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Thanks for that guys. Much appreciated.

I've been throwing .sqs and .sqf files into my missions. Behind the scenes they look like Frankenstein's monster but they play really well. I've taken script snippets and full blown scripts from everywhere. I plan to release a campaign soon. I don't mind if only a handful of people play it. I've enjoyed the journey.
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OFP - Editing/Scripting General / Re: How to make cutscenes?
« Last post by h- on Yesterday at 19:52:28 »
Tested your code and it works just fine for me  :dunno:

How are you executing the code?
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OFP - Editing/Scripting General / Re: How to make cutscenes?
« Last post by Bakab0t on 23 Jan 2017, 18:05:02 »
i didnt read the first and i finally made it , tx mate i love you. // Oh no , theres a little problem here , i cant end the cutscene, this is the script i'm using :

_cam = "camera" camcreate [0,0,0]
_cam cameraeffect ["internal", "back"]
_cam camsettarget [-95540.45,14445.98,-21978.23]
_cam camSetPos [1595.15,5471.54,2.00]
_cam camcommit 15
~2
titlecut [" ","BLACK OUT",2]
~2
_cam cameraeffect ["terminate", "back"]
camdestroy _cam
titlecut [" ","BLACK IN",2]

exit
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OFP - Editing/Scripting General / Re: How to make cutscenes?
« Last post by h- on 23 Jan 2017, 14:08:22 »
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OFP - Editing/Scripting General / How to make cutscenes?
« Last post by Bakab0t on 23 Jan 2017, 03:55:38 »
I have tried camera.sqs but i really cant do it , trying since before christ.
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Arma3 - Single Player Beta Testing / Re: [SP]Resistance: The Invasion
« Last post by Undeceived on 21 Jan 2017, 20:30:34 »
 :whistle:  :P
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Arma3 - Single Player Beta Testing / Re: [SP]Resistance: The Invasion
« Last post by h- on 21 Jan 2017, 09:34:35 »
 :D
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ArmA - Editing/Scripting General / Re: Join my group by distance.
« Last post by h- on 20 Jan 2017, 11:47:51 »
Or, simplier (you didn't specify if ranks matter so left it out).
You can paste this into a trigger on activation if you wish (just remove the comments first), or in some script (like init.sqf if you wish it to be available right from the start):
Code: [Select]
player addAction [
"Join Me", //title of the action
{
(_this select 0) removeAction (_this select 2);//removes the action once used,

// finds man class objects around the player within 20m radius and if on the same side as player joins them silently (without the radio calls)
{
if (side _x == side player) then {
[_x] joinSilent player;
};
} forEach (nearestObjects [player, ["Man"], 20]);
}
];

EDIT:
Didn't test the above in A1 though, so not 100% it will work :P

EDIT2:
Oh, and in case you weren't already familiar with A1 scripting, it prefers .sqf not .sqs so any script examples we give are in .sqf format (both scripts and functions are now in .sqf) and such scripts have to executed using execVM, not exec.
Just wanted to make sure, not knowing how familiar you are with these thingies...  :dunno:
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ArmA - Editing/Scripting General / Re: Join my group by distance.
« Last post by SoldierEPilot on 19 Jan 2017, 10:31:49 »
init.sqf
Code: [Select]
ALLY=[];
{
if (side _x==side player) then {ALLY set [count ALLY, _x]};
} forEach allUnits;
PR=rating player;
player addAction ["Join units", "join.sqf"];

join.sqf
join.sqf
Code: [Select]
private "_ct";
_ct=count units player;
{
if ((alive _x) && (_x distance player<20) && (_ct<12) && (PR>rating _x)) then
{
[_x] join player;
_ct=_ct+1;
}
} forEach (ALLY-units player);

One can remove "PR>rating _x" fragment
to join units despite of their ranks.

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