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George_Smiley

Mission Idea: " H Pad Attack! " ... Little bird landing practice.

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Hello! 

 

This is the kind of thing I am thinking about:

 

At 007014 on the Proving Grounds is a nice flat spot of about 100m radius.

 

Mission starts.

You are  teleported in with LB to the edge of the 100m radius ( the game space ).

( Or you take off from the fuel station... with people waving and cheering ! )

An H landing pad is randomly spawned in the 100m radius zone.

You land on it.

Another one randomly spawns.

You land on that... etc.

 

Lets say there are ten repetitions and there is a timer ( the Big Clock...)

So you can check your progress.

 

It's a SP mission and as such needs no special assets. ( unless super cool stuff is made for it...)

 

Next level could have hazards spawn as well to make it harder.

( a lamp post next to the H pad ...) 

 

Night operations with Night Vision Gogs etc etc.

 

But super simple at first. Right.

 

Cheers!

 

George.

 

 

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George, stop crying, :smileee: here you go...

https://www.mediafire.com/file/wuabgc0n77tf4fh/Prove_Yourself.rar/file
 

The script is horrible, it started out beautiful, neat and optimized, and ended up as a mess of words, something really disastrous, but it works, I'm not a scripter, that's why you have to say @opusfmspol Manifest yourself! and maybe if he has the time and desire he can do something much better than me without the slightest doubt.

 

Cheers!

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4 hours ago, dalber24 said:

George, stop crying, :smileee: here you go...

https://www.mediafire.com/file/wuabgc0n77tf4fh/Prove_Yourself.rar/file
 

The script is horrible, it started out beautiful, neat and optimized, and ended up as a mess of words, something really disastrous, but it works, I'm not a scripter, that's why you have to say @opusfmspol Manifest yourself! and maybe if he has the time and desire he can do something much better than me without the slightest doubt.

 

Cheers!

 

hmmm....

 

hey it's pretty short ! ( AFK right now, just reading the code ...)

 

I am going to have a decent look at it soon.

Can I fiddle the code and then reload the mission OR do I have to restart the whole sim ?  ( see I did not say "game"....)

 

This kind of code problem must be as old as the hills. There must be examples of this in vaults all over the planet.

"Whack a mole" type games are all the same.  Random spawn of things to whack.  I guess you could so a  "waves of enemies to shoot down " mission.

Actually I think I saw one ... right! I look at the code and see how they did it. Great.

So three files.

 

Do I stamp my foot and say @opusfmspol three times ?  or is that somethign else...

 

Great work, can't wait to try it out. 

 

Mate!

 

Cheers. !!!

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it's something similar to what you said, the script just spawns an LZ in a random position, it tells you that an LZ has spawned at a certain point on the map, you can see it visually or go to the coordinates it gives you, land on the LZ, wait a few seconds, everything will disappear and it will generate another LZ randomly again and infinitely until you get bored, or until the game crashes, whichever comes first...

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10 hours ago, dalber24 said:

it's something similar to what you said, the script just spawns an LZ in a random position, it tells you that an LZ has spawned at a certain point on the map, you can see it visually or go to the coordinates it gives you, land on the LZ, wait a few seconds, everything will disappear and it will generate another LZ randomly again and infinitely until you get bored, or until the game crashes, whichever comes first...

Trying to get my head around the code.

 

So the new LZ spawns at a distance of 100 m plus a random number between 0 and 300 ?

 

I notice the LZ helper marker ( the pink half circle ) disappears before the LZ disappears.

The LZ  is placed on a random angle ?

 

A matrix of LZ's placed and then one is activated at a time.  Hide and seek.

If they are in Chernogorsk.... you could hide them....

 

If they were flashing.... a strobe beacon? Could be cool.

 

They could be on the ground, behind blocks of flats, on roofs etc.

 

Fun !

 

:- )

 

 

 

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yo.

On 9/6/2024 at 11:18 PM, dalber24 said:

it's something similar to what you said, the script just spawns an LZ in a random position, it tells you that an LZ has spawned at a certain point on the map, you can see it visually or go to the coordinates it gives you, land on the LZ, wait a few seconds, everything will disappear and it will generate another LZ randomly again and infinitely until you get bored, or until the game crashes, whichever comes first...

