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firefly2442

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Everything posted by firefly2442

  1. So for multiple arguments it would be something like: _msg = "hello world"; _int = 2; [_msg, _int] spawn { hint _this select 0; hint _this select 1; };
  2. http://community.bistudio.com/wiki/spawn Two questions. 1) Are the arguments that are passed for spawn pass by reference or pass by value? From the example, it appears they are pass by reference but I just wanted to make sure. 2) Does anyone have a simple example of a spawn call that has arguments? Thanks. :)
  3. Cool thanks. So with the detection of both Arma 2 and Arma 2:OA, does the tool install the mods to both folders or just Arma 2? I'm just curious because this is how STEAM has it setup. It's rumored to be fixed in an upcoming patch but I was just curious. Cheers.
  4. firefly2442

    Do AI See Lasers?

    Do the AI react to seeing lasers? (assuming they have NVGs to actually see them) Thanks.
  5. Also, I would suggest looking at other people's missions to see how they do things. That's how I'm learning and it's quite helpful. Just extract the PBO and you're all set.
  6. Is there a listing of new scripting command calls for OA? I assume they added in some or is it all built on the original commands? http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2
  7. Bump. Anyone? Thanks.
  8. There are lots of Youtube videos that show you how to use the editor. I would suggest starting there.
  9. I'm trying to make a short mission intro that shows a C130 flying and launching chaffs/flares. I have the camera working and can follow the aircraft. I'm using the following mods: CBA, Mando Missile, and ACE. I did a search through all the Mando files for "shift" and found the section where the user can launch the flares. This is in mando_hud_key_handler.sqf line 849. It's doing a spawn call like this: [vehicle player, 1] spawn mando_chaffflares; I'm not really sure where this function is though. Any suggestions for where to look? Thanks in advance.
  10. I looked at the 1-1-87_Example mission file and I'm a little confused. The groups at the top of the island are all linked to a defend module. I'm guessing this is if you want the units to stay at their position and guard it with the ability to call for reinforcements from other squads linked/synchronized in. For the groups on the south east side of the island, they are synchronized with one another but upon loading the mission, they just stand there. On loading the mission, it talks about a new feature being patrol, but none of the groups actually move. So essentially, what I would like is for my groups to be linked together so that if they get attacked they can coordinate the defense. However, I also want them to be able to patrol around upon starting the mission. Can I do this all with scripting using GL4 or will I need waypoints too? Thanks, sorry for all the questions but I'm kinda new at this. :)
  11. I have an enemy squad group that I placed down. I then added a Group Link 4 AI Enhancement Defend module. Then I synchronized this with the group leader. In the group leader initialization field I put this: However, they don't actually patrol around, they just stand there. It is my understanding that they should patrol 100 meters from the starting point. Am I doing something wrong? Thanks.
  12. Hmm, I tried it with both of those and it didn't work. Does the group also need a waypoint? I'm assuming they actually do move around and patrol?
  13. Are there any additional tutorials or videos on how to use this mod? I've read the readme and features PDF files but I'm still confused. I put: This in the initialization of the leader of an enemy group. However, when I load it up, the group just stands there. Do I need to add a module and link them? Thanks.
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