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Lou Montana (talk | contribs) m (Text replacement - "\[\[SQF[ _]syntax" to "[[SQF Syntax") |
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* [[SQF Syntax|SQF Syntax]]] | * [[SQF Syntax|SQF Syntax]]] | ||
* [http://www.armedassault.info/index.php?game=0&cat=articles&class=tutorials&id=17 Scripting Tutorial]] | * [http://www.armedassault.info/index.php?game=0&cat=articles&class=tutorials&id=17 Scripting Tutorial]] | ||
* | * {{Wikipedia|Event-driven_architecture|Event Driven Architecture}} | ||
* [[Script_(File)|Script as threads]] | * [[Script_(File)|Script as threads]] | ||
* [http://www.ofpec.com/ed_depot/index.php?action=list&cat=sc&type=xyz Bunch of scripts] | * [http://www.ofpec.com/ed_depot/index.php?action=list&cat=sc&type=xyz Bunch of scripts] |
Revision as of 15:55, 30 May 2021
Modeling
Cockpit Modeling
I think we are going to need a PilotView LOD
Links
Projects
Make pilot fly to waypoints
- Create a helipilot (player, playable)
- Create a UH60L. Name it mychopper
- Make a new waypoint for the player
- Create a pilot. Place this in init statement:
this assignAsDriver mychopper
- Group the pilot to the player
- Create a stand alone wp near the chopper
- Assign the pilot this waypoint
This only works if the player is in the backseat!
Scripting
Multiplayer
Debugging
hint format["Hello %1", player]
Tools
Links
- Some nice tools from Kronzky
- Hooahman's_Sandbox
- SQF Syntax]
- Scripting Tutorial]
- Event Driven Architecture
- Script as threads
- Bunch of scripts
- VBS2 specific script info (OLD)
- Event scripts
- Nice third-party scripting blog
- script example
- by How To (i.e. CAS)
- | Team and Local Variables
Example Scripts
Tail Camera (with Bank)
Note the reciprocal math:
#include "\vbs2\headers\function_library.hpp" If (local rex) then { fgh2050 animate ["Trunk",1]; //fgh2050 action ["OpenTrunk", fgh2050]; _forever = true; _locationPosition = GetPos fgh2050; _cam = "seagull" camCreate (position fgh2050); _cam cameraEffect["internal","FRONT"]; _grp = group _cam; selectPlayer _cam; while {(_forever)} do { _locationPosition = fgh2050 modelToWorld [0,-4.5,1.5]; //_locationPosition = fgh2050 modelToWorld [0,5.9,2.5]; //CPG EYES _targetPosition = fgh2050 modelToWorld [0,100,0]; _cam SetPos _locationPosition; _fgh2050PB = fgh2050 call fn_vbs_getPitchBank; _fgh2050Dir = getDir fgh2050; _cam setDir _fgh2050Dir+180; myPitch = _fgh2050PB select 0; myBank = _fgh2050PB select 1; myPitch = -1 * myPitch-5; myBank = -1 * myBank; //hint "my pitch and bank "; //hint format["pitch %1, bank %2",myPitch, myBank]; [_cam, myPitch, myBank] call fn_vbs_setPitchBank; _cam CamCommit 0; sleep 0.005; showCinemaBorder false }; };
Nose Camera (with Bank)
Here's a script that will put the player on the nose of the apache.
To use:
- Make a mission with a token player on the ground, an an apache w/ AI crew
- Save the mission
- Find the mission folder in My Documents/VBS2/mpmission/the_new_mission
- Create a new sqf filed (text) named player.sqf
- Save the file
- In the initialization text box for the player, place:
call {apache execVM "player.sqf";}
Tested: VBS2 v1.23
Note: this script uses VBS2 functions (see header below). You may be able to modify use of the fn_vbs_setPitchBankcommand with something that works in ARMA (camSetBank).
#include "\vbs2\headers\function_library.hpp" _forever = true; _locationPosition = GetPos apache; _cam = "seagull" camCreate (position apache); _cam cameraEffect["internal","back"]; _grp = group _cam; selectPlayer _cam; while {(_forever)} do { //_locationPosition = apache modelToWorld [0,3.8,2.0]; //CPG EYES _locationPosition = apache modelToWorld [0,5.9,2.0]; //CPG EYES _targetPosition = apache modelToWorld [0,100,0]; _cam SetPos _locationPosition; _apachePB = apache call fn_vbs_getPitchBank; _apacheDir = getDir apache; _cam setDir _apacheDir; [_cam, _apachePB select 0, _apachePB select 1] call fn_vbs_setPitchBank; _cam CamCommit 0; sleep 0.005; };
Nose Camera (No Bank)
This script place a camera on the nose of an apache.