 

Did you make a new mission ?  Or was I dreaming ?

 

George?

 

PS Your vid  of you rolling your LB is .... interesting... :- )

 

https://www.youtube.com/watch?v=rgRn4DJhU3c

 

I love high speed wing overs.... at low alt. Almost like a J turn but you go vertical and rudder round 180. Cool as.

 

 

 

 

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20 hours ago, George_Smiley said:

Did you make a new mission ?  Or was I dreaming ?


It's the same mission, with more time I polished the script because the code was disastrous, functional but very ugly, now it's perfect and I added the time counter, etc.
 I was also struggling with day and night, trying to make a script to run it with addAction to switch between day and night, I did several tests but I still can't get it to work.


here you can see the difference

 

 

20 hours ago, George_Smiley said:

Your vid  of you rolling your LB is .... interesting... :- )


The rolling is a silly thing I do to make it hit the skis hard, to show that it now resists more when landing very hard.
 

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On 9/24/2024 at 12:42 AM, dalber24 said:


It's the same mission...
 

 

Hey.

 

So you have not updated the mission? ( there is no new mission to down load? )

 

What is the secret to changing the LB damage in the mission?  I am weirded out by this.

i would have thought the LB damage was in the LB asset itself? Or did I miss something in the invisible manual put out by BI...

 

Great work by the way.

 

:- )

 

George.

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3 hours ago, George_Smiley said:

So you have not updated the mission? ( there is no new mission to down load? )


Yes, as I said before, as soon as I had more free time, I took the opportunity and completely remade the script, "now it is a script", before it was like a crossword puzzle, but no, there is no download for the moment.
 

3 hours ago, George_Smiley said:

Or did I miss something in the invisible manual put out by BI...


I think so, you missed it a lot, since it was one of those links that I had shown you before in another of your threads, which I told you at that time and I always repeat to you... "You have to read and search, search and read."

Here it goes again, this is what you need to learn, here is the answer.
https://community.bistudio.com/wiki/Category:Arma_2:_Operation_Arrowhead:_Scripting_Commands

And in case you're wondering... no, it's not a joke... it's true.

It is also necessary that you learn well from these two guides.
https://www.moddb.com/games/arma-2-combined-operations/tutorials/armed-assault-editing-guide

https://www.moddb.com/tutorials/arma-2-mission-editor-must-know-users-manual

All the things you want to do involve this and much more, for example, scripting commands, you have to learn to love them, because they are what you will be able to bring your ideas to life or solve problems with.

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18 hours ago, dalber24 said:


Yes, as I said before.....

All the things you want to do involve this and much more, for example, scripting commands, you have to learn to love them, because they are what you will be able to bring your ideas to life or solve problems with.

 

Groan....  Ok ok. Thank you for getting on my case. Most people ( 99.99% ) would not bother, but you have.

There is still life here! and I should respect your input but doing. Cheers.

 

Hey. Thank you for the mission. Right.  I am using it to sharpen my landing skills.  I dig it.

 

This:

Keep  landing pads  in a small area. ( they can't creep away, by virtue of adding 100m in a rand direction ) .

If they were in a 200m by 200m box.... I guess maybe a  matrix of H pads and one is turned on at a time. ???

Also what about putting them on roof tops?  I was thinking about making a map with buildings

and landing on the roof tops.... I tested this out in a mission. but I can't do the script thing...

 

Essentially this is the simple game of doing a task. The classic thing is to increase intensity, speed etc.

with a  challenge level....  oooh....  space invaders, frogger etc etc. ( my age is showing...)  

A chain of H pads and you have have to land on them.  they are always ahead of you ???

Or heck... you have to navigate to them.  No GPS etc. What's that sport... um... lemme see...

ORIENTEERING.  So it's a  heli version.  with some added twists. like ground fire. ha ha ha.

Ideas are fizzing....   That's one thing I really dig about ArmaA  is actual map and compass use.

( A cheat is to place a way point where you are and back read your distance.... )

woo!

 

Did you read my post about the LB crash animation?  Interested ? ( yes I know it's a mad labour of love ... but hey...it would

be historic is done well. The kudos...)

