02.09.2010, 21:59 | #601 (permalink) |
Registriert seit: 01.09.2010
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OK, und wenn ich die normale Kampagne gespielt habe, werde ich mir mal deine Missionen downloaden. Bin schon gespannt. |
02.09.2010, 22:09 | #602 (permalink) |
Registriert seit: 11.08.2010
Beiträge: 129
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Oh Shit du bringst mich grad drauf das ich die mal runter nehmen muss, hab nämlich ein paar tolle Noob Fehler was die Addons betrifft eingebaut. Sollten zwar spielbar sein aber ich muss mich echt nochmal hinsetzen und die neu machen, inzwischen kann ichs ja besser.
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02.09.2010, 22:14 | #603 (permalink) |
Registriert seit: 01.09.2010
Beiträge: 30
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xD, aso. Un zum Thema das ich dir PM´s schicken darf: Du solltest dich bereit halten, denn ich werde sicherlich viele Fragen haben. |
07.09.2010, 22:42 | #604 (permalink) |
Registriert seit: 01.09.2010
Beiträge: 30
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Ich will, dass sich der Soldat einfach nur hinsetzt mit dem Befehl: switchMove "MstSlowWrflDnon"
Wo muss ich den Befehl eingeben? EDIT: Noch eine Frage, ich finde Minen oder C4 im Editor nicht. Kann mir da jemand weiter helfen. EDIT: Nochmal eine Frage. Mit ,,hint,, erscheint ein Text oben rechts, mit welchem Befehl erscheint er in der Mitte Unten des Bildschirms? Geändert von Blackhawk48 (07.09.2010 um 23:41 Uhr). |
08.09.2010, 14:26 | #605 (permalink) |
Registriert seit: 12.05.2009
Ort: FRA
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Sodeli ich wollte mal norrins revive Script in eine Mission einbauen allerdings ohne Respawn.
Mein Prob is, dass wenn man revived wird Stirbt man hat einer ne Idee was ich falsch gemacht habe??? hier mal meine revive_init.sqf Code:
// ===================================================================================================================== // THE FOLLOWING CODE CAN BE MODIFIED // ===================================================================================================================== // GENERAL REVIVE OPTIONS (Off = 0, On = 1) _mission_end_function = 0; //array no.0 - mission ends when all players are unconscious _call_out_function = 1; //array no.6 - whether a unit calls out while unconscious _water_dialog = 1; //array no.45 - whether a dialog appears when a unit dies in water so that it can auto wash ashore _unconscious_drag = 1; //array no.39 - whether a unit can drag the bodies of unconscious players _load_wounded = 1; //array no.61 - allows you to load unconscious units on vehicles _altUnc_animation = 1; //array no.54 - use alternate revive animation _JIP_spawn_dialog = 0; //array no.2 - whether a dialog appears when a player JIP so that he can be transported to a spawn point near the action _time_b4_JIP_spawn_dialog = 10000; //array no.17 - time before the respawn dialog appears for JIP players _perpetual_server = 0; //array no.62 - NOT IMPLEMENTED _ACE_mod = 0; //array no.102 - NOT IMPLEMENTED - Currently a place holder for possible future functionality // ================================================================== // LIST OF PLAYABLE UNITS NORRN_player_units = playableUNits; //NORRN_player_units = [s1,s2,s3,s4,s5,s6,s7,s8,s9,s10,s11,s12]; // ================================================================== // WELCOME SCREEN //titleText ["Joining the Revive Test Mission\n\n(Make sure you check the mission notes for details on how the scripts work\nand the revive_readMe in the attached pdf file for the full notes on implementing \nthe scripts in your own missions and the options available)", "BLACK FADED", 0.6]; // This next line can be commented out or removed if it interferes with intro movies // ================================================================== // REVIVE OPTIONS _max_respawns = (paramsArray select 1); //array no.38 - Number of lives per unit _JIP_respawns = [2,30]; //array no.63 - 0 - off or the number of lives players receive when they join in progress , JIP time after the