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meade95

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Posts posted by meade95


  1. Yeah, silly me. I got it working. This is what I did:

    I placed a helicopter (named helicopter) on the map (in the landed on the ground position). First waypoint for the helicopter is HOLD (practically right on its position). Then I created a switch trigger at the Extraction site that activates once when the player/squad is present. (can also be done with a radio function instead). Then I synchronized this switch trigger and the HOLD waypoint. This causes the helicopter to stay in place without the engine running (to save fuel during a potentially long mission--unless you want to set up unlimited fuel, which can be done also) until the trigger is activated, then it moves on to the next waypoint.

    After the HOLD waypoint, the next helicopter WP is LOAD (placed at the Extraction site--Helipad isn't even needed.). In the On Act. field I typed helicopter land "GET IN". This causes the helicopter to fly to the Extraction site and land in a low hover and keeps the engine on.

    Then, practically right on top of this waypoint I placed a MOVE waypoint for the helicopter and typed into the Condition field, ((!alive unit1) OR (unit1 in helicopter)). My soldier's name being unit1, of course. This waypoint ensures that the helicopter does not fly too far away the Extraction area AND forces it to determine if the units that are to be extracted are alive or dead and if they are alive whether or not they are loaded. If they are alive and loaded it leaves. If they are alive and not loaded it waits. If they are dead it leaves.

    Again, I did not need a helipad object and...I also did not use the flyinheight command for the helicopter. I found those two items to be unnecessary.

    No waypoints for the group on the ground needed either.

    I hope my experience here helps some others here.

    This seems like a great way to create an extraction for SP / Player controlled Units.... Plan to test it out tonight.....

    Thanks

    ---------- Post added at 09:04 PM ---------- Previous post was at 08:13 PM ----------

    Here is another option (for extraction) for Player controlled unit -

    Thanks goes to WickedStigma -

    Question - Is it possible to get in a helicopter that is not directly part of your "group" and have it take you somewhere?? I can only seem to make a helicopter take me somewhere that is part of my direct group.

    Yes it can be done:

    1. Create a waypoint and change the "Select Type:" to "LOAD".This way the helicopter will wait for your team.

    2. Create a waypoint from the leader of your team and change the type to "Get In".

    3. Sync the "LOAD" waypoint with the "Get In" waypoint.

    4. Create a waypoint wherever you want the chopper to take you and set the type to "TRANSPORT UNLOAD".

    Thats it, you are done, and if you want to adjust the height of the chopper just type in the choppers init


  2. As long as you've placed an RH ammocrate in your mission you should be able to pick and choose from the weapons available in it. If you want your units to start off with the weapons you'll need to script them in the unit init line.

    I've not had the missing picture error with the packs - RobertHammer is usually very good at not leaving bits out - you might want to re-download the pack

    Huh, I've tried it with two different RH weapons DL. Neither seem to work for me. They will show my guy with nothing in his hands if I script it, for him to carry it.......Or if I place the RH AMMO Crate. The created is listed and placed...and appears...However, when I look inside it, it shows all the different weapons (in text, to scroll down with) but I get the picture error message (and no weapons are actual there for my guy to take).

    I am using standard ARMA 2 (no ACE). I DL the weapon packs. Create a folder called @RHM4s (for example). I create a folder inside that folder (inside the @RHM4s folder) called addons... Then I place those 2 files within the "normal" folder of the RHM4 download (that are the non-ACE versions, correct). I place those 2 folders inside my @RHM4/addons folder.

    Add the @RHM4 folder to my launch.exe.

    What am I missing here?


  3. About the helicopter:

    Yes it can be done:

    1. Create a waypoint and change the "Select Type:" to "LOAD".This way the helicopter will wait for your team.

    2. Create a waypoint from the leader of your team and change the type to "Get In".

    3. Sync the "LOAD" waypoint with the "Get In" waypoint.

    4. Create a waypoint wherever you want the chopper to take you and set the type to "TRANSPORT UNLOAD".

    Thats it, you are done, and if you want to adjust the height of the chopper just type in the choppers init the following code:

    choppername flyInHeight X
    
    //where X is the number of meters
    
    

    2. About the RPGs, I never saw that in the game since that is the purpose of AA units but I think it can be done with the doTarget and doFire commands. Ill try it and let you know.