 

Playing catch up regarding doing any creative stuff with ArmA is probably not going to happen. I'm too old and crabby.

In theory it sounds like a good idea but in reality I just have problems getting started. I would love to have been trying things

out back when this all started but... I was barely able to install mods.  They way things worked with games was so alien to me.

So I guess, I am still there,  back in time wondering how to make sense of it all. Yes I know there is info and so on but that is not quite the same

as a rational education syllabus.  If that makes sense.  Or that's my excuse.  Ha ha.

 

Today I get new magnets for my Flight stick rebuild.  5x5x4 mm NeoD and the new Allegro Hall effect sensors.

Next step is to pull my finger out and get building.  It's going to look gonzo as. Like always...

 

Mate!

 

George.

 

 

PS Do you know how many times "Prove_Yourself" has been down loaded ?

 

 

 

 

 

 

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6 hours ago, George_Smiley said:

Keep  landing pads  in a small area. ( they can't creep away, by virtue of adding 100m in a rand direction ) .

If they were in a 200m by 200m box....


Edit the script and change it to 200 meters, I think it's too little, also I made the script so that the next LZ would appear randomly in X radius from the LB, I mean... you're always going to be moving randomly around the map in X radius from the LB location
 

Edit the script like this:

_distance = 10 + (random 190);

 

6 hours ago, George_Smiley said:

Essentially this is the simple game of doing a task. The classic thing is to increase intensity, speed etc.

with a  challenge level....  oooh....  space invaders, frogger etc etc. ( my age is showing...)  

A chain of H pads and you have have to land on them.  they are always ahead of you ???

Or heck... you have to navigate to them.  No GPS etc. What's that sport... um... lemme see...

ORIENTEERING.  So it's a  heli version.  with some added twists. like ground fire. ha ha ha. 

Ideas are fizzing....   That's one thing I really dig about ArmaA  is actual map and compass use. 

( A cheat is to place a way point where you are and back read your distance.... )


In reality everything can be done, but it takes time.

 

6 hours ago, George_Smiley said:

Did you read my post about the LB crash animation?  Interested ? ( yes I know it's a mad labour of love ... but hey...it would

be historic is done well. The kudos...)

 

Yes, but it's a crazy job, and I don't know if I could do it, it's something that takes a lot of time, skills and knowledge, it's not just a matter of making animations, you have to make scripts, modify the damage system in some way so that through scripts you have different damage models, etc., etc., etc., making new models for the different types of damage, at least that's the only way I can think of that it can be done.

I'm definitely not the guy for the job.
 

6 hours ago, George_Smiley said:

Playing catch up regarding doing any creative stuff with ArmA is probably not going to happen. I'm too old and crabby.

In theory it sounds like a good idea but in reality I just have problems getting started


I'm still learning things today, you don't have to worry about age, I don't think there are any very young people here, just imagine... I was already an adult when I started back in 2000, 2001 with OFP, so as you can see we're all on the same page. (Damn... almost is 2025) another year that flew by.

It's never too late to start something new, I think that in some way it's what keeps us alive or at least with a meaning or purpose in life.

 

6 hours ago, George_Smiley said:

Today I get new magnets for my Flight stick rebuild.  5x5x4 mm NeoD and the new Allegro Hall effect sensors.

Next step is to pull my finger out and get building.  It's going to look gonzo as. Like always...


hit it hard

 

6 hours ago, George_Smiley said:

Do you know how many times "Prove_Yourself" has been down loaded ? 


tugSEV4.jpeg

Cheers

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On 9/26/2024 at 3:43 PM, dalber24 said:

 

 

 


tugSEV4.jpeg

Cheers

 

Dude. I only DL it once.... ( I think....). BUT other people are there. Signs of life etc.

A decent heli skills mission could blow up the internet... ( hmmm...)

I reckon there is something in this.  Sure it's not "easy" but like you keep saying:

read the effing manual. :- )

 

Ok this:

The randomly sprawling out over the map is not part of the "game" I ordered.

A restricted zone of play is. Looking around for the next landing pad is a

slightly annoying.  If they were all in a box of say 200 by 200.... great!

Imagine that dance game where you step on the  pads.... like that.

