool Suit ^^^install this and make sure you have the P drive In the P drive, there is a folder called CA, Un pbo your arma directory and place the folders in there. SAMPLE MODELS UN-BIN Ok, have a look around in there for a model you like. Reply to this thread each step and I will help you out
  11. Here is a simple car config for 1 model that has no problems crossing bridges. I thinks is a sedan or scoda config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define _ARMA_ //Class config.bin{ class CfgPatches { class McN_vehicles { Units[] = {"McN_hmmwv50_des"}; weapons[] = {}; requiredVersion = 1; requiredAddons[] = {"CAData","CACharacters","CAWeapons","CASounds","CA_Anims_Char"}; }; }; class CfgSkeletons { class Vehicle; class Car { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {"volant","","levy predni tlumic","","pravy predni tlumic","","levy dalsi tlumic","","pravy dalsi tlumic","","levy predni zatoc","levy predni tlumic","pravy predni zatoc","pravy predni tlumic","levy dalsi zatoc","levy dalsi tlumic","pravy dalsi zatoc","pravy dalsi tlumic","levy prostredni tlumic","","pravy prostredni tlumic","","levy zadni tlumic","","pravy zadni tlumic","","levy predni","levy predni zatoc","pravy predni","pravy predni zatoc","levy dalsi","levy dalsi zatoc","pravy dalsi","pravy dalsi zatoc","levy prostredni","levy prostredni tlumic","pravy prostredni","pravy prostredni tlumic","levy zadni","levy zadni tlumic","pravy zadni","pravy zadni tlumic","ukaz_rychlo","","ukaz_rychlo2","","ukaz_rpm","","OtocVez","","OtocHlaven","OtocVez","fuel_01","","fuel_1","","prop_01","","prop_02","","prop_2","","prop_1","","damageHide","","damageVez","OtocVez","damageHlaven","OtocHlaven"}; }; }; class CfgModels { class Vehicle; class Car { sectionsInherit = ""; sections[] = {"ammo","sklo predni p","sklo predni l","zadni svetlo","brzdove svetlo","spz","karoserie","motor","zbran","vez","zbytek","levy predni","levy prostredni","levy zadni","pravy predni","pravy prostredni","pravy zadni","clan","clan_sign","zasleh","P svetlo","L svetlo","palivo"}; skeletonName = "Car"; class Animations { class damageHide { type = "hide"; source = "damage"; selection = "damageHide"; }; class IndicatorSpeed { animPeriod = 0; type = "rotation"; source = "speed"; selection = "ukaz_rychlo"; axis = "osa_rychlo"; memory = 0; minValue = 0; maxValue = 16.67; angle0 = 0; angle1 = 2.87979; }; class IndicatorSpeed2 { type = "rotation"; source = "speed"; selection = "ukaz_rychlo2"; axis = "osa_rychlo2"; memory = "false"; animPeriod = 0; minValue = 0; maxValue = 16.67; angle0 = 0; angle1 = "rad -240"; }; class IndicatorRPM { animPeriod = 0; type = "rotation"; source = "rpm"; selection = "ukaz_rpm"; axis = "osa_rpm"; memory = 0; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 2.96706; }; class DrivingWheel { type = "rotation"; source = "drivingWheel"; selection = "volant"; begin = "osaVolantZac"; end = "osaVolantKon"; memory = "false"; animPeriod = 0; minValue = -1; maxValue = 1; angle0 = -8; angle1 = 8; }; class TurnFrontWheelR { type = "rotationY"; source = "drivingWheel"; selection = "pravy predni zatoc"; axis = "pravy predni"; memory = "false"; animPeriod = 0; sourceAddress = "loop"; minValue = "rad -180"; maxValue = "rad +180"; angle0 = "rad +90"; angle1 = "rad -90"; }; class TurnFrontWheelL: TurnFrontWheelR { selection = "levy predni zatoc"; axis = "levy predni"; }; class TurnFrontWheelR2: TurnFrontWheelR { selection = "pravy dalsi zatoc "; axis = "pravy dalsi"; }; class TurnFrontWheelL2: TurnFrontWheelR { selection = "levy dalsi zatoc "; axis = "levy dalsi"; }; class FrontWheelR { type = "rotationX"; source = "wheel"; selection = "pravy predni"; axis = ""; memory = "true"; animPeriod = 0; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class FrontWheel2R: FrontWheelR { selection = "pravy dalsi"; }; class BackWheelR: FrontWheelR { selection = "pravy zadni"; }; class BackWheel2R: FrontWheelR { selection = "pravy prostredni"; }; class FrontWheelL: FrontWheelR { selection = "levy predni"; }; class FrontWheel2L: FrontWheelR { selection = "levy