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Far as i can tell the error you get is not script related.
Check these out to see how to implement my script, or just do what i did in my demo mission:
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
thanks for this beautiful script.
I was able to test the mission and it looks very good.
But, when I open the mission in the editor to put the script on my Tanoa mission, I get the following error message:
...\Mission.sqm, line 0:'. Its':'w' encountered instead of ́= ́
What do I have to do to pack your Vulcano script into my Tanoa mission?
Thanks in advance.
Benni
Alternatively, i could just SAY the volcano is lethal :P
Far as i remember the script "cleans" the surrounding area. You could either decrease the radius of that area or remove it. I don't remember how is set up but look for the lines where i gather nearest objects or something and comment those lines.
I don't remember, didn't i set up a variable to make the volcano non-lethal?
But i'm running into 2 issues.
1) I want players to retrieve a vehicle near the research station. But as soon as the volcano script runs, the vehicle explodes.. even if i give the vehicle 'allowDamage false;
2) You're volcano is so stronk.... it kills even the Zeus player
In principle yes, tho i don't remember how i set it up, i think there is a public variable you can use to stop the script, i don't remember if you can use it to restart it, but you could try to run the script again i suppose.
Either you set up a variable as false and the via trigger you make it true and public and have an waituntil {yourvariable}; before the exec of the volcano, or you can have a sleep with a random or fixed value before running volcano script
what exactly you want to randomize?
https://www.youtube.com/watch?v=qtfPawYxr9g
The direct download link is NOT updated yet!
Thanks for pointing that out. Is one way of doing it, i had something else in mind with particles only and i think is less CPU stressing, but i will have to do some tests
https://forums.bohemia.net/forums/topic/216594-wip-lava/
Might provide some ideas or inspiration.
Thank you mate! Let me know if you have suggestions.
I have some tweaks in mind for those 2 scripts but nothing critical, just some minor changes, anyways the update is not going to happen sooner than 4 weeks or so.
Have fun!
Yes, i made some experiments but i didn't have time to balance and implement it in script.
I will go back to it ASAP.
* Fixed sounds broken by last Arma update and few tweaks
Good you found a solution. Keep it up! :)
I will do some tests as well ASAP.
My player happend to spawn beyond 2000 so the var's never initialized, it ran the ELSE before the main IF section. I'm sure the propper solution is *not* to set the lighting and create the volcano helipad only to delete them imediatly afterwards like I kludged tho. lolz
Thanks mate!
If you get an error try to take a screen shot.
One issue I had with volcano. Integrating into a MP mission it threw a undefined var script error on alias_volcano_effect. I kludged it by repeating the var def's for li_exp and fum_obj from the distance <2000 IF to the ELSE (like this: http://pastebin.com/xtYRjZxf) . Should those defs be moved to the head of the script?
Still a newb so I missed the class def's in description.ext first time but I figured that out on my own. again.. lolz ;)
Thank mate!
There are raining boulders and fire in this but within a limit i considered safe for everyone to have a smooth experience in MP. I will tweak it more when i have time to do more tests on a crowded server.
Yup. i can be done, but needs a lot of testing so mission is still playable and particle count is an important factor cuz once you go beyond the limit the particles will not be visible anymore.
Like how the big stones slung away. Would be realy cool when the not only disappear after few seconds. They should fly much longer and explode when the hit the ground with add fire too.
And it's possible to add random pyroclastic clouds which run down the hill in random different direction with a big boom?! :)
@mozartheart
Yeah, you cannot go to close :), however you can change that, you can even change the damage radius over time or the amount of damage.
When i have time i will add more effects to this script, all i need is time to do more tests