In fact that would be crazy. I bet you someone reading this is thinking: I can do that!

Fast or last....

 

 

I cranked up the 3D editor last night and started to remember how to place objects.

Essentially I will make a "jungle gym" for heli skills. 

Pilots will be forced to fly over and under things etc.

Heck a procedurally generated map with basic "always flying fwd" mechanic

and things to dodge. ( shipping containers etc ) and wow. Amazing.

 

AND the Orienteering skills course. Damn... a whole world of flying could open up.

ArmaA 2 is not a "flight sim" but... it does have the basics. Which is good enough

to do flying skills etc.  Imagine flying in white out conditions using dials only... 

 

The damage model thing... I hear you. Even just getting rid of the damn explosion. 

That thing really annoys me. ( looks like a IED bomb is built into the heli script...)

I sense that there is some depth to the DM but

it's like they just cut to the chase in a hurry. "Rushed" is what I would call it.

I bet someone had ideas and never had the time to finish them...

Lots of things seem... unfinished...

 

 

I have a question about buildings etc.

 

So the official maps have buildings in them. Is there a way to get those

and reuse them in a user made map?

Also is there a good repository of buildings to use some place?

 

In the 3D editor I note that there is a ton of assets in one simple ( but huge ) list.

This is cool but I need more buildings... especially the industrial stuff like in Cherno.

 

How do I post pictures here ??? I want to show you my old flight stick prototypes.

You will laugh your head off. Or maybe not. I dug out one of my old versions ( covered in dust )

and it has a 600mm ( gimbal axle to bottom of grip ) stick dimension.  Plus a ergonomic

grip made of wood.  I flew the crap out of that. I was one of the first "extension" users.

I had to smile and nod at the people who got super expensive 300mm extensions.... 

The design uses a counter weight and it is super duper smooth. No notchy or lose zero.

Super cheap too.  ah heck I may as well start a youtube channel about it.  I could

do a doco... that might be interesting. I have old photos.... hmmm...

 

Over and out.

 

George.

 

PS I have been flying the OH-13 a bit recently and I like it. The view from the office is good.  A more detailed model would be cool.

Like a Hi Def one.  At least the LOD that the pilot looks at... right. Wink.

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On 9/25/2024 at 8:43 PM, dalber24 said:

 

Yes, but it's a crazy job...

 

 

Hey. Yeah it's me again.

 

"Turn off Heli Easy Mode"

 

I have just twigged to the Heli bouncing off things when going very slow. Like buildings, tree, poles etc.  OK I re Twigged... as I knowed this

a long time ago.  You can park IN forests etc.

 

Is there a mod that fixes this?

If I build a fricking heli Gymnasium and helis can bounce off stuff....  it's a waste of time doing limbo's etc.

I feel like such a idiot. 

I know at speed you clip a tree and BOOM.

 

What do you think?

 

Clipping a building at any speed should give you instant RED rotor and total loss of lift at the very least. Right.

If you roll over then... BOOM? or of you are lucky you land on your skids. and no BOOM.

 

I know that some people would cry if they kept trashing their helis because of rotor clip. 

But in real life... no touchie the pole (  or boom! ) .

 

George.

 

 

 

 

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Then it's time for you to get down to business...😜

You can have fun making a custom script with the setHit command, which should create some function that detects main rotor contact and assign x damage to it.


rotorBig = "vrtule_velka";  <---------=

rotorSmall = "vrtule_mala";
 

Spoiler

WbZ1z0F.jpeg



GHOST.-

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7 hours ago, dalber24 said:

Then it's time for you to get down to business...😜

You can have fun making a custom script with the setHit command, which should create some function that detects main rotor contact and assign x damage to it.


rotorBig = "vrtule_velka";  <---------=

rotorSmall = "vrtule_mala";
 

  Hide contents

WbZ1z0F.jpeg



GHOST.-

 

What looks simple to someone who knows... does not look simple to someone who does not know.

 

I have no idea how to write a script, let alone find where the heli scripts are or how to open or close things...

and reading the entire bible to then work out how to do a basic thing is a pain in the main rotor....

 

I would not be having fun making a custom script... I would be yanking my hair out !