dalsi"; }; class BackWheelL: FrontWheelR { selection = "levy zadni"; }; class BackWheel2L: FrontWheelR { selection = "levy prostredni"; }; class FrontWheelDamperR { type = "translationY"; source = "damper"; selection = "pravy predni tlumic"; axis = ""; animPeriod = 0; minValue = -1000; maxValue = 1000; }; class FrontWheelDamper2R: FrontWheelDamperR { selection = "pravy dalsi tlumic"; }; class BackWheelDamperR: FrontWheelDamperR { selection = "pravy zadni tlumic"; }; class BackWheelDamper2R: FrontWheelDamperR { selection = "pravy prostredni tlumic"; }; class FrontWheelDamperL: FrontWheelDamperR { selection = "levy predni tlumic"; }; class FrontWheelDamper2L: FrontWheelDamperR { selection = "levy dalsi tlumic"; }; class BackWheelDamperL: FrontWheelDamperR { selection = "levy zadni tlumic"; }; class BackWheelDamper2L: FrontWheelDamperR { selection = "levy prostredni tlumic"; }; class damageVez: damageHide { selection = "damageVez"; }; class damageHlaven: damageHide { selection = "damageHlaven"; }; }; }; class PCAR: Car{}; }; class CfgVehicles { class car_sedan; class PCAR: car_sedan { maxSpeed = 250; displayName = "CL PIMP CAR"; model = "\PCAR\PCAR"; soundEngine[]={\SCAR\SOUND\e.ogg,db-20,0.8}; soundGear[]={\ca\wheeled\Data\Sound\shifter_v3,db-65,1}; SoundGetIn[]={\ca\wheeled\Data\Sound\Humvee_DoorOpenClose,db-45,1}; SoundGetOut[]={\ca\wheeled\Data\Sound\Humvee_DoorOpenClose,db-50,1}; dammageHalf[]= { \ca\wheeled\data\hatchback_glass_CA.paa, \ca\wheeled\data\hatchback_glassbr1_CA.paa, \ca\wheeled\data\hatchback_glass_CA.paa, \ca\wheeled\data\hatchback_glassbr1_CA.paa }; dammageFull[]= { \ca\wheeled\data\hatchback_glass_CA.paa, \ca\wheeled\data\hatchback_glassbr2_CA.paa, \ca\wheeled\data\hatchback_glass_CA.paa, \ca\wheeled\data\hatchback_glassbr2_CA.paa }; class Damage { tex[]={}; mat[]={ "ca\wheeled\data\hatchback_ext.rvmat", "ca\wheeled\data\hatchback_ext.rvmat", "ca\wheeled\data\hatchback_ext_destruct.rvmat", "ca\wheeled\data\hatchback_int.rvmat", "ca\wheeled\data\hatchback_int.rvmat", "ca\wheeled\data\hatchback_int_destruct.rvmat" }; }; }; //};
  12. bluevein

    Config help

    Jackal326, you are a star, worked a treat, thankyou for your time and reply
  13. bluevein

    Custom faces on Civilians

    I may be wrong but it worked for me. In O2 click tools, mass texture & material renaming. Then the place where it points to the face re-name it to where your custom one is.
  14. OK, I decided to dable in a bit of Mod makeing but have come across a brick wall. I used the standard Civ BI model and just to learn how to use O2 and then start on one of my own but am having trouble with the unit. I can get it ingame apart form they are half in the ground and have no animations? Could someone point out to me where I'm going wrong please. Thanks <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class CAF_CIVS Â { units[] = {"CIV_BASIC"}; requiredVersion = 1.0; Â Â Â }; }; class CfgVehicleClasses { class CAF_CIVS { displayName = "CAF CIVS"; }; }; class CfgVehicles { class Land; // External class reference class LandVehicle : Land { class NewTurret; class ViewOptics; class ViewPilot; }; class Man : Land {}; class Soldier : Man {}; class SoldierGB : Soldier {}; class SoldierWB : Soldier {}; class SoldierEB : Soldier {}; class officerw : Soldierwb {}; class CAF_CIV1 : SoldierGB { vehicleClass = "CIV_dresy"; displayName = "CCIV1"; model = "\CAFCIVS\CIV1"; scope = public; weapons[] = {"Throw","Put"}; Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â magazines[] = {}; }; };
