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Messages - c5

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166
Armed Assault 2 / Re: FoodCookedMeat ????? ID
« on: June 10, 2012, 05:21:58 pm »
Btw, i need ID for AKS ammo (not ak47 one) and ammo for FAL. Cant manage to find any :(.

Code: [Select]
AKS:  30Rnd_762x39_AK47, 30Rnd_762x39_SA58
AKS-74: 30Rnd_545x39_AK
AKS-74 GOSHAWK: 30Rnd_545x39_AK
AKS-74 Kobra: 30Rnd_545x39_AK
AKS-74 NSPU: 30Rnd_545x39_AK
AKS-74 PSO: 30Rnd_545x39_AK
AKS-74U: 30Rnd_545x39_AK

167
General Modding & Programming / Other Games / Re: c5 Script Manager
« on: June 09, 2012, 07:54:51 pm »
best thing to do is add all the best features from notepad ++ and anything else , and then youl have a real winner man , keep up the good work , and thankyou for shareing.

Definetly, always up to sharpen my skills  :wink2

It might take a while because I am not so familiar with C++/CLI ... but come on - why were the search engines and programming IRC chats invented then  :icon_biggrin2

168
General Modding & Programming / Other Games / Re: c5 Script Manager
« on: June 09, 2012, 12:36:51 am »
Agreed, agreed, agreed... Couldn't agree more - Notepad++ IS a powerful and advanced tool. And then again I'm not expecting my underdeveloped tool to hit waves  :icon_biggrin2 It just means something to me... atleast I haven't copy-pasted it  :icon_cool2 I've never learned or taken lessons for programming physically, I learn all from the mighty internet... I'm just graduating high school and I think learning programming in general takes alot of effort besides school-work. From now on I just continue to learn on and on, TKC is also a place where I come to learn, but recently it has changed abit to something different (pointing out to ArmA 2 section, no hard feelings newcommers  :wink2 - I was once there aswell, trying to rename and hide my cheat downloaded from internet, thinking that when I hide it, punkbuster won't detect me)

So yeah... It's aimed at newcommers, who can't really manage to create sqf or sqs file on their own  :smile

Thanks for feedback, gurus, I'm aiming to be there once where you guys are right now  :icon_rolleyes2 [1 % done, 99 % to go until level - MrMedic(no offense joopig/imissoldofp/colonel neil/gerk/other gurus I forgot lol)]

Enough of the chit-chat, back to business  :icon_shifty

169
General Modding & Programming / Other Games / c5 Script Manager
« on: June 08, 2012, 09:44:19 pm »
c5 Script Manager



http://tkc-community.net/forum/index.php?action=downloads;sa=view;down=238

c5 Script Manager

Text editor with advantage: save and load your scripts now 2 times faster than using Microsoft's Notepad


Competitor to commonly used Microsoft's Notepad, with advantages infront of it for easy & fast .sqf .sqs managment. Write scripts and save or load them, faster than with other programs, with just one mouse click.

Known issues:

  • Quick Save button doesn't do anything yet, I haven't got time to make something out of it, from now as you want to save, you have to save manually all the time (using Save as)
    Definetly going to fix it for the next version  :icon_confused2
  • Not many functions? - Well yes, there aren't but then again, you don't need more than them, although if you think you do, let me know via private message, I'll see what I can do. Other than that - definetly going to introduce more functions soon  :icon_thumbsup


Current Version: v0.1

Requirements:

Microsoft .NET Framework 4
Windows (tested on Windows 7 64bit & 32bit)

Usage:

Run it and use it :icon_magician

170
Armed Assault 2 / Re: General help for newbie
« on: June 04, 2012, 06:59:44 pm »
Yeah, now we just have to wait until someone else makes a thread about 'where to find notepad's exe from'...  :wink2


Care to elaborate?

C:\windows\system32\notepad.exe

171
Armed Assault 2 / Re: General help for newbie
« on: June 04, 2012, 06:55:39 pm »
Yeah, now we just have to wait until someone else makes a thread about 'where to find notepad's exe from'...  :wink2

172
Armed Assault 2 / Re: General help for newbie
« on: June 04, 2012, 06:50:00 pm »
im really hope for ur helping,because i cant find detail instruction or some FAQ s how to write a script or how to create a sqf file.
Thanks!

Write a sqf script: 1) open notepad 2) code the script 3) save it as sqf (file->save as->all files->scirpt.sqf (for instance))

You have to put somewhat effort in it on your own, how on earth can you be so inept.... Why do you expect for people with knowledge to help anyone who comes here begging shit like that to help anyone out one by one? People here ain't Microsoft's technical feedback, do you get it?

Scripting: 1) open up 'new tab' 2) google search: ArmA 2 Scripting/Scripting Commands 3) Look around in the results....

Also, a remark: The question you asked could have been answered anywhere on BIS forums for example, there are many other forums and sites releated to ArmA 2 scripting... Why on earth would you come to gamemod-apping site to ask such a question... Learn the basic concepts of ArmA 2 Scripting on your own - asking for help at such low level really shows alot about you...

173
Armed Assault 2 / Re: Vehicles Map Mark-
« on: May 16, 2012, 11:10:15 pm »
Another way to do it without attaching the marker to a car would be: To create a loop and get and set the marker's position to the vehicle's position every time after a specific time interval. Just letting you know that there are more ways beyond attachObject

174
Armed Assault 2 / Re: Vehicles Map Mark-
« on: May 16, 2012, 10:40:25 pm »
Code: [Select]
_lada = "Lada1" createVehicle (position player);
- it will create lada exactly on your position, so you are probably going to die or get stuck into it or whatever when it spawns so I suppose you want something more like this which will spawn the car exactly at your position and sets you in it as driver:
Code: [Select]
_dir = getDir vehicle player;
_pos = getPos vehicle player;
_pos = [(_pos select 0)-5*sin(_dir),(_pos select 1)-5*cos(_dir),0];
_veh = createVehicle ["Lada1",[_pos select 0,_pos select 1,1], [], 0, 'NONE'];
Player moveInDriver _veh;
_veh setDir _dir;

Now to get it shown on the map, I suppose you just have to assign a marker to follow _veh's position. Atleast that's what I would do. One other guy had just asked something about player's marker on a map, and there is even a thread about it. If you can find it (tip: it's on the 1st page), I think you can use the code given there by altering it so it would be attached to the car (_veh) not player. Just a guess... I'm not a god in scripting or programming in general so..., yeah, I can be wrong

edit:

Well, I thought I'll give it a try, don't be harsh on me if I'm wrong lol: (it's untested, simply copy+pasting and altering the code alucard shared with us)

Code: [Select]
_dir = getDir vehicle player;
_pos = getPos vehicle player;
_pos = [(_pos select 0)-5*sin(_dir),(_pos select 1)-5*cos(_dir),0];
_veh = createVehicle ["Lada1",[_pos select 0,_pos select 1,1], [], 0, 'NONE'];
Player moveInDriver _veh;
_veh setDir _dir;
// So we have created a vehicle above, you can access it with _veh from now on
// Now we will try to attach a marker to it:
_marker = createMarker ["FollowLada", getPos _veh];
// We created a marker, now let's modify it and try to attach it to the vehicle
_marker setMarkerType "Dot";
_marker setMarkerColor "ColorRed";
_marker setText "Lada is here";
_marker attachObject _veh;
/* that should do the trick, but AS I SAID, I haven't tested it, and I'm not a god in scripting
so I can't tell wether it works or not just by looking at it */

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