 

( I did get my lathe working and can now turn down steel shafts for my Flight Stick Project.... )

 

How do you post pictures here ???

 

oh it's a link to a image host... DAMN.  DAMN !!!! 

 

I ask too much and get too little in return. This is problem. I made it. I made this problem and I own it.

That does not mean I will not cry about it.  See I am crying.  This is all too complicated. It must take

a long time to get good enough to do fancy things.  Sigh. Ok.  I like the IDEA of making cool things...

 

Goodnight!

 

George.

 

 

 

 

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14 hours ago, George_Smiley said:

How do you post pictures here ??? 

 

oh it's a link to a image host... DAMN.  DAMN !!!! 


That's right... it's an external host, you register somewhere of preference, or simply upload the images to one of those hosts and then share the direct link of the image

 

14 hours ago, George_Smiley said:

I ask too much and get too little in return. This is problem. I made it. I made this problem and I own it.

That does not mean I will not cry about it.  See I am crying. 


:rofl:

 

14 hours ago, George_Smiley said:

This is all too complicated. It must take

a long time to get good enough to do fancy things.


:whistle:

 

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1 hour ago, dalber24 said:


:whistle:
 

 

 

Hey I did try to open an AH-6 pbo and well it won't open. It's Binerised.... so yeah.... hmm.

 

I read a .pdf on how to do bullet holes in glass windows and that was , wow, complicated. My brain switched off

after a few pages BUT some of it did sink in. Very slightly.

 

Can I unbinerize .... oh never mind.

 

Holy cow one of the chickens has shuffled off this mortal coil. Weird. Oh well...

 

So you may have to give me some clues on how to fiddle with the Ah-6 ... like where the smeg is it...

I have the "little birds mod" .... 

 

Is there a  Mod launcher ???  Restarting the game is a bit of a pain. I can do the short cut thing but typing stuff

into the  box is tedious...

 

Right I better get the spade out... 

 

George.

 

PS. I am getting closer to wiring up the new Flight Stick.  I have designed 4 Analog inputs and 26 buttons...

If I go full collective I will need a 5th analog input.  RPM plus Blade pitch.  No that  I will use them in Arma ...

But in DCS... if I ever get round to reinstalling that.

 

S!

 

 

 

 

 

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3 hours ago, George_Smiley said:

Hey I did try to open an AH-6 pbo and well it won't open. It's Binerised.... so yeah.... hmm.

 

I read a .pdf on how to do bullet holes in glass windows and that was , wow, complicated. My brain switched off

after a few pages BUT some of it did sink in. Very slightly.

 

Can I unbinerize .... oh never mind.

 

Holy cow one of the chickens has shuffled off this mortal coil. Weird. Oh well...

 

So you may have to give me some clues on how to fiddle with the Ah-6 ... like where the smeg is it...

I have the "little birds mod" ....  



You don't need to debinarize etc, here you can download everything.
Download the file: A2SM_Data_DPL_APL.zip
Inside that file is what you are looking for.

https://www.bohemia.net/community/licenses/licensed-data-packages

 

3 hours ago, George_Smiley said:

Is there a  Mod launcher ???  Restarting the game is a bit of a pain. I can do the short cut thing but typing stuff

into the  box is tedious... 


Yes, the best launcher is Spirited Machine Launcher
https://www.mediafire.com/file/l7hcny0h14hmrxj/1_4_1_0.msi/file

or you can also make a bat
example:

start .\arma2oa.exe -mod=@CBA_CO;@SMK;@ssl;@Gfor;@JSRS; -nosplash -noPause -cpuCount=6 -exThreads=7

 

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On 10/1/2024 at 4:40 PM, dalber24 said:



You don't need...

 

Yo.

 

I finally made it into the mission .pbo file.

 

I used PBO manager to extract the file and then make it into a .pbo.

 

In the .pbo file I found three files and read them on notepad. With some experimenting I managed to ge the H pad to

appear between 10 and 30m.  And I managed to change the mission name.  etc.

I see where you changed the the Heli damage. No idea what the parameters are.  0 to 1 ?  1 being indestructible ?

 

Have had a few weird warnings of things missing... no idea. * Shrugs in ArmA *

 

so there you go I actually did a thing.  :- )

 

The way that the mod things and missions etc works seems strange but hey... it does do stuff.

