Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - kenjamin

Pages: [1]
1
Armed Assault 2 / Re: GUID Spoofing questions
« on: June 18, 2012, 06:16:35 am »

Then again you now not have to decided not what GUID to global ban,but which whole BLOCK.


wat

2
Armed Assault 2 / Re: Learning to script
« on: June 14, 2012, 04:58:47 am »
Nice. These are awesome. Thanks.

3
Armed Assault 2 / Learning to script
« on: June 14, 2012, 04:43:32 am »
I'm brand new to scripting and such and have never had anything past a basic level class for C++.

Where can I start learning about scripting for Arma 2? Specifically DayZ?

I've downloaded the pack of MrMedic scripts and played around with those, but I'm curious. Is there a specific programming language syntax the scripts for arma 2 use or is it a proprietary language?

Where is a good resource to learn what scripting commands do and what the classes and variables are? Is there a help file that BIS has that lists all this?

Where did you guys learn from?

In addition, the MrMedic scripts stopped working recently and I've been getting kicked for script restrictions. I went through all the files and did a dead simple search and replace for MrMedic and changed the name of the directory of the scripts also and it seems to work for some scripts, but the list of scripts doesn't work so I've been resorting to changing the start2.sqf to simply execVM the script i want to use and then activating that with the OpenModMenu option in game which seems to work for spawning crates of guns and ammo and that, but carpet bombing and things that open the map and exec dialogs dont.

Is there a specific way battleye checks to see if a script is restricted? What are some ways you can bypass script restrictions on battleye?

If you could point me towards the resources to learn this I would be thrilled.

Does anyone plan on writing a tutorial for newbies to scripting for arma 2 that introduces the very basics of how scripting works and what can and cant be done with it?

Thanks in advance.

4
Armed Assault 2 / Re: DayZ weaponcrate in depth
« on: June 06, 2012, 09:07:57 pm »
@kenjamin: Might wanna' try actually saving a script written in sqf as a .sqf file.

I used the exact code from the example as the code for the sqf file. what are you talking about?

5
Armed Assault 2 / Re: DayZ weaponcrate in depth
« on: June 06, 2012, 11:20:48 am »
I'm getting the same thing with no loot inside. I've even tried using both methods I've been shown. This is what my scripts are:

crate.sqs
Code: [Select]
_crate = _this select 0;
_dayz_wep =["Binocular_Vector","NVGoggles","ItemGPS","ItemMap"];

_dayz_mag =["Binocular_Vector","NVGoggles","ItemGPS","ItemMap"];

_dayz_bpk =["Binocular_Vector","NVGoggles","ItemGPS","ItemMap"];

{_crate addWeaponCargo [_x,100];} forEach _dayz_wep;
{_crate addMagazineCargo [_x,100];} forEach _dayz_mag;
{_crate addBackpackCargo [_x,2];} forEach _dayz_bpk;

_crate addWeaponCargo ["Binocular_Vector", 100];
_crate addWeaponCargo ["NVGoggles", 100];
_crate addWeaponCargo ["ItemGPS", 100];
_crate addWeaponCargo ["ItemMap", 100];
_crate addWeaponCargo ["ItemCompass", 100];
_crate addWeaponCargo ["ItemWatch", 100];
_crate addWeaponCargo ["ItemKnife", 100];
_crate addWeaponCargo ["ItemMatchbox", 100];

_crate = createVehicle ["AmmoBoxBig" , position player, [], 0, "NONE"];

[_crate] execVM "/scripts/crate.sqs";

sleep 120;

deletevehicle _crate;

if (true) exitWith {};
ammo.sqf:
Code: [Select]


Pages: [1]