To use:
- Make a mission with a token player on the ground, an an apache w/ AI crew
- Save the mission
- Find the mission folder in My Documents/VBS2/mpmission/the_new_mission
- Create a new sqf filed (text) named apache.txt
- Save the file
- In the initialization text box for the apache, place:
call {apache execVM "apache.sqf";}
Tested w/ VBS2 1.23
#include "\vbs2\headers\function_library.hpp" _forever = true; _locationPosition = GetPos apache; _camera = "camera" camcreate _locationPosition; _camera cameraEffect["internal","back"]; //_camera CamSetDir 0; _camera CamSetFOV 1; _camera camSetTarget _locationPosition; //_camera CamSetPos [_locationPosition Select 0,(_locationPosition Select 1) + 2, 5]; _camera CamSetPos _locationPosition; _camera CamSetFOV 0.7; _camera CamCommit 0; while {(_forever)} do { _locationPosition = GetPos apache; _locationPosition = apache modelToWorld [0,6,2]; _targetPosition = apache modelToWorld [0,100,0]; _camera camsettarget _targetPosition; _camera CamSetPos _locationPosition; _camera CamCommit 0; sleep 0.005; };
Notes:
* For the life of me I could not control the bank angle of the camera. Tried to use CamSetBank but no dice!
UAV Shadow
_forever = true; while {(_forever)} do { _pos = position player; _x = 100+(_pos select 0); _y = (_pos select 1); _z = 1000+(_pos select 2); _dest = [_x,_y,_z]; uav_1 flyInHeight 33; uav_1 setDestination [_dest, "LeaderPlanned", true]; _wPosArray = waypoints uav_1; hint format ["uav has %1 waypoint..%2",(count _wPosArray), _wPosArray]; sleep 1; };
Melee
/* Purpose: Trigger demo Preconditions: - Create a T72 platoon - Create an A10 team - Create a playable USMC marine - Create a Trigger where you want the ambush Activator: trigger Author: Henderson */ //Feedback on script start hint "Fly Started!"; _grp = group player; //Create a tank _myTank1 = "M1Abrams" createVehicle (position player); //Create a driver //See: http://community.bistudio.com/wiki/VBS2:_CfgVehicles "SquadLeaderW" createUnit [position player, _grp, "pilot = this ;"]; //Place them in the tank pilot action ["getInDriver", _myTank1]; player action ["getInGunner", _myTank1]; //Create a tank _myTank2 = "M1Abrams" createVehicle (position player); //Create a driver //See: http://community.bistudio.com/wiki/VBS2:_CfgVehicles "SquadLeaderW" createUnit [position player, _grp, "pilot2 = this ;"]; "SquadLeaderW" createUnit [position player, _grp, "gunner2 = this ;"]; //Place them in the tank pilot2 action ["getInDriver", _myTank2]; gunner2 action ["getInGunner", _myTank2]; //Cue the A10s hog commandMove (position player);
Killer AH1Z
/* Purpose: Have A1Z engage player Preconditions: A1Z (snake) spawn Activator: snake Author: Henderson TO USE: Save this file in C:\Documents and Settings\user\My Documents\VBS2\mpmissions\missionname\ Make an M1A1 and name it player Make an AH1Z and name it snake - use the following initialization script for snake call {player execVM "snake.sqf";} Run like the dickens! */ //Feedback on script start hint "Snake Started!"; this flyInHeight 200; while {alive player} do { snake doMove getPos player; snake doTarget player; //hsnake selectWeapon "HellfireLauncher"; snake doFire player; sleep 1; }; hint "Snake killed player!";
AH6
/* Purpose: Create an AH6 with pilot and have him fly you around Preconditions: - Create some waypoints where you want the pilot to fly Activator: player Author: Henderson TO USE: Save this file in C:\Documents and Settings\user\My Documents\VBS2\mpmissions\missionname\ Make a pilot - use the following initialization script for snake call {player execVM "fly.sqf";} */ //Feedback on script start hint "Fly Started!"; _grp = group player; _ah6 = "AH6" createVehicle (position player); _ah6 flyInHeight 50; //Create a pilot //See: http://community.bistudio.com/wiki/VBS2:_CfgVehicles "VBS2_US_MC_HeliPilot_W_BerettaM9" createUnit [position player, _grp, "pilot = this ;"]; pilot action ["getInPilot", _ah6]; player action ["getInCargo", _ah6]; _ah6 flyInHeight 50; pilot commandMove (getMarkerPos "m1"); waitUntil {!alive pilot || pilot distance (getMarkerPos "m1") <= 150}; _ah6 flyInHeight 20; pilot commandMove (position h1); waitUntil {!alive pilot || pilot distance (position h1) <= 100}; _ah6 land "GET OUT"; pilot action ["Land", _ah6];