    ---------- Post added at 04:55 AM ---------- Previous post was at 04:29 AM ----------

    Well I just tried what i said and the unit I assigned to attack targets the chopper but it never fires. Second thing I found is that it took 1 HE RPG7 round, and 3 normal rounds to take 1 Cobra down. then I tried the Strela with a brand new chopper and it took 3 strela rounds to take down the chopper... impressively unreliable for being a ground to air missile. I'll let you know if I come up with any other answer.

    ---------- Post added at 05:57 AM ---------- Previous post was at 04:55 AM ----------

    I found another code that might be worthy for moving into helicopter.

    {_x moveInCargo NameOfHeli} foreach units NameOfGroup;

    or

    {_x moveInCargo NameOfHeli} foreach units group this;

    Here is the thread: http://forums.bistudio.com/showthread.php?t=76201

    Thank you for this! Much apprecaited. Your answer to #1, is looking like exactly what I was trying to do...(will test when I get home later today).

    Odd, that BIS doesn't have RPGs coded to hit Helicopters (even, if just in hover mode).


  4. False.

    You can create a script folder in your Profiles folder (..\ArmA 2 Other Profiles\YourName\Scripts). Then all missions can use the scripts which are in that folder.

    I have ~20 scripts in it :D

    Where exactly do you put this folder?

    Within your MY Documents ARMA folder? ...Or within the MAIN C:/ ARMA Folder??

    In either case, I currently do not see a folder labled "Other Profiles"??

    Thanks for the help


  5. New to this weapons mod thing and can't seem to get it to work. Have a couple questions. I DL and put into a modfolder (like have I have other mods / islands...that are working for me)....

    I think it may be in my scripting that I have a problem, perhaps? (which if that is the case I'm learning).

    My question is this - Say, I drop one of your RH Ammo boxes, can my soldier simply pick them up there?? Or does it have to script one of your RH weapons first, in order for them to pick them up out in the field (once the mission is launched). I may have made this more confusing than need be.. (However, it seems not, because whenever I place one of these RH ammo boxes and have one of my guys who is carrying a "standard game" weapon look at it...I get an error message regarding something along the lines of "picture not found"...


  6. I have two questions.

    1. Is it possible to get in a helicopter that is not directly part of your "group" and have it take you somewhere?? I can only seem to make a helicopter take me somewhere that is part of my direct group.

    2. Do enemies fire RPGs at helicopters?? I have playtested some tonight and have yet to see an RPG fired at me when hovering very close near them...Do you have to script this for it to happen??


  7. Copy and paste this into the init line of a unit:

    removeAllWeapons this; this addWeapon "SMAW"; this addMagazine "SMAW_HEAA"; this addWeapon "M4A1_HWS_GL_SD_Camo"; this addMagazine "30Rnd_556x45_StanagSD"; this addMagazine "30Rnd_556x45_StanagSD"; this addMagazine "30Rnd_556x45_StanagSD"; this addMagazine "30Rnd_556x45_StanagSD"; this addMagazine "30Rnd_556x45_StanagSD"; this addMagazine "30Rnd_556x45_StanagSD"; this addMagazine "1Rnd_HE_M203"; this addMagazine "1Rnd_HE_M203"; this addMagazine "1Rnd_HE_M203"; this addMagazine "1Rnd_HE_M203"; this addMagazine "1Rnd_HE_M203"; this addMagazine "1Rnd_HE_M203";

    It will give him a layout of:

    1 Woodland M4A1SD M203 EoTech

    -6 StanagSD clips

    -6 M203 rounds

    1 SMAW Launcher

    -1 HEAA ammo

    Just change the class names for the weapons and ammo with the weapons/ammo of your choice from the class name sticky

    This is very helpful / thanks.

    And the word "this" needs to be in there as shown??? When entering the script?


  8. :681:even though this has been answered 100 times before, i will answer it again. you have to use scripts to do this

    use

    use this to remove their current weapons and magazines

    use this to add magazines (note that one line = one mag)

    to add the weapon which ALWAYS goes second use

    that would have added a m16a4 one one mag, to add multiple mags quickly use

    that just added 10 mags

    make sure you use quotation marks on mags and weapons.

    to add downloaded weapons find the readme file in the download, it should have all the classnames there

    enjoy ArmA 2!!!:woot:

    Thank you very much -

    So it would look something like the following; (within each soldiers script line that I place on the map within the editor).

    removeAllWeapons this;  
    this addMagazine "30rnd_556x45_STANAG";  
    this addWeapon "m16a4";  
    {this addMagazine "30rnd_556x45_STANAG"} foreach [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];  

    Correct?


