major_upset
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Everything posted by major_upset
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First off sorry if this has been asked a million times before. Ok I've got this mission where a Mi-26 Halo (OWP) is set to drop in a BMP, with the sky crane version. I've got it to have the BMP hooked up from the start, and get it to go where I want. However getting it to actually "Drop off" it's cargo, is something I haven't a clue about, I've looked through the addons readme, and all it says is, I must give a  "true" variable for "global_unhook" (global_unhook = true) or use "chopper_name flyInHeight 15" Do I need to make a script? Can I use a trigger, or game logic to make it happern? (if so how?) All help welcome. And sorry for the noob question. Â
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First searching the forums as produced nothing. I've made a little mission where you fly around and kill stuff in a Hind. (The RHS port to ArmA) no problems there, but I want to set up supply bases so the player can land rearm, refuel and repair his Hind and get back in to the fight. I've tried: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hind1 setfuel 1; hind1 setVehicleAmmo 1 In the On act field of a trigger when the hind is in said trigger, but nothing happerns. I've also tried.... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit AddMagazine ["RHS_12_7mmGun",100] _unit AddMagazine ["RHS_AT2",100] _unit AddMagazine ["RHS_Rocket57x128",100] But it just gives me a load of error text in the top left hand of the screen. Any help would be great...
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How to rearm helicopters?
major_upset replied to major_upset's topic in ARMA - MISSION EDITING & SCRIPTING
So in your example, you'd want: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hind1 addMagazine "RHS_12_7mmGun"; hind1 addMagazine "RHS_AT2"; hind1 addMagazine "RHS_Rocket57x128"; Ok thanks I give it a try. -
Got it myself, and everything seems to run fine, however I've got a weird issue with with the mouse pointer flickering. On the desktop/normal use its fine, but go into Arma or COH, and the pointer flickers. however in game the other thing's like the aiming recticle are all fine. Can anyone help me with this? ==EDIT== Ignore me forgot to set my nivida card to max settings.
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Hey guys, I'm back with a question, that's doubtlessly been asked a million times before. Is there a code to stop tanks, troops, etc from firing untill their a set distance away from their target, say like 300 meters or whatever? I'm sure I have read that you can do this, but I can't find the tread, and as always searching the forums as turned up nothing. Cheers in advance.
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Tanks to hold fire till
major_upset replied to major_upset's topic in OFP : MISSION EDITING & SCRIPTING
I'm still greatfull for the help. -
Tanks to hold fire till
major_upset replied to major_upset's topic in OFP : MISSION EDITING & SCRIPTING
ok cool, thanks for the info. -
Tanks to hold fire till
major_upset replied to major_upset's topic in OFP : MISSION EDITING & SCRIPTING
But of course, the same code. No I mean some sort of  <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname holdfiretill > 300; code -
Tanks to hold fire till
major_upset replied to major_upset's topic in OFP : MISSION EDITING & SCRIPTING
Thanks guys. That'll help with the tanks that I've got advancing, now that just leaves the stationary ones, however I think I can get round that one by putting... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">tank1 setCombatMode "red"; tank2 setCombatMode "red" In a trigger that's fired by the attacking force. as they roll though. But I'm sure there's a code you could drop into a unit's init box though. Â Anyway cheers guys. -
Message to show via addeventhandler
major_upset replied to major_upset's topic in OFP : MISSION EDITING & SCRIPTING
Damn thought that was the case oh well, I can live with out it, targets over text any day. Thanks for the help anyway. -
Ok first off, I've searched the forums with no luck. I have a mission where the player is in a tank, and I'm after is that every time the tank is hit (but not killed) a message shows. e.g. We've been hit! so as to appear that the crew is freaking out. I've tried <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">init="this addeventhandler [{hit} , {_this exec {crewmessage.sqs}}]"; and <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">init="unitname addeventhandler [{hit} , {_this exec {crewmessage.sqs}}]"; Both in the unit’s init field of the tank and in a trigger. By the way The tank is set on the map as empty, with the crew put in it via the movein command. Is this where I’m going wrong? Also can I make the messages show randomly. E.g. we’ve been hit! or What the hell? if so how? advanced scripting is lost on me. Any help would be great. Sorry if this dosn't make any sence.
