VBS2 Scenario Development

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http://resources.bisimulations.com/wiki/VBS2:_Startup_Parameters#Performance

VBS2: Startup Parameters

From BISim Wiki For updated startup parameters please consult the VBS2 Manuals (links to online version can be found at http://resources.bisimulations.com/wiki/Manuals:VBS2 ) These parameters can be configured by creating a new shortcut on your desktop and then adding the appropriate option. For example:
From BISim Wiki Animations are used with units or animals, to force them to perform specific movements. They are applied with either the switchMove or playMove command. The general naming convention for animation names are explained on the AnimationTitles page.

Category:Animations

http://resources.bisimulations.com/wiki/Category:Animations
http://forums.bistudio.com/showthread.php?78259-setFace&s=4507b926534ca2bfdd10f1dc9d8bb798 I assure you it works, when used properly. Where exactly are you putting this " command line "? The code goes in the unit's Initialization field.

setFace

From BISim Wiki Ofp Scripting Grammar Scripts in OFP are humanly readable text files which, by convention , have a sqs or sqf extension. http://resources.bisimulations.com/wiki/Scripting_Grammar

Scripting Grammar

From BISim Wiki Control Structures are statements which are used to control execution flow in the scripts. They are sequences of scripting code which help to control complex procedures. You can use control structures to define code which is only executed under certain conditions or repeated for a couple of times.

Control Structures

http://resources.bisimulations.com/wiki/Control_Structures
http://community.bistudio.com/wiki/ArmA:_Introduction_to_Scripting

ArmA: Introduction to Scripting

From Bohemia Interactive Community During mission editing and addon editing you may come across situations where actions or features you would like to have in your mission or addon cannot be accomplished using the basic (or even the more advanced) capabilities of the mission editor or within config files (in the case of addons). Some examples of this might be really cinematic cutscenes in missions or special animations for an addon. The solution to this is to take advantage of the game-engines ability to call on an even more advanced feature known as scripting .
From BISim Wiki Event Handlers (EHs) are attached to objects, and allow you to automatically execute custom code upon particular events being triggered by that object. These event handlers are added to objects using the addEventHandler command, or in the object's configuration file (see below). Multiple event handlers of the same type can be attached to an object (and are identified by the index returned by addEventHandler ), and will fire in the order they were created. http://resources.bisimulations.com/wiki/Category:VBS2:_Event_Handlers

Category:VBS2: Event Handlers

http://resources.bisimulations.com/wiki/setVideoSetting From BISim Wiki Click on the images for descriptions Notes

setVideoSetting

http://resources.bisimulations.com/wiki/say Unit will say given sound. When the unit is a person, it will also perform corresponding lipsync effect , provided an appropriate .lip file has been created for this sound. A unit that has been killed or does not exist will not say anything. Compare this with playSound , which will always play a sound at the location of the player. If "subtitles" are defined for the sound, they will be shown if the "speaker" is within 5m of the listener. If alternative syntax is used, and a "speed" is defined, then the actual display time is calculated by the following formula: speed * (duration + defaultTime) , where "duration" is taken from the sound's definition in cfgSounds, and "defaultTime" is taken from CfgTitles>>defaultTime (currently always 10).

say

Overview - MP Tutorial @ OFPEC Tutorials | OFPEC The Editing Center

http://www.ofpec.com/tutorials/index.php?action=show&id=44 By Spooner and Mandoble The purpose of this tutorial is to discuss some of the scripting issues that are particular to the creation of multi-player missions. It is assumed that the reader is at least a competent scripter in a single-player setting. Important note for compatibility: Please be aware that some of the more complex techniques described here will be made obsolete when the ArmA 1.09 beta becomes final, since the command addPublicVariableHandler will be available for use.

VBS2PluginFileAccess

From BISim Wiki Allows direct access to OS-level files, to be created, read, written, etc. The plugin has to be called via the pluginFunction command, with one of the available functions as an argument. e.g. _status = pluginFunction ["VBSPluginFileAccess","Exists(one.txt)"] filename / foldername : Default directory is the application folder VBS2 was installed into. If there are multiple installations (others, which were only copied into their destination folder), the plugin will still use the folder that was written to the registry during the installation (and which is returned by " getDirectory 2").
Well my house moving is complete which was at extraordinarily short notice and for the moment I'm going through the house networking the whole thing with new cat 5 cable and everything seems to be ok so far, except for the fact the missus crimped one end of a cable and between us we stuffed it up! In other news I recently purchased Operation Flashpoint Dragon Rising for the PC. I was interested to see how it would stack up against ArmA 2, unfortunately for me it doesn't, and perhaps it comes down to the fact the game as a whole isn't for me.

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