  15. Hi all. Ok nearly there with a taser we are making for City Life. But guess what it will kill you Basically I'm looking for somone to help me finish it off so we can get it out to the ARMA community. All the modeling is done, I just need help on the script and every one I have askes is too busy. (There must be someone out there) Thanks in advanced: config.CPP <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class Taser { units[] = {}; weapons[] = {"Taser"}; }; }; class CfgVehicleClasses { class Recon_Weapons { displayName = "Recon Weapons"; }; }; class CfgSkeletons { class taserbones { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = {}; }; }; class CfgModels {}; class CfgAmmo { class Default; class Grenade; class Mine; class BulletCore; class BulletBase; class stuncharge: BulletBase { hit = 16; indirectHit = 0; indirectHitRange = 0; model = "\ca\Weapons\shell"; cartridge = "FxCartridge_Small"; visibleFire = 0.01; audibleFire = 0.01; visibleFireTime = 1; cost = 1; deflecting = 10; typicalSpeed = 350; }; }; class CfgMagazines { class Default; class CA_Magazine; class recon_mag; class Taser_Mag: recon_mag { scope = 2; type = 16; model = "\Taser\Taser_mag.p3d"; modelMagazine = ""; modelSpecial = ""; displayName = "Taser Battery"; picture = "\Taser\Icon\taser_m.paa"; ammo = "stuncharge"; nameSound = ""; count = 10; initSpeed = 350; reloadAction = "ManActReloadMagazine"; maxLeadSpeed = 23; class Library { libTextDesc = "Deployment Charge x 10"; }; }; }; class CfgWeapons { class M9; class Taser: M9 { scope = 2; model = "\Taser\Taser.p3d"; modelOptics = "-"; picture = "\Taser\icon\taser_w.paa"; displayName = "Taser"; sound[] = {"\Taser\sound\fire.ogg",1,1}; drySound[] = {"\Taser\sound\empty.ogg",1,1}; reloadMagazineSound[] = {"\Taser\sound\reload.ogg",1,1}; magazines[] = {"Taser_Mag"}; minRange = 2; minRangeProbab = 0.1; midRange = 30; midRangeProbab = 0.8; maxRange = 70; maxRangeProbab = 0.04; optics = 1; distanceZoomMin = 50; distanceZoomMax = 50; dispersion = 0; Dexterity = 3; initSpeed = 365; ffCount = 1; aiRateOfFire = 0.35; aiRateOfFireDistance = 50; reloadTime = 0.1; autoReload = 0; opticsZoomMin = 0.32; opticsZoomMax = 0.5; magazineReloadTime = 2; class EventHandlers { init = "[_this select 0] execVM ""\Taser\scripts\taser_init.sqf"""; }; class Library { libTextDesc = ""; }; }; }; taser_init.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_target_bullet = objNull; _target = objNull; _deadfirst = false; taze = [player, _target]; publicVariable "taze"; _gunner = ( ( _this select 0 ) select 0 ); _type = ( ( _this select 0 ) select 4 ); while {isNull _target_bullet} do { _lista = _gunner nearObjects [ _type, 100 ]; if ( count _lista > 0 ) then { _target_bullet = _lista select 0; }; Sleep 0.0001; }; while {isNull _target} do { if ( ! isnull _target_bullet ) then{ _listb = _target_bullet nearObjects [ "man", 1.2 ]; if ( count _listb > 0 ) then { _target = _listb select 0; }; }; Sleep 0.001; }; if ( alive _target ) then { _deadfirst = false; }else { _deadfirst = true; }; sleep 0.05; if ( _deadfirst ) exitwith { hint "Please don't tazer dead people, it's not nice"; }; if ( !_deadfirst ) then { _target playmove "AdthPercMstpSnonWnonDnon_3"; _target setmimic "surprised"; }; if ( player == _target ) then { hint format [ "You just got tasered by %1", ( name _gunner ) ]; }; if ( player == _gunner ) then { hint format [ "You have sucessfully tasered %1", ( name _target ) ]; }; if ( ( _target == _gunner ) && ( player == _gunner ) ) then { hint format [ "Well done %1, you tasered yourself :(", ( name _gunner ) ]; }; _i = 0; _i2 = 0; while {( _gunner distance _target ) > 5 || _i <= 40}do { if ( _i2 < 25 && ( player == _target ) ) then { titleText [ " ", "WHITE IN" ]; }; _target setdir ( getdir _target + 1 ); sleep 0.04; if ( _i2 < 25 && ( player == _target ) ) then { titleText [ " ", "BLACK OUT" ]; }; _target setdir ( getdir _target - 1 ); _i = _i + 1; _i2 = _i2 + 1; sleep 0.025; }; _i = 0; _i2 = 0; _num = ( random 3 ) + 3; sleep _num; if ( player == _target ) then { titleText [ " ", "BLACK IN" ]; }; _target switchmove "AidlPpneMstpSrasWrflDnon02"; _target setdammage ( getdammage _target + 0.15 ); sleep 1; if ( alive _target ) then { _deadfirst = false; }else { _deadfirst = true; }; if ( !alive _target ) then { hint format [ "You killed %1 with your taser. It is meant to be used as a non lethal weapon only", name _target ]; }; if ( _deadfirst ) then { hint "Please don't tazer dead people, it's not nice"; }; Spooner helped in Ofpec but still I'm a bit Ofpec Post
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