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Dynamic Echo

Irritating display of Gear options

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This is a download link for the mission which I was having trouble with, but those problems have now been resolved. here (Any feedback on the mission itself would be good though, if possible ;) )

Edit: The mission should now be compatible with standalone Operation Arrowhead.

Fixed Issues:

In a mission I am making the initial move order for the little bird (which is what the player spawns in for insertion) has a spoken command, is there any way I can silence this? (It plays during the 'intro' sequence)

On a note unrelated to this mission, I am trying to set up an IED attached to a civilian, to detonate when the civilian gets to within a certain distance of the player (say 25 metres). I know how to set up an IED, but I don't know how to set a trigger for this.

I would also like to set a civilian to always be heading toward the player (to account for player movement). - clarity: the civilian has an IED attached to them.

On a, pretty simple, mission I am making I have come across an irritating problem which I haven't found a way to fix, nor have I found a fix by searching. The player starts off in a little bird, and upon spawning is immediately given the option to swap some ammo for a grenade (presumably as a result of the gear carrying properties of the chopper). While not exactly game-breaking it is annoying having the player spawn with this in the centre of their screen.

Thanks in advance for any help.

Edited by Dynamic Echo

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clearWeaponCargo this; clearMagazineCargo this;

in the LB's init.

civIED distance player < 25

in the Trigger's Condition field, assuming it's single player and the civ is named civIED.

This ArmA2 demo mission shows how to get a unit to creepily follow another unit. :)

Also, this mission of yours includes ArmA2 only weapons content. If you swapped the following weapons it would be OA compatible and I'd be able to play it. :P Also use OA weapons boxes.

m4a1_aim => M4A3_CCO_EP1

m4a1_rco_gl => M4A3_RCO_GL_EP1

m4spr => M110_NVG_EP1

Edited by kylania
CO rears it's ugly head...

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clearWeaponCargo this; clearMagazineCargo this;

in the LB's init.

civIED distance player < 25

in the Trigger's Condition field, assuming it's single player and the civ is named civIED.

This ArmA2 demo mission shows how to get a unit to creepily follow another unit. :)

Cheers. No hope on the silencing of the spoken command silencing then? (On the LB - I had only been trying removeAllWeapons, silly me) Thanks again.

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SNIP SNIP

Also, this mission of yours includes ArmA2 only weapons content. If you swapped the following weapons it would be OA compatible and I'd be able to play it. :P Also use OA weapons boxes.

m4a1_aim => M4A3_CCO_EP1

m4a1_rco_gl => M4A3_RCO_GL_EP1

m4spr => M110_NVG_EP1

I see he did not edit the mission. Dynamic Echo, you may want to put in the OP that it is CO, to save some people the time messing with it. :)

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I see he did not edit the mission. Dynamic Echo, you may want to put in the OP that it is CO, to save some people the time messing with it. :)

Hold on, I'm updating it at the moment. I don't have standalone so I didn't notice I'd done it. But I'll have a new version for you soon :D

Edit: New Version

Edited by Dynamic Echo

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Well, no insult intended, (I guess I am just impatient) but after running for 1000m, and with 1000 more to go, I quit. :) But, it looks like it is well put together.

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You have a few other little things too like you moveInCargo the whole group, but then also the individual units. Also you have what appears to be a trigger for when the BLUFOR get past a line it'll trigger OPFOR units to move, but it's not a Switch type, so it's not really doing anything. Cycle waypoints should be moved closer to the points they cycle to. You're setDir'ing goats, but they'll end up walking around anyway. You're using the old style (obsolete) objStatus stuff for tasks. You're setting variables to true based on triggers for objects not being alive, when you could just check for them being alive rather than a secondary value. You doGetOut your units at the waypoint, but also eject them via script. The 2km walk in seemed a bit much. The crewman in the LittleBird kept staring at me the whole ride in... he's creepy.

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You have a few other little things too like you moveInCargo the whole group, but then also the individual units. Also you have what appears to be a trigger for when the BLUFOR get past a line it'll trigger OPFOR units to move, but it's not a Switch type, so it's not really doing anything. Cycle waypoints should be moved closer to the points they cycle to. You're setDir'ing goats, but they'll end up walking around anyway. You're using the old style (obsolete) objStatus stuff for tasks. You're setting variables to true based on triggers for objects not being alive, when you could just check for them being alive rather than a secondary value. You doGetOut your units at the waypoint, but also eject them via script. The 2km walk in seemed a bit much. The crewman in the LittleBird kept staring at me the whole ride in... he's creepy.

Yeah it is somewhat cobbled together, there is likely quite a lot of redundant stuff in there. I'll move the insertion area forward. The only reason I put setDir on the goats is because it did that on one of the BIS scenarios, if I don't need it I'll remove it. I added the eject script as the waypoint alone wasn't working. I'll probably remove that Blufor trigger line, it doesn't do much.

What is this new way of doing tasks? Generally there are things I need to clean up. I don't think I can decrease the creepiness of that crewman though... :D

Edit: I'll also decrease the distance to the safe zone for objective 2, as that was a fair hike too.

Edited by Dynamic Echo

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Your tasks are correct, but you also have the '4' objStatus done stuff in it, which isn't used anymore.

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Oh, yeah, to get rid of the 'move command voice' at mission start, just ungoup crew1, and move him into the front seat next to the pilot.

EDIT: And you will have to 'eject' them (the team being inserted) by name. - You can use an empty chopper.

Edited by CyOp

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OK, I've cleaned it up a bit (quite a lot actually) and I sorted both the move command voice thing and the creepiness of the crewman by simply removing him and setting cargo seats for each unit individually. I've also updated some of that decidedly dodgy VO. Thanks for the feedback guys, as well as the help, it is very useful.

Anyway, here is an updated version, if you actually want to try it. There is still a 1300m walk to the objective, but the enemy density along that way is pretty high, so it should be quite a hectic 1300m. The (much shortened) journey to the safe zone for afterwards is dotted with civilians vehicles you can borrow should you wish to.

Edited by Dynamic Echo

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