 

 

What would be ace is a basic how to on putting a model into ArmA . Any model, a borrowed one... etc. 

I found that some models do not show up in the assets list  until I place a soldier in the 2D editor... huh?

 

Mate. :- )

 

George.

 

 

 

 

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1 hour ago, George_Smiley said:

With some experimenting I managed to ge the H pad to

appear between 10 and 30m. 

 

 

It seems like I've been talking to a wall. I explained it to you on February 26th... here is the message.


Also, in the script, I explained it well, I commented on it explaining what each line was so that you could change it if you wanted different distances, etc.
I think you are asking me but you are not following me, as you are reluctant to learn you are not paying attention to what I am explaining to you.:whistle:

I also remember that you told me that you had looked at the script, so either you have memory problems or something strange is brewing here.:greetings:
 

1 hour ago, George_Smiley said:

 

so there you go I actually did a thing.  :- )


It was about time you tried, it's not rocket science, little by little you learn things, knowledge doesn't take up space, it's just a matter of putting effort into it, yes I know... sometimes you don't feel like doing anything, but that's the way, may the force be with you said Yoda

 

1 hour ago, George_Smiley said:

I found that some models do not show up in the assets list  until I place a soldier in the 2D editor... huh?


In the editor you always have to put a soldier as a player and then you start putting everything you want.

GHOST.-

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2 hours ago, dalber24 said:

 

 

 

It seems like I've been talking to a wall. I explained it to you on February 26th... here is the message.


Also, in the script, I explained it well, I commented on it explaining what each line was so that you could change it if you wanted different distances, etc.
I think you are asking me but you are not following me, as you are reluctant to learn you are not paying attention to what I am explaining to you.:whistle:

I also remember that you told me that you had looked at the script, so either you have memory problems or something strange is brewing here.:greetings:
 


It was about time you tried, it's not rocket science, little by little you learn things, knowledge doesn't take up space, it's just a matter of putting effort into it, yes I know... sometimes you don't feel like doing anything, but that's the way, may the force be with you said Yoda

 


In the editor you always have to put a soldier as a player and then you start putting everything you want.

GHOST.-

 

The problem is that in the script you had this line etc that starts PRIVATE and has things in it. I was not sure WTF that was all about and it

made my brain hurt.

Today I realised it's not a power word... but notes...

 

Also I had no idea that I had to extract the .pbo to be able to write it THEN compile it back into a .pbo.

 

I brute forced the script thing by fiddling around.  It's possible that your PRIVATE and // comments etc may have made it a bit more difficult...

To fathom this all out I put empty lines between what to me looked like special things and it made more sense. Do not

get me started on why the Brackets are all over the place in the "code" that looks extremely un logical. 

 

I do respect your judgement on this issue. Of course. and yes there are a load of things going on all at once.

 

The thing about putting a soldier down to get more assets is very strange. Things that do not show up if there is no soldier / vehicle pllaced and then , once placed, the assests list gets bigger. It's very weird.  I am sure there is something not quite right going on. 

 

For instance how do you assign a vehicle to the "sides" when you make the vehicle ? I guess it's in a file in the .pbo ???

 

There is a lot to unpack here.  I have dabbled with education and understand that once you know somethings you forge tthat

other people do not know this... it is some kind of "thing"... It's very bad in Mathematics...

 

So to sum up:

 

I can expand and compress .pbo.

I have fiddled with the files for your mission and changed things.

I have found where the mission name exists and can rename it.

 

I have been restarting ArmA when making a new mission .pbo. I suspect I can paste a new mission

into the mission folder and it will be rescanned if I back out enough and go back in...  and I have to restart the

mission not continue.  OR i just have to quit out of arma and  restart it again everytime I modify the mission ...

 

So that's to bad for an old crusty that has done almost zero fiddling with files...

 

Is it me or does you mission do something WEIRD to the ground texture ???  I will check again when not AFK.

 

Cheers!

 

George.

