Psilocybe 3 Posted January 7, 2008 Hi all, I have had ArmA for a fair while now, and basically only fired up the editor in the past to throw in a bunch of men to gun down or throw around some basic waypoints to watch units clash, but now, i want to do more. Maybe my first attempt at a mission is a little ambitious, but i am determined to get it to happen. First of all, i have tried to search the forums for these answers, but failed, and now, an overview. You start out just west of Bagango and have to sneak past the sentries and into the camp where the enemy has setup for the night. Its simple, blow the Vulcan, kill the officer. From here, the waypoint directs us to a getaway vehicle and then finally to a pickup zone. The chopper gets shot down as it gets to the LZ, and you have to hold position for 15 mins for a second helo, where you are to defend against increasingly more difficult waves of enemy. Now, my first problem is making the triggers for the enemy to be sent in waves. I was thinking of using a {alive enemy_unit} so as i defeat each wave the next is sent, but more often than not, a soldier runs off and hides in a bush and i might not see another wave. I was hoping to somehow put each wave on a timer started when our units become present at the LZ. Next issue i have thought, would be what would stop the second helo from being shot down by the 'hidden' AA soldiers, would i be able to also, upon the destruction of the first Helo turn the soldiers off as such? I am very new to this, and have no experience in scripting etc, but i am eager to learn Thanks. Doom RAINF. Share this post Link to post Share on other sites
=Odin= 0 Posted January 7, 2008 G,day, with the helo question in the choppers init type this, " this setcaptive true ". without the "". enemy should'nt shoot at it. on the 1st question try to unpbo EVO to see how Killjoy has his Reinforcments triggered probly be the best bet, I do recall reading about it somwhere and I think the ?!(alive Enemy_unit) command was what was used to activate a reinforcment script, like you were thinking GL Share this post Link to post Share on other sites
Psilocybe 3 Posted January 8, 2008 Thanks for that, what i was trying to do was call the first Helo Helo1. Then i gave the two AA units that shoot it down 2 waypoints, 1 right next to their position with Hold, and Combat, with it Synched to {!alive Helo1} and the next waypoint, after condition of the trigger met, them moving away to the woods with Neverfire and Careless. Im having trouble getting that to work too. Any Idea's on that? Im glad to have the Setcaptive True line, because at the end of the 15 minutes, im sure ill still have units engaging me, and i want it to be once loaded in the Helo, it to be GG. Share this post Link to post Share on other sites
=Odin= 0 Posted January 8, 2008 Heya mate, Quote[/b] ]Then i gave the two AA units that shoot it down 2 waypoints, 1 right next to their position with Hold, and Combat, with it Synched to {!alive Helo1} and the next waypoint, after condition of the trigger met, them moving away to the woods with Neverfire and Careless. Try Synchronizing your waypoints(F5), ditch the hold waypoint, and sync the AA groups next move waypoint, with the desired waypoint of the freindly Chopper, from when you want your AA guys to start moving in for the kill [EDIT] sorry think I misread your reply, if you want the AA dudes to bug out after the 1st helo is dead try to sync the last AA waypoint with a trigger that has, Activation; BLUFOUR and select; not present, aswell. just have to make sure helo is in trigger zone before the AA arrive at the attack WP. ithink sorry mate if I am confusing ya, just a bit late and I need sleep Share this post Link to post Share on other sites