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Questions from a beginner

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Hi guys,

I am fairly new to scripting and designing these missions within the Arma editor.

(If it helps in any way, I am running Arma 2 CO, with BAF, PMC, and the complete Ace 2 mod)

I searched thoroughly but am still having issues here.

1. I have myself (player) and 3 other soldiers on a boat moving towards a beach. When the boat unloads, only my character gets out leaving my 3 squad mates in the boat... it's a marine corp pontoon boat type thing, the one without the gun on it (I think the name starts with a 'C'). How can I fix this?

2. I have a Chinook drop off some marines, but it usually just hovers a good 5 feet off the ground and kicks them out. Sometimes they even get injured, and sometimes the helicopter flies erratically and crashes into a tree. (It's a beach landing, relatively flat) Any clues to fix this one?

3. I know how to make an objective pop up on screen, but is it possible to have like a 'new objective' thing appear like in the campaign mode? The only success I've had here is using the 'hint' command.

4. Is it possible to script a plane dropping a bomb on a vehicle? I've tried assigned an A-10 to attack a T-90 but it usually just uses it's cannon.

I know this is a lot of questions, but thank you in advance to anyone willing to help!

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1. they are in 'your' squad.. you have to tell them to get out.. or write a script that 'ejects' everyone.

2. can depend on may things.. such as unit behavior and waypoint behavior.. need more info

3. search for adding tasks

4.yes.. has been done many ways..

my advice is to pick one and get it solved.. then the next.. many people in the community willing to help.. just not do it. for you.. if that makes sense?

:)

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Yes it does! alright let's start with my first issue then... I have the boat do a transport unload but it only ejects me as I said. Is there some way to 'force eject all' except for the driver? (the boat drives away)

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Im a beginner my self, Put this code in a trigger on the way to the dropzone to make your player automatically issue the Disembark command:

commandGetOut units group player;

i'm not sure if it works on boats but this works on choppers, if this not works i will have to take a look on a script that i have on my mission.

Edited by KBourne

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Im a beginner my self, Put this code in a trigger on the way to the dropzone to make your player automatically issue the Disembark command:

commandGetOut units group player;

i'm not sure if it works on boats but this works on choppers, if this not works i will have to take a look on a script that i have on my mission.

So if I use this code, I can get ride of the 'transport unload' and just have the boat move instead?

Can this also be used to force troops out of a helicopter while in flight - causing them to parachute?

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So if I use this code, I can get ride of the 'transport unload' and just have the boat move instead?

Can this also be used to force troops out of a helicopter while in flight - causing them to parachute?

no this is a disembark command like the code said not a hello jump!

to enforce a helo jump you need a slight different command but thats still out of my reach, maybe stick with one problem at hand and move on to the next would be a better way to figuring stuff out :D otherwise you will be ending up in spamming the forums ;)

anyway:

like said, place a boat on the map give it a name and a waypoint give it the waypoint command transport and unload do not remove that one it forces the ai boat driver to go there and unload hes cargo or thats at least what it should have to do ^^ "normaly i would even synchronise the boat with the trigger so only the boat can trigger it, but forget that for now", put the waypoint prefered to the DZ that you want your units to disembark, then place your units also name them and put this in the init unitName moveInCargo vehicle of your units placed on the map.

Example:

soldierOne moveInCargo boatOne

soldierTwo moveInCargo boatOne

soldierThree moveInCargo boatOne

soldierFour moveInCargo boatOne

make sure your units are grouped if you want them to be in one group!

then on the waypoint place a trigger and in that trigger put it on activate by the side your units are on Bleufor/Opfor/independant keep it on present, put then also this in the command line -> commandGetOut units group player; now also pay attention to the trigger radius you need to play with that for a bit, you don't want the trigger to big and you also don't want it to small ...

as far as i know it should work so that the command to disembark will be isseud by the trigger not by the player. and as far as i can read that was your first question ^^ i hope it helped, test it out and lets move on from there :) ...

Regards

Edited by KBourne

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So if I use this code, I can get ride of the 'transport unload' and just have the boat move instead?

Can this also be used to force troops out of a helicopter while in flight - causing them to parachute?

OK, for the first question, I'd leave the Transport Unload waypoint just in case, but I'd place a Move waypoint BEFORE it, on the same place where the Transport Unload waypoint is.