mission starts _revive_timer = 1; //array no.7 - Whether you want to limit the amount of timer a player has while unconscious _revive_time_limit = 320; //array no.27 - Amount of time a player remains unconscious before respawning or dying _revive_damage = 1; //array no.37 - Unit's level of damage following revive _unconscious_markers = 1; //array no. 4 - Whether a marker appears on the game map at the location of the unconscious unit _caseVAC = [0, ["MASH","HMMWV_Base"]]; //array no.64 - Allows units to be taken to a hospital etc to be revived _mediVAC = []; //array no.65 - NOT IMPLEMENTED _chance_ofDeath = [0,0]; //array no.66 - Two parameters in the array the first switches off/on (0/1) chance of death when shot, increases dues to hit location and number of times revived and the second parameter switches on/off the decreasing respawn timer based on how many times you have been revived, if using set respawn-time to at least 300 seconds. _dualTimer = 0; //array no.67 - NOT IMPLEMENTED - normal units can only revive for eg 30 seconds whereas medics can heal players up to 120 secs - array - [0/1 - off/on, revive timer for normal unit, timer for medic] _deadSpectator_cam = 0; //array no.92 - leave as 0 - whether a unit can spectate other friendly units when it has run out of lives // ================================================================== // RESPAWN OPTIONS _no_respawn_points = 0; //array no.12 - no of respawn points (Max number 4) _Base_1 = "Mobile"; //array no.13 - spawn position names _Base_2 = "Start"; //array no.14 _Base_3 = ""; //array no.15 _Base_4 = ""; //array no.16 _Base_free_respawn = [1,1,0,0]; //array no.36 - select whether to allow respawning at spawn points even if enemy troops are present (options OFF = 0, ON = 1) _respawn_at_base_addWeapons = 0; //array no.11 - unit respawns with weapons it commenced the mission with _respawn_at_base_magazines = []; //array no.34 - If using the respawn_at_base_addWeapons option then place the magazine and weapon _respawn_at_base_weapons = []; //array no.35 types in the following arrays, if left blank respawns with weapons from mission start _respawn_position = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies _respawnAtBaseWait = [0,0]; //array no.68 - Two parameters: 1st if = 1 makes players that respawn at base wait for (parameter 2) seconds before being able to see surroundings _objectiveBasedRP = []; //array no.69 - NOT IMPLEMENTED // Mobile Spawn Settings _mobile_spawn = 0; //array no.51 - set to 1 if you want to use mobile spawn //_mobile_base_start = "Insertion"; //array no.52 - NO LONGER NEEDED, REDUNDANT VARIABLE _mobile_base2_start = ""; //array no.70 - NOT IMPLEMENTED _mobile_type = 1; //array no.60 - set as 0 - for vehicle and 1 for man _mobile_man = objNull; //array no.53 - place name of unit here or if not used make sure set as objNull _mobile_man2 = objNull; //array no.71 - NOT IMPLEMENTED // ================================================================== // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "US_Delta_Force_EP1"; //array no.18 _can_revive_2 = ""; //array no.19 _can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED _can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED _can_be_revived = "US_Delta_Force_EP1"; //array no.20 _can_be_revived_2 = ""; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "US_Delta_Force_Medic_EP1"; //array no.76 - Used in conjunction with medpacks and bleeding _medic_2 = ""; //array no.77 - Used in conjunction with medpacks and bleeding _medic_3 = ""; //array no.78 - NOT IMPLEMENTED _medic_4 = ""; //array no.79 - NOT IMPLEMENTED //======================================================== // MEDPACK AND BLEEDING OPTIONS _medpacks = 1; //array no.80 - Whether you want to give the units a limited number of revive kits 0/1 - no/yes _stabilisation = 0; //array no.81 - NOT IMPLEMENTED _bleeding = 1; //array no.82 - Make units bleed and require bandages _medic_medpacks = 5; //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units _unit_medpacks = 3; //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units _medic_bandages = 5; //array no.85 - Bandages stop bleeding _unit_bandages = 3; //array no.86 - _medic_stable = 0; //array no.100 - NOT IMPLEMENTED _unit_stable = 0; //array no.101 - NOT IMPLEMENTED _stabTime_tillDeath = 0; //array no.87 - NOT IMPLEMENTED //Time until death following revive without stabilisation // ================================================================== // ENEMY SIDE TO PLAYABLE UNITS _no_enemy_sides = 1; //array no.22 - No of Enemy sides (0, 1 or 2). _enemy_side_1 = "EAST"; //array no.23 - Enemy sides can be "EAST", "WEST", "GUER" etc _enemy_side_2 = ""; //array no.24 _enemy_side_3 = ""; //array no.88 - NOT IMPLEMENTED _enemy_side_4 = ""; //array no.89 - NOT IMPLEMENTED // ================================================================== // FRIENDLY SIDE TO PLAYABLE UNITS _allied_side_1 = "WEST"; //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc. _allied_side_2 = "WEST"; //array no.43 - If all players are from the same side make sure you set the same side for both variables eg "WEST", "WEST" _allied_side_3 = ""; //array no.90 - NOT IMPLEMENTED _allied_side_4 = ""; //array no.91 - NOT IMPLEMENTED // ================================================================== // UNCONSCIOUS CAMERA OPTIONS _follow_cam = 1; //array no.5 - option to allow viewing of friendly units while unconscious _follow_cam_distance = 250; //array no.32 - the range that unconscious players can spectate friendly units _follow_cam_team = 1; //array no.44 - set to 1 if you wish unconscious players only to spectate players within NORRN_player_units array _top_view_height = 70; //array no.55 - allows you to set the top down camera height _visible_timer = 1; //array no.41 - view a cound-down timer while unconscious _unconscious_music = 0; //array no.46 - music must appear as unc_theme in music.hpp // ================================================================== // RESPAWN DIALOG OPTIONS _nearest_teammate_dialog = 0; //array no.3 - whether a respawn dialog appears when there are no players within this distance _all_dead_dialog = 0; //array no.1 - whether a respawn dialog appears when all players are unconscious (_all_dead_player = 1) _respawn_button_timer = 100000; //array no.25 - Time until respawn button appears (0 = approx. 12 seconds), NB: Set to a high number like 100000 seconds if you do not want _distance_to_friend = 250; //array no.26 - If the closest friendly unit is further than this distance away trigger respawn dialog _all_dead_player = 0; //array no.56 _all_dead_distance = 10000; //array no.57 - whether a respawn dialog appears when all players within a specified distance are unconscious (_all_dead_player = 1) // ================================================================== // Bonus life for aiding team mates function _reward_function = 1; //array no.96 - specify whether a unit receives bonus lives for reviving other players _revives_required = 1; //array no.97 - Number of revives required before recieving a bonus life // ================================================================== // Team kill function _team_kill_function = 1; //array no.98 - specify whether a unit loses a life for killing team mates _no_team_kills = 1; //array no.99 - Number of teamkills before punishment // ================================================================== // CONFIGURABLE OPTIONS FOR HEAL YOURSELF FUNCTION _heal_yourself = 1; //array no.8 - whether a unit can heal damage to itself _no_of_heals = 3; //array no.29 - Number of heals that each player gets during a mission _lower_bound_heal = 0.1; //array no.30 - The damage level range between which the heal action becomes available _upper_bound_heal = 0.8; //array no.31 // ================================================================== // AI REVIVE BEHAVIOUR OPTIONS _goto_revive = 0; //array no. 9 - closest AI automatically moves to revive a downed team mate _AI_smoke = 0; //array no. 40 - if available reviving AI throws smoke on downed AI position _AI_aware = 1; //array no. 49 - AI will clear an enemy units it is aware of before auto reviving _AI_cover = 1; //array no. 50 - second AI unit moves with