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Message to show via addeventhandler
major_upset replied to major_upset's topic in OFP : MISSION EDITING & SCRIPTING
Errm... I've just tried it, no luck. OFP comes up with... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">false driver |#|':_tnk error unknown operator  _tnk I've tried removing all the _tnk entrys with no change. I've noticed that the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler [{hit} , {[this] exec {crewmessage.sqs}}] seems to be unpredictable, the vanila units work but not the addons I'm using. -
Move on after three targets have been spotted.
major_upset replied to major_upset's topic in ARMA - MISSION EDITING & SCRIPTING
I've found a second way. 1: Place your playable unit and lay down two waypoints. both a good distence from the player. 2: place three triggers that'll fire when three units (say ammo trucks) are present. and group them to their own trigger. (Truck 1 to trigger 1 etc. Remember to give the trucks waypoints so they'll drive to, and fire the triggers.) 3: synchronize the three triggers to the players first waypoint, and try it out. It works, and you can't move on till all three triggers have fired. No scripting needed. Anygood? Or just n00bishness on my part? -
Move on after three targets have been spotted.
major_upset posted a topic in ARMA - MISSION EDITING & SCRIPTING
Ok I've got a recon mission where you have to ID three important units in a target area. (An officer, a ammo truck and an opposing sniper.) I have a waypoint near the target with recon1 in it's condition field. And a trigger set to fire recon1=true when say the officer has been spotted, but I want it too fire, and let me evac, only after all three targets have been sighted. I saw it some where on the forum on how to do this, but I lost it when my Internet browser decided to crash. Cheers in advance... -
When I was watching a video for the WarSound mod  I saw a barrett 50 cal sniper rifle. Awsome I thought, except.. I can't find it. Is it an addon (where can I get it?) a stock weapon, (What's the weapons code?) Or do I have to up to V-105? (Please god no! Damn LOD bug.) Check the link to see what I'm talking about... Modern warfare youtube Cheers in advance... Â
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Sure the intention of having a .50cal sniper rifle is to use it against material. Shooting people dead can be done quite fine with 308 winchester. Although the .50cal BMG has a very high energy and can as a AP bullet pierce many mm of RHA at far distances, it would in real life rarely to never be used to take out IFVs but only (if at all) APCs. These rifles are mainly designed to hit a target which is hiding behind something ie. (car door, concrete wall, etc.) And that works very fine in real life. Shooting at cars would for sure mean a dead penetration too. Now the big question is if you can do that in ArmA... we know that in ArmA bullets can go through wood fences for example but I think that ArmA still isnt that ready. A 50cal would pierce a car from the side and kill someone at the other end of it too, which doesnt work in ArmA. Anyway ArmAs penetraion and damage models are highly messed up and I would NOT advise ArmA as a testing tool "to find out" how these weapons work in real life. So the correct term for the rifle would be counter sniper rather than Anti material? Sorry about double post
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No, it's a trend that not every single game has the proper armor/penetration simulations required to legitimately enable such features. Properly simulating the physics behind anti-material rifles is just too complex for most modern games, especially since these games are not designed soley for the purpose of simulating realistic small arms balistics and armor penetration. It's still a trend whichever way you look at it. @ [CS]SOBR[1st-I-R] I got a feeling that if criminals started using .cal 50's they'ed end up with the army or national guard tearing them a new one
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Kind of figured that It seems to be a trend in games to make this damn fine rifle, nothing more than an uber sniper  Speaking of youtube I found this vid of what the real one can do with the right round. I didn't know joe public could buy one of these over the counter in the states! thought it'd be the same as the army version m16. federally banned from public use.
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I know that trying to take out a BMP head on would only get you dead fast. But I read (In Wikipedia I think) that the rifle can and is used as an anti matieