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need make a mission like omaha beach

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HI ALL

i wanna make a mission like the omaha beach

me and namy soldiers attacking in boats and movinG TO THE BEACH under fire

and artillery hitting us too

so need help specially with making artillery part

also what if i want to make m119 empty and put a soldier in it (as m119 got modern equipped soldier) ?

think it would be differenti

know iam goona use this moveingunner

but sync and other things how will be connected

also would be nice to add music

waiting for help

thanks

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this artillery script courtesy of rydgier should work great

sleep 150;
_pos = position Center;
_pX = _pos select 0;
_pY = _pos Select 1;

while {not (isNull Center)} do
   {

   sleep 32;
   _dX = (random 250) - 125;
   _dY = (random 250) - 125;

   _pX = _pX + _dX;
   _py = _pY + _dY;
   _bum = "ARTY_Sh_105_HE" createVehicle [_pX,_pY,100];
   _bum setVelocity [0,0,-300];
   }  

Where it says sleep 150 and sleep 32 you can mess around with the settings to change how fast it fires.

(random 250) - 125 can also be changed to change the direction and spread I think

also you will need to create something on the map named 'center' to fire at. I use an invisible h pad. you can also make more scripts and change to center2 or whatever, just make more objects to fire corresponding to the name in the script you change it too.

you will also need to put in your init.sqf

_arty = [] execVM "arty.sqf";
Sleep 480; 
terminate _arty;

again you can change the sleep 480 to whatever seconds you require.

for music, make another folder in your mission folder called 'music'.

then create a description.ext with

class CfgMusic
{
 tracks[]={};
 class music1
 {
   name = "";
   sound[] = {\Music\music1.ogg, db+10, 1.0};
 };
};

to play in the mission, you can play with a trigger by putting in on activation

playmusic "music1"

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can u plz explain more

mean what units to add and at which should i add codes in ?

and what if i add empty arty and add asoldier in it as gunner (this moveingunner)

should i put script code in the soldier or the empty m119(or so ) ?

and when i use scripts and try to use it in game it tells me that script not found

this is what i did

added the frist code u gave me in a txt file named arty.sqf in mission folder in destination

my documents/arma 2 other files / username / mission / mission folder

and put the other script code in init of m119

added a market named center

so whats wrong and why script is missed ?

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I don't know what windows you are using (xp for me). my directory is my documents/arma 2/missions/mission folder.

scripts go in 'mission folder', whatever it may be called i.e. assault.chernarus

for this script you don't need a m119. it just spawns the artillery shells.

it's not a marker that needs to be called center, it's an invisible heli pad. go to units > empty > objects > heli pad (invisible). name it center.

did you also create the init.sqf?

if the artillery takes too long to come down shorten the 'sleep' times.

i.e.

change in arty.sqf

sleep 150;
_pos = position Center;
_pX = _pos select 0;
_pY = _pos Select 1;

to

sleep 0;
_pos = position Center;
_pX = _pos select 0;
_pY = _pos Select 1;

if you want it at the very start of the mission

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i use windows 7

play arma 2 oa with ace

---------- Post added at 14:44 ---------- Previous post was at 14:43 ----------

what is the init.sqf and how to create it ?

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it will actually execute the script

go to notepad

copy + paste

_arty = [] execVM "arty.sqf";
Sleep 300; 
terminate _arty;

save as 'init.sqf'

sleep 300 means the arty script will run for 300 seconds (5 minutes) before stopping.

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ok

last step done

now do the same with

"sleep 150;

_pos = position Center;

_pX = _pos select 0;

_pY = _pos Select 1;

while {not (isNull Center)} do

{

sleep 32;

_dX = (random 250) - 125;

_dY = (random 250) - 125;

_pX = _pX + _dX;

_py = _pY + _dY;

_bum = "ARTY_Sh_105_HE" createVehicle [_pX,_pY,100];

_bum setVelocity [0,0,-300];

}"

then name it arty.sqf ?

and shouldnt i write anything in the game to activate the script ?

mean it will just go when i start game without putting code in init of any object ?

appreciate your help and sorry for asking alot

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yes.

although change sleep '150' to sleep 0 and sleep 32 to maybe sleep 15, I'm pretty sure this determines how quickly between each shell. set it how you like. the first one determines how long before the first shell fires. so 0 will be at the very start of the mission.

you don't need anything in the game to activate the script, the init.sqf is doing that. as long as you have an object called 'center' to aim at. invisible heli pad works best because it will never move, can't be destroyed and won't be seen.

that's ok, we all started somewhere :)

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no need to triple post, did you add a h pad called 'center' where you want the arty to fire and changed the sleep times?

I use this myself and I know it does work.

edit:

ok here is a test mission that is working.

http://www.mediafire.com/download/4mg6521f3sp1t4r/arty%2520test.Chernarus.rar

Edited by ForzaJuve

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