AI reviver to give cover _AI_dismount = 0; //array no. 58 - toggles ability of reviving AI units to dismount vehicles (1 = dismount) _call_for_AI_help = 1; //array no. 59 - allows AI units to call for help _goto_revive_distance = 500; //array no. 33 - distance AI units will move to revive a downed team mate // ================================================================== // OPTIONS FOR PLAYER'S DEAD BODIES AND EQUIPMENT - Additional revive functions with many thanks to alef (0 - off, 1 - on except for _bury_timeout) _drop_weapons = 1; //array no.93 - should the respawned player drop his weapons where he died? _cadaver = 0; //array no.94 - should the respawned player's body remain there? _bury_timeout = 12; //array no.95 - if drop weapons OR player body, how long before the body is buried? // 0=maximum (1200s) , n=seconds up to 1200s (hard coded) // ================================================================== // USER CODE - eg. NORRNCustonexec1="execvm ""myscript.sqf"";hint ""myoutput"";" NORRNCustomExec1 =""; // Exec1 occurs following being revived NORRNCustomExec2 =""; // Exec2 occurs when you team kill NORRNCustomExec3 =""; // Exec3 occurs when you spawn at base NORRNCustomExec4 =""; // Exec4 occurs when you try and spawn at base but it is still occupied NORRNCustomExec5 =""; // Must use variables: MAP_r_rejoin (false - first time, // true - rejoining the server, and // MAP_r_no_lives - number of lives if you rejoin server)
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My Youtube Channel "Before you diagnose yourself with depression or low self esteem, first make sure you are not, in fact, just surrounded by assholes!" William Gibson |
08.09.2010, 14:57 | #606 (permalink) |
Registriert seit: 13.04.2003
Ort: Monerica
Alter: 41
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Das geht nicht Der Missionsspezifische Respawn muss für einwandfreie Funktion von Revive aktiviert sein. Ob du darüberhinaus den Revive Respawn (an festen Punkten) einbaust ist wahlfrei, aber der grundsätzliche Base Respawn muss muss muss. Code:
respawn = "BASE"; respawndelay = 4; |
08.09.2010, 16:38 | #607 (permalink) |
Registriert seit: 12.05.2009
Ort: FRA
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hmm okay werde ich gleich mal testen thnx
Edit: mist hat auch nix gebracht man man man was mach ich da nur falsch... ... darf ich dir die mission mal zukommen lassen????? darfst dich auch im briefing verewigen hehe
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My Youtube Channel "Before you diagnose yourself with depression or low self esteem, first make sure you are not, in fact, just surrounded by assholes!" William Gibson Geändert von Fogu (08.09.2010 um 17:06 Uhr). |
08.09.2010, 20:10 | #608 (permalink) |
Registriert seit: 13.04.2003
Ort: Monerica
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Ne ich hab momentan nichtmal Lust an meinen eigenen Missionen zu basteln
Die Marker boot_hill und respawn_west hast du auch platziert? Und ganz wichtig, hast du die Readme gelesen? Da steht nämlich alles drin was man wissen muss |
09.09.2010, 09:06 | #609 (permalink) |
Registriert seit: 22.09.2009
Beiträge: 18
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Hallo,
ich suche eine Möglichkeit bestehende Missionen von Usern oder offizielle im Editor zu öffnen. ich habe was von PBO Extraktern gelesen und auch ein Programm runter geladen was allerdings immer einen fehler ausgab. ich schätze das war noch für Arma 1. Kann mir da jemand weiter helfen ? |
09.09.2010, 11:32 | #610 (permalink) |
Registriert seit: 02.07.2006
Ort: Kabul
Alter: 38
Beiträge: 2.666
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das prog benutze ich um .pbo's an zu schauen Armaholic.com - Pbo View
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09.09.2010, 11:33 | #611 (permalink) |
Registriert seit: 12.05.2009
Ort: FRA
Beiträge: 1.621
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sil3nc3r82 lad dir z.B. Eliteness runter damit müsste es funktionieren
Zu Burns: Jo kein Ding, und ja habe ich gelesen PS: wo finde ich eigentlich das aktuellste revive script?
