Defekt 10 Posted July 3, 2009 Hey guys, I've looked through a couple tutorials and, while they are moderately helpful, they don't seem to answer some of the key questions that a new editor like myself might have. So, hopefully, through this thread I can not only get my basic editing questions answered, but it can become a new-editor-help-thread that I can keep updated for newcomers to check out to answer some key questions. I'm very interested in learning to create detailed, enjoyable missions - but I quite honestly have very little experience and have found it difficult to do what I want in the editor. So, to begin, I have a couple of key questions: 1) Where can I go to learn about all of the trigger functions, initialization code on units, and different codes for triggers (i.e. on activate do _____)? 2) If I have a group of units (I'll call them grpJumpers) flying in a C130, and I want them all to jump out as they reach a trigger, how would I go about doing this in a concise fashion? As of right now, I'm typing something similar to Jumper1 action ["eject", Cargo]; Jumper2 action ["eject", Cargo]; where Cargo is the vehicle and it's just way too tedious to do for each unit. 2*) Also, as a continuation of that question, once the soldiers have jumped, they are always ordered to re-board the plane. How can I make it so that once they eject they move to a certain waypoint? 3) How can I have it so that a certain group of units moves to a vehicle - and once they are in it, that vehicle will move to a certain waypoint? 4) How do you have a helicopter land at a waypoint, have the units disembark, and then once they are out have the helicopter continue to it's next waypoint - and, as a continuation of that, once the units are on the ground, how can I then assign them to move to a different waypoint? ^As you can see from my last couple of questions, I'm having a lot of trouble getting units to do certain things at a specific waypoint, as well as having them go to a waypoint only when I want. So, if anybody could direct me to a thread with detailed information about waypoints/triggers or at least give me more information about them I would greatly appreciate it. Please, if you can, answer the questions in the reply and don't just direct me to multiple sites - if you must then go ahead, but I'm hoping to get the answers as clearly and directly as possible. Thanks in advance! Share this post Link to post Share on other sites
Inkompetent 0 Posted July 3, 2009 I'll try to answer to the best of my meager ability :) 1) www.ofpec.com That (both forum and tutorials), and Bohemia Interactive's wiki are the best sources I can think of, aside from other people's mission. Look at a mission that contains something fairly similar to what you want to do, and look how they've done it there. No better way of learning than to see what others have done. 2) { _x action ["eject", Cargo] } forEach (units grpJumpers); It is essentially a loop that goes through all the elements of '(units grpJumpers)', where '_x' is the currently looked at element of that array. Put the code in the trigger's On Activation field, or however you want to exectute that code. 2*) Not really sure about this actually. Never tried it. 3) Use the Syncronization tool (F6) to syncronize the infantry's 'GET IN' waypoint and the vehicle's 'LOAD' waypoint (the position where the infantry embarks). This should mean that both the infantry has to finish their boarding, and the truck to get to the load waypoint, before either of the groups can proceed. 4) I'm too bad at this myself to want to explain. However I know others have looked for the same answer (except the last 'new waypoint'-thing), so you should be able to find an answer for most of it wiht the search function :) Good luck! Share this post Link to post Share on other sites
Defekt 10 Posted July 3, 2009 Hey, thanks for the help! I'll mess around with this soon :) Share this post Link to post Share on other sites
supergruntsb78 67 Posted July 3, 2009 a small answer on question number 2 there is a very good and simple para jump script for arma2 already it does exactly what you want with the para troops (its a c130 AI parajump script) (cant find the file right now but if you look a little you can find it) Share this post Link to post Share on other sites
nicolasroger 11 Posted July 5, 2009 thx Inkompetent, you little script worked for me. Everyone in the plane ejected.. but the pilot too... so the plane crashed lol. Is there anyway to not make the pilot eject ? I know there are some good para script on the internet (I downlaoded 2 of them), but I don't know how to use them in a mission. It always says "unable to open Eject.sqf" or something like that when I test the mission. any help would be greatly appreciated, I'm new to scripting. Share this post Link to post Share on other sites
Inkompetent 0 Posted July 5, 2009 If your pilot ejected he must in some way be grouped to the grpJumpers. Just make sure there is no 'group-line' between the plane and the passengers. And the scripts (like Eject.sqf) generally has to go into the mission-folder (in My Documents/ArmA2/missions/YourMissionName ) Share this post Link to post Share on other sites
nicolasroger 11 Posted July 5, 2009 ok i got the scripts to work, but same problem, the pilot is ejecting. There is a line between the plane and the passengers. I put passengers in cargo mode, and then group them with the plane so they are inside it when I start the mission. Is there anyway to make them be in the plane without grouping the passengers with the plane? Share this post Link to post Share on other sites
Inkompetent 0 Posted July 5, 2009 Yep. { _x moveInCargo planeName} forEach (units grpJumpers); You might have to delay that a moment though, to make sure all units have initializied. Share this post Link to post Share on other sites
Lokai 10 Posted July 5, 2009 4) I have done this many times. So, let me try to answer both your questions simultaneously. You have your helicopter fly to a specific point through way points and then use the *transport unload* way point and the helicopter will land and let them out..but you have to have the squad in the helicopter have a *get out* way point at the exact same spot, or damn near, as the helicopters transport unload spot. You may then have the squad that was in helicopter move to any way points or seek and destroys or what not. As for the helicopter, immediately following the transport unload you may have them continue onto a next way point to do whatever. Let me know if that was unclear at all. Share this post Link to post Share on other sites
topeira 10 Posted July 5, 2009 what i do to get passengers in and out of a heli is this: give passengers a GET IN next to a way point of the heli which should be a LOAD and synch them (F%). then give the heli some way points where to go. where u want your passengers to disembark u give the heli a way point type UNLOAD TRANSPORT and the passengers a GET OUT or UNLOAD (i prefer unload. not sure what's the difference but unload works better for me) near the transport unload of the heli and synch them. u can give WPs for the passengers after the unload and give WPs for the heli after the TRANSPORT UNLOAD as stated by lokai. i wish i could help with the papra though i never tried this and will probably get into the same trouble u have when i'll try this myself :P Share this post Link to post Share on other sites
nicolasroger 11 Posted July 7, 2009 Inkompetent, it works like a charm! thx Share this post Link to post Share on other sites