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#1 Posted at 2009-08-12 18:29        
     
Hey guys,

I used to be pretty good at simple scripting back in Arma, but that was a long time ago. Now I'm working in ArmA II and I can't remember anything -_- Anyways, I got a few questions I need to ask about the Mission Editor and In-Editor Scripting. I've been looking through the BIS Wiki, but I'm just lost.

1) Dumb question, but I just want to make sure I'm talking about the right thing. Syntax is the text you put in the initialization box of a unit or object, right? (ex. addWeapon)

2) Is that considered scripting?

This post was edited by Zansteps (2009-08-12 22:20, ago)

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#2 Posted at 2009-08-12 18:41        
     
1) Yes, the syntax is just how you execute the command. For the correct syntax check the wiki ;)

2) Not in my opinion. Scripting in my opinion is where you work with sqs and/or sqf files. Everything done inside the editor is mission editing.


[edit]
"Some simple questions" is not a topic title I like. Imagine 100 people starting topics like that.......if one would bother to search how would he or she ever know what topic to open?
Now, lets see where you take this topic so we can change the title accordingly ;)

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#3 Posted at 2009-08-12 18:49        
     
Sorry... wasn't sure what else to call it >_<

Another question...

1) Is it possible to have NPCs do boot camp stuff? (jumping jacks, push ups, run marching, etc.)

2) If so, what would the syntax and parameters be?

I've searched the wiki and I came across the "animation" syntax, but to my knowledge thats only for vehicals.

3) How would you define the elevation of an object? (For example, if I were to put a Laptop on a table)

This post was edited by Zansteps (2009-08-12 19:12, ago)

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#4 Posted at 2009-08-12 19:19        
     
1) yes

2) Search the forums, answered a few hundred times around the Arma communities.
Animations (or since ArmA2 called "moves" ) are for units.

3) Search the forums, already asked a few hundred times.


Check the stickies in both Armed Assault and the ArmA2 mission editing forums sections. You will find some great help.

If you have really forgotten everything I suggest you read Mr-murrays editing guide. It will teach you everything you need to know and will prevent you from haveing to ask what was asked a thoussand times already and you will be saved from spending time searching but instead learn while reading:
http://www.armaholic.com/page.php?id=4847

This post was edited by Foxhound (2009-08-13 07:05, ago)

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#5 Posted at 2009-08-12 19:47        
     
Thank you very much, and sorry again.

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#6 Posted at 2009-08-12 21:54        
     
Okay, I'm really lost on how to get an animation to run. Murray's guide says to use...

Name playMove "Animationsbefehl"
Name switchMove "Animationsbefehl"

and then in order to loop the animation you have to use...

Name playMove "Animation"
Name disableAI "Anim"

I've replaced "Animation" with "AmovPercMstpSnonWnonDnon_exercisePushup" and I've named the unit "Name" and still nothing works. Murray's explination on how to use the command isn't the greatest, but I can't really hold that against him. The game keeps saying that I'm Missing a ; but Murray doesn't have semicolons in his explination, so I'm really confused... and also the fact that Murray's example is on 2 lines, but the initialization box doesn't allow for that...

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#7 Posted at 2009-08-12 22:33        
     
I do it this way myself place, this in a units Init Box, waypoint or trigger
null=[this,"","sitdown"] execVM

and then save the following code as sitdowngrp.sqf

this code won't keep them down but I prefer it this way.



;//grp=group this;null=[grp,"","sitdown"] execVM "sitdowngrp.sqf" or null=[this,"","sitdown"] execVM "sitdowngrp.sqf"

_grp     = _this select 0;
_status  = _this select 1;
_actions = _this select 2;

{
_x setBehaviour _status;
  _x action [_actions,  _x];
sleep random 4;
_x setBehaviour _status;
} forEach (units _grp );


I also found if you put actions in the init box they don't seem to work, try placing a waypoint on the unit you want to sit or whatever and in it's On Act box put
this action ["sitdown",this]

That's the simplest way but they wont't stay there.


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#8 Posted at 2009-08-12 22:46        
     
Simplist way? Thats not simple at all... its all extremely different than everything else I'm reading...

The wiki says that if switchMove and playMove are put into the initialization field or the init.sqs, they will not work... then where am I supposed to put them?

This post was edited by Zansteps (2009-08-12 22:54, ago)

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#9 Posted at 2009-08-12 23:02        
     
place it in a waypoint On Act box
this action ["sitdown",this]

this playMove ("AmovPercMstpSnonWnonDnon_exercisePushup")

that will work as well


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#10 Posted at 2009-08-12 23:11        
     
Ah! It works, thanks much. I put it in a trigger instead of a waypoint and it worked

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