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My Youtube Channel "Before you diagnose yourself with depression or low self esteem, first make sure you are not, in fact, just surrounded by assholes!" William Gibson |
09.09.2010, 11:36 | #612 (permalink) |
Registriert seit: 02.07.2006
Ort: Kabul
Alter: 38
Beiträge: 2.666
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ich wuerd sagen im BIF Revive Script - Bohemia Interactive Forums |
09.09.2010, 11:41 | #613 (permalink) |
Registriert seit: 12.05.2009
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thnx ok ich hab gedacht es gibt ne andere Seite,
die mir unbekannt ist
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My Youtube Channel "Before you diagnose yourself with depression or low self esteem, first make sure you are not, in fact, just surrounded by assholes!" William Gibson |
09.09.2010, 18:42 | #614 (permalink) |
Registriert seit: 01.09.2010
Beiträge: 30
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Ich wollte einen Soldat eine Waffe geben und habe folgendes bei einem Auslöser eingegeben, ich nenne jetzt mal den Soldat Sam:
remove allweapons Sam ;Sam addweapon "M4A1 HWS GL camo"; Sam addmagazine "M2003 Muzzle"; und einmal das: remove allweapons Sam ;Sam addweapon "M4A1"; Sam addmagazine "20Rnd 556x45 Stonage"; Bei Variante eins hat nur remove allweapons geklappt. Bei Variante zwei remove allweapons und addweapon. Was habe ich falsch gemacht, dass nicht alles funktioniert hat? |
09.09.2010, 18:45 | #615 (permalink) |
Registriert seit: 12.05.2009
Ort: FRA
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in die INIT des Soldaten:
Code:
removeAllWeapons this; {this addMagazine "30Rnd_556x45_Stanag"} forEach [1,2,3,4,5,6,7]; {this addMagazine "15Rnd_9x19_M9"} forEach [1,2,3,4]; this addMagazine "HandGrenade_West"; this addWeapon "M16A4"; this addWeapon "M9"; this addWeapon "NVGoggles"; this addWeapon "ItemGPS"; this addweapon "binocular";
__________________
My Youtube Channel "Before you diagnose yourself with depression or low self esteem, first make sure you are not, in fact, just surrounded by assholes!" William Gibson |
09.09.2010, 19:05 | #616 (permalink) |
??? wo hast du diese classnames her? richtig ist es so:
es hat nicht funktioniert weil die classes falsch geschrieben sind. eine liste aller classes findest du hier.
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09.09.2010, 21:09 | #617 (permalink) |
Registriert seit: 01.09.2010
Beiträge: 30
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Gibt es auch eine Möglichkeit das direkt im Spiel zu machen? EDIT: Und wenn wir gerade dabei sind , ich suche meine Mission die ich erstellt habe, wo finde ich die als Datei, da ich sie hochladen will. Geändert von Blackhawk48 (09.09.2010 um 21:20 Uhr). |
09.09.2010, 22:04 | #619 (permalink) |
Registriert seit: 12.05.2009
Ort: FRA
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Code:
removeAllWeapons this; {this addMagazine "30Rnd_556x45_Stanag"} forEach [1,2,3,4,5,6,7]; {this addMagazine "15Rnd_9x19_M9"} forEach [1,2,3,4]; this addMagazine "HandGrenade_West"; this addWeapon "M16A4"; this addWeapon "M9"; this addWeapon "NVGoggles"; this addWeapon "ItemGPS"; this addweapon "binocular";
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My Youtube Channel "Before you diagnose yourself with depression or low self esteem, first make sure you are not, in fact, just surrounded by assholes!" William Gibson |
10.09.2010, 10:04 | #620 (permalink) |
Registriert seit: 12.05.2009
Ort: FRA
Beiträge: 1.621
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jetzt hab ich mal ne Frage
Wie kann ich den Wert der hierbei rauskommt als Bedingung verwenden?? Code:
hint format ["%1", EAST countSide Area1]
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My Youtube Channel "Before you diagnose yourself with depression or low self esteem, first make sure you are not, in fact, just surrounded by assholes!" William Gibson |
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