That cannot be used to force troops to parachute (i think) because you cannot always parachute jump. I think ejecting causes you to automatically deploy a chute but i'm not sure all units have parachutes. You can use the HALO script to make your units drop, but if using the HALO script make sure its higher altitude than 200 meters.

If you've got more questions, (i know this sounds like advertising myself but I just wanna help) refer to my manual: http://forums.bistudio.com/showthread.php?t=112633

I'll try to find information on scripting a bomb drop like you said before, I want to know that too :D

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So if I use this code, I can get ride of the 'transport unload' and just have the boat move instead?

Can this also be used to force troops out of a helicopter while in flight - causing them to parachute?

There is a search function on the forums, suggest you use it ;)

1 time search para or paradrop and you should get alot of hits.

I suggest you read this exelent guide made by mr murray with lots of examples, descriptions etc from basic mission makers to advanced.

http://www.armaholic.com/page.php?id=4847

Edit: Have not looked fully at AFOF_Murdock guide yet but it looks like it has some cool tips in it, but deffinatly check out mr murrays guide, its a arma 1 and 2 bible.

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I'll try to find information on scripting a bomb drop like you said before, I want to know that too :D

for now the AI is acting strange on bomb runs there is a bug where it drops the bomb i beleave but the plains crashes sometimes after releasing the bomb, not gaining altitude fast enough and crashes.

i don't know if there is a script out for bomb drops.

maybe he can use this one: a-10 dropping bombs using trigger

regards

Edited by KBourne

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Originally Posted by KBourne

i beleave but the plains crashes sometimes after releasing the bomb

If that script uses the attachTo command to attach the bombs to the plane, I confirm.

I was just playing with the editor and attached a Stryker (yes, a Stryker :D) to a C-130J.

Guess what happened when it detached (although i set eventHandler damage false).

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If that script uses the attachTo command to attach the bombs to the plane, I confirm.

I was just playing with the editor and attached a Stryker (yes, a Stryker :D) to a C-130J.

Guess what happened when it detached (although i set eventHandler damage false).

loool :D

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Good news! I used the triggers and waypoints you told me to - and it works flawlessly on the first set up I tried. I think I synched the boat to the trigger too... no line showed up connecting them like it does with groups though.

The helicopter issues in my 2nd question is no longer a problem.

My next problem is the adding tasks thing... I have it all working in the briefing and what not except the message will not pop up saying 'new objective ect.' on screen when playing.

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Good news! I used the triggers and waypoints you told me to - and it works flawlessly on the first set up I tried. I think I synched the boat to the trigger too... no line showed up connecting them like it does with groups though.

The helicopter issues in my 2nd question is no longer a problem.

My next problem is the adding tasks thing... I have it all working in the briefing and what not except the message will not pop up saying 'new objective ect.' on screen when playing.

if you synched the boat with the trigger it will give you a slight light bleu line, to synch a trigger with a player you need to press F2 and be in group mode, so you group the trigger with the unit.

you can only do it once per unit/group i think ...

regards

Edited by KBourne

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...so what is the point of the 'synchronize' tool if you just use the 'group' tool? :butbut:

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...so what is the point of the 'synchronize' tool if you just use the 'group' tool? :butbut:

synchronise is used to link waypoints with triggers or you just want waypoints synched.

Example: You are a mission maker

you make the player squad 1

You make a second Ai squad 2

Aprox 800 meter down you have a town, its full off enemy's, You putted the players squad on the left side and the Ai Squad on the right side.

you gave the 2 squads 4 waypoints, 3 move points 1 waypoint on the town is seek and destroy with a radius of lets say 400.

now you don't want the Ai squad moving in before the player squad is on the last move waypoint. So you can eather synchronise the last move waypoint of the player squad with the last move waypoint of the Ai Squad.

Or you can put a trigger with radio alpha, bravo and so on to call it in when the player is giving the radio alpha/bravo command by radio trigger. You also can put a trigger some where in the line of the final aprouch and just let it trigger when the player squad moves in that trigger. when using trigger you have to synchronise that trigger with the last move waypoint of the Ai squad.

You can do much more with synchronising stuff, read those guides they will help you on the most basic stuff on mission eddeting ;)

ps: the reason you can't use synchronise on a live unit and a trigger is basicly it think because it is alive. so you use group to link a trigger with a live unit....

regards

Edited by KBourne

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sounds pretty cool, cannot wait to work some interesting triggers now, especially with the guide.

do you happen to know how to solve my 3rd problem?

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