 

and:

 

 

 

 

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@George_Smiley  The positive thing about all this is that you already know how to unpack and repack missions, etc. When you unpack them, you put that mission folder in the folder that is inside my documents
"ArmA 2 Other Profiles\YOUR-NICK-NAME\missions" you paste the folder here and in the game you go to the editor, you open the island in which the mission is made, for example Desert, you load the mission and there it is to edit the mission, the script is separate thing, you just open the script with a notepad or notepad++ to edit them

As for the script, yes... it is a pseudo C, it is similar, but well if not I can ask you to go out and do wonders, I am still learning 🤣, that is why I commented the file with // this does such a thing.
Example: the values in numbers of the spawn distance are meters

_distance = 100 + (random 500); // random distance between 100 and 600m 


if you want fewer meters and a total of 100

_distance = 10 + (random 90); // random distance between 10 and 90m - Then it will reappear from 10 meters to 90 meters, making a total of 100.



with the editor issue, it's like this, you always have to put a player unit, whatever it is, and then you'll have what you want to put. To assign vehicles to the sides, if I understood you correctly at least, it would be the faction, bluefor or opfor, you select the faction and then the vehicle you want, you can also select "EMPTY" and there you'll have absolutely all the vehicles, etc, etc, of all the factions, only empty, you don't have the soldiers inside.

 

The weird textures thing... it's not an issue with my mission, that's something that happens to you, but it's not because of the mission, there's nothing in the mission that affects any texture.

Cheers
GHOST.-

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16 hours ago, dalber24 said:

@George_Smiley  The positive thing about all this is that you already know how to unpack and repack missions, etc. When you unpack them, you put that mission folder in the folder that is inside my documents
"ArmA 2 Other Profiles\YOUR-NICK-NAME\missions" you paste the folder here and in the game you go to the editor, you open the island in which the mission is made, for example Desert, you load the mission and there it is to edit the mission, the script is separate thing, you just open the script with a notepad or notepad++ to edit them

As for the script, yes... it is a pseudo C, it is similar, but well if not I can ask you to go out and do wonders, I am still learning 🤣, that is why I commented the file with // this does such a thing.
Example: the values in numbers of the spawn distance are meters


_distance = 100 + (random 500); // random distance between 100 and 600m 


if you want fewer meters and a total of 100


_distance = 10 + (random 90); // random distance between 10 and 90m - Then it will reappear from 10 meters to 90 meters, making a total of 100.



with the editor issue, it's like this, you always have to put a player unit, whatever it is, and then you'll have what you want to put. To assign vehicles to the sides, if I understood you correctly at least, it would be the faction, bluefor or opfor, you select the faction and then the vehicle you want, you can also select "EMPTY" and there you'll have absolutely all the vehicles, etc, etc, of all the factions, only empty, you don't have the soldiers inside.

 

The weird textures thing... it's not an issue with my mission, that's something that happens to you, but it's not because of the mission, there's nothing in the mission that affects any texture.

Cheers
GHOST.-

 

 

I put the SP missions in the SP mission folder in the ArmA directory.  I never willingly use "my documents"....

 

The editor lets you put down a bunch of things at the beginning. There is a list of them... this list is not complete.

After I have placed something then the list gets bigger and other things appear on it. This is weird.

 

The OH-58 is ok.

 

Where are the parameters for the helis hidden ?

 

gosh so much to brain out... yikes.

 

It's early here my rain is not yet fully switched on.

 

George.

 

 

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3 hours ago, George_Smiley said:

I put the SP missions in the SP mission folder in the ArmA directory.  I never willingly use "my documents"....


If the SP missions go in that folder, when they are PBO, to play them. But what I was explaining to you is that when you unpack the mission, to edit it, it goes where I explained to you.
 

3 hours ago, George_Smiley said:

The editor lets you put down a bunch of things at the beginning. There is a list of them... this list is not complete.

After I have placed something then the list gets bigger and other things appear on it. This is weird.


That's how it is, that's how it works, it's not strange.😁
 

3 hours ago, George_Smiley said:

Where are the parameters for the helis hidden ?


I have no idea what you are referring to, what helicopter parameters?
 

3 hours ago, George_Smiley said:

gosh so much to brain out... yikes.

 

It's early here my rain is not yet fully switched on.


Take it easy, a neuron may escape from its brain prison.🤪:scared:

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