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Sneeper

Questions concerning editor

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Howdy

I was wondering if it's possible to do this:

If a squad encounters enemies a friendly tank will come to their position to take care of those enemies and then stay for about 5-10 minutes and then return to proceed with their patrol.

It would simulate the squad encountering the enemies to radio the tank for backup.

If it's possible could someone explain to me how this is done or maybe provide a guide that explains it.

Thanks in advance

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It should be possible to do it this way:

When in distress (ie squadmembers dying), check for nearest friendly tank (or use an array of preset "support" units or something).

Store the waypoints of the found unit (so you can get it back on patrol)

Order the found unit to the unit in distress with a SAD waypoint (delete the others).

Make it stay there for any given time period.

Restore the waypoints and send it back to patrol (easiest way is to start fresh from wp 0, ie you simply just restore the patrol as defined in the editor).

Someone with more time on their hands can write a script for this ;)

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Actually i'm quite new to this so i don't know how to do what you said.

The only thing i know is making waypoints, triggers and scripts are beyond my knowledge.. I already looked for guides but i can't find anything that explains how work with triggers and scripts..

Right now i'm trying to make a jet bomb a certain area after i call it in with the radio but i don't know how to do it.

Is there some sort of list with most used commands?

I have this list http://www.arma2.com/comref/comref.html

But it's hard to find what you need in such an abundance of commands..

Please help me out, i need to figure this out, it will teach me so much

Edited by Sneeper

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There's plenty of airstrike threads on these forums, so search a bit and you'll find many.

As for the armor example, there's a recent post called US Support that does that essentially.

If waypoints, triggers and scripts are beyond your knowledge, start with something you can handle and build up to them. Don't try to just do advanced things without actually knowing how the basics work.

That comref link is vital for you. :) Keep it bookmarked. Really though your best bet it to start small and build up your skills, or search and find a script that works similar to what you want and try to figure out how it did what it does. Most are pretty simple to follow.

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I'm pretty familiar with waypoints.

And i think i know how to use triggers aswell, i just need the correct commands..

The problem is i can't find a list with commands that are used frequently..

It's a needle in a haystack for me to find what i need in the comref.

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The problem is i can't find a list with commands that are used frequently..

It's a needle in a haystack for me to find what i need in the comref.

Agreed. The alphabetical organization is very uneffective, it should be organized by theme.

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Nobody can help me out?

I'm sure if i get an example of what to do i'll be able to do it for many things.

I'm not looking for an airstrike or something just a way to call in unit(s) with a radio command to assist me.

I also don't understand why anyone won't help me out, it's not like i have not searched for the answer myself and it feels like i'm the only one not getting help..

This is very important to me, anyone please?

Edited by Sneeper

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There are countless threads already for the stuff you're looking for. Do simple searches like "airstrike" or "radio" and look for them.

I'd make you an example, but I'm stupidly busy at work. :P When I get home perhaps.

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There are countless threads already for the stuff you're looking for. Do simple searches like "airstrike" or "radio" and look for them.

I'd make you an example, but I'm stupidly busy at work. :P When I get home perhaps.

I already searched on airstrike but it din't help me..

Now i'm searching on radio and i found these

http://forums.bistudio.com/showthread.php?t=84586&highlight=radio

http://forums.bistudio.com/showthread.php?t=81525&highlight=radio

http://forums.bistudio.com/showthread.php?t=77697&highlight=radio

But i still don't understand.. i know i need some sort of code but i don't know what the code is.

This is just chinese for me sorry..

"then make type switch, and click ok." What's this type switch and how do you do it?

"Sync the trigger to first waypoint and your done." How do you Sync something? I know there is a button for Syncing, F5 i think, but i don't know how it works..

I'm really trying to learn and understand this, i would really appreciate if you could help me out.

EDIT: YaaY it works, you Sync by drawing lines.. lol

and switch was some kind of option with a trigger

Thanks for helping me out :)

I want to ask now though what Syncing actually does?

I suppose the switch option stands for an on or off button?

Edited by Sneeper

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Here's another important link, the wiki for the Editor itself: http://community.bistudio.com/wiki/ArmA:_Mission_Editor

That explains in detail what each option of Triggers and Waypoints does and how it works.

Under a Trigger in the middle of the page is a field called "Type". This is usually reserved for two things, End# and Switch. End# will end the mission referring to whatever End# is listed in the briefing.html.

Switch type will "release" a HOLD type Waypoint. That's important in many cases for things like synchronized ambushes or assaults or something. "Don't move until the target is in X location" for example.

You're right about the F5 button entering Synch mode. To use it just drag FROM one object TO another. A light bright blue line will appear. If you Synch a trigger with a waypoint basically it's saying "Don't complete this waypoint until the trigger activates".

I made a demo for someone last night that has a good example of this:

Switch Demo Mission

The General and helicopter in that example have a MOVE waypoint close to them and a HOLD waypoint right next to it. This means they'll stay still till the trigger (which counts down 10 seconds) activates. Once it does you'll see the General move and the helo spin up to come pick him up. Zoom in close to see the waypoints.

Edited by kylania

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This is awsome now i can do so many more things with the editor..

It's essential if you want to create a somewhat interesting scenario

Now to figure out how i can call in artillery or an airstrike, less important but still very usefull to know.