  9. Regarding the script addon (by Norrin) of AI respawn group patrol area using UPS (by Kronzky's).

    Where exactly do I place this script?

    Within the C:ARMA Folder (missions)..... or with the mydocuments ARMA folder (missions)??

    ---------- Post added at 03:38 AM ---------- Previous post was at 03:34 AM ----------

    I belive you copy it into the My Documents version of ARMA 2 (not within the C:/BI/ARMA2)....

    With that said, does this script work while using other maps (not Chernarus)...if I copy and paste into another map...


  10. Battlefield clearance lets you carry people, but without the first aid modules all you can carry with it is dead bodies. ACE woudning system also enables carrying, so if you use their module you shouldn't use the battlefield clearance (nor the BIS first aid) module.

    As for NVGs, gear is defined with the unit's class, you can just check for each unit what gear it has. Generally all USMC soldiers and IIRC all Russian soldiers are equipped with NVGs. For insurgents/guerilas I remeber officers and crewmen get NVGs but don't remember if anyone else gets it. In any way, if you want specific units to have specific gear, just modify it yourself using addWeapon/removeWeapon/addMagazine/removeMagazine or a script that will completely re-gear them by removing all their gear with removeAllWeapons, and adding what you want.

    Of course, at the end, if you're asking from a player's perspective rather than from a mission maker's perspective, then all I can say is that it is 100% up to whoever made the mission you're playing. He could give every insurgent NVGs as well as remove all NVGs from USMC/Russians, and he could give every machinegunner an SMG and a pistol...

    Appreciate the additional information - Thanks -

    I guess I haven't seen the area / section where I can addweapon/removeweapon/addmagazine?? (At work now, but will look for it when I get home). Is it a script, that allows for this? Or an actual place within the editor that allows for it? Thanks


  11. Hi meade95

    Quesh-Kibrul

    http://www.armedassault.info/index.php?game=1&cat=islands&id=99

    You will need to setup a mod folder switch in your shortcut to an addon mod folder like say @islands.

    This BIS wiki page explains how modfolders work:

    http://community.bistudio.com/wiki/Modfolders

    My shortcut for running Zeus multiplayer looks like this:

    "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@cba;@ace;@acex;@acex_pla;@acex_sm;@zcommon

    The new Operation Arrowhead will have an Afghan environment and may have a form of repository

    You may find it easier to use the Zeus yoma repository or one of the other repositories to maintain a general group of addons.

    The Zeus Repository includes a whole buch of islands as well as everything you need for ACE II and of course Zeus AI.

    This explains how to set it up:

    http://forums.bistudio.com/showthread.php?t=79628

    You can learn more on the Zeus website

    http://zeus-community.net/jom/

    Look under the Zeus Manual

    http://zeus-community.net/important/zeusmanual.pdf

    And the Zeus forums

    http://zeus-community.net/jom/phpBB3/

    There is a generalised set of links to various MP manuals here:

    http://forums.bistudio.com/showthread.php?t=79628

    Kind Regards walker

    @Walker,

    Much appreciated! Thank you very much.


  12. If I have a teammate that is KIA - Is it possible to drag him / carry him still?? It seems not, or I just don't know if I'm not doing something correctly within my editor created missions.

    Also, do most OPFOR units have NV??

    Regarding "skill levels" in the editor created missions (is the sliding bar, the only places that effects such skill levels for both forces??). I've read about a 0 to 1.0 level regarding "skill ratings". Yet, I don't think I've seen this anywhere... I've only see the sliding bar, within the editor.

    Appreciate any info on the above topics...


  13. Meade95 - These units do not affect gameplay in any way. They are merely visual changes to the game. They do not affect accuracy, that's all you bud.

    I think the GENERAL section of the forum might be better suited for your Arma 2 questions in the future and not this thread, as this deals specifically with the SEAL units. Here's a link. Link to general forumThanks.

    My bad - Noted for future reference -

    And, I pretty much figured as much, that it was my problem with the accuracy...ha. Thanks

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