I know it has something to do with the modules, when i place a module it seems simple enough but i guess i need to enter some sort of script in the box to get it to work..

I'm going to search for an example of such a script, i'll let you know if i find one or not :)

Also when using an airstrike, does a plane actually drop the bombs or is it fake?

If it's fake i'm not really interested

Edited by Sneeper

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There is a built in Artillery Module which can do that, and it's one of the few modules with decent documentation as well.

That said, SoccerBoy_TW has made a wonderful Artillery Support System script that works great. You can download it from Armaholic.

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There is a built in Artillery Module which can do that, and it's one of the few modules with decent documentation as well.

That said, SoccerBoy_TW has made a wonderful Artillery Support System script that works great. You can download it from Armaholic.

From what i read you can use it indefinately, i'm looking for something which can only be called in once. I would also like to do it myself with the modules by using someone's code if that's possible.

Also, there are jets which have bombs equiped, why can't i let them fly over a target and let them drop the bombs? Is that not possible?

Besides artillery is nice but isn't it kind of overpowered? I mean a jet they can atleast shoot down or you have to disable their AA first but with artillery... just seems like a cheat to me

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Both the module and SoccerBoy's script can be configured to only allow it to be used once.

Jets can certainly bomb targets, it's a bit more complicated though. There's a few scripts and there's even the SOM module which can call in an airstrike automatically.

One of the best is Väinämöinen's Carpet Bombing script, recently updated:

http://forums.bistudio.com/showpost.php?p=1408192&postcount=16

It's a bit complicated, but should show you what's involved. :)

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Howdy

If a squad encounters enemies a friendly tank will come to their position to take care of those enemies and then stay for about 5-10 minutes and then return to proceed with their patrol.

It would simulate the squad encountering the enemies to radio the tank for backup.

Place a tank with only a guard waypoint. It'll assist friendly units anywhere on the map and idle at a trigger of type guarded by when added.

You don't have much control of the tank but it's very easy to set up.

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and idle at a trigger of type guarded by when added

What do you mean by this?

Thanks kylania, i'll check it out :)

Hmm i don't understand something though, with the missions i downloaded it's a pbo file but with the demo from Vain it's different sorts of files..

By reading this: "If you are lazy like me, here is the ready for use demo mission: Demo" i assumed it would be a mission in the editor to check out?

What am i supposed to do? Hmm i added them to a folder so i can play the Demo in the map editor and i tried it out but the bomber i was in crashed into another and i died lol

Also i could not find the script anywhere..

Btw are there user made missions to download yet?

The only ones i found was: A different kind of war 1&2 and Gatekeeper

I haven't tried them out yet though.

Are there more worth checking out?

Probally fun to play and i could learn alot by looking at them in the map editor right?

Edited by Sneeper

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The unit in guard mode will move to and wait at an ungarded "guarded by" trigger while no enemies are known to it's faction.

Without such triggers in the mission it'll just stop moving after a skirmish until a new enemy is spotted somewhere.

http://community.bistudio.com/wiki/ArmA:_Mission_Editor#Waypoints_Mode_.28F4.29

Ok thanks mate :)

Btw what's best the 2d editor or the new 3d one?

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2D editor by far. The 3D editor is still essentially Alpha mode, it's not even been officially released really.

Also things you make in the 3D editor are not easily useable in the 2D editor.

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What bothers me right now is the fact that the squad i'm part of moves so slowly, one guy goes like 10 meters further then they cover for an eternety and then another ones joins him and when they move they go down on their belly every 3 meters..

It takes ages just to get somewhere, is this because they are moving in combat mode?

Edited by Sneeper

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Is it possible to make a chopper assault a certain area, such as a town for only a certain amount of time and when the time expires have it fly off?

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Should be able to use a trigger for that. Put a few MOVE waypoints around the town, with a cycle waypoint keeping it circling.

It should attack targets it sees. Then put a TIMEOUT trigger Switch synched with the Cycle. As soon as the trigger gets set off, it'll turn and go the next waypoint.

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Should be able to use a trigger for that. Put a few MOVE waypoints around the town, with a cycle waypoint keeping it circling.

It should attack targets it sees. Then put a TIMEOUT trigger Switch synched with the Cycle. As soon as the trigger gets set off, it'll turn and go the next waypoint.

I tried it but it doesn't work, chopper just keeps atacking..

Axis a & b = 0

Act = none

Present

Switch

timeout = 180 , 180 , 180

Trigger is synced with a Seek & Destroy waypoint with a radius

Hope you can tell me what i'm doing wrong

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Ahh, set the Condition to true instead of this. While it doesn't need to be synched to a CYCLE, it probably would work best unless there's plenty of targets that the S&D don't finish early.

Also, this is a pretty sure fire way of making it work, in the onAct of the trigger put this:

hawk setBehaviour "CARELESS"; hawk setCombatMode "BLUE";

Where "hawk" is the name of the helo. With just true, he'd finish his current waypoint and move off. With the CARELESS and BLUE he'll disengage and fly away right away.

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While it doesn't need to be synched to a CYCLE, it probably would work best unless there's plenty of targets that the S&D don't finish early.

Ok, will try it out right away, thanks again :)

What do you mean by this btw?

That S&D is very effective and can kill all the targets before the timer runs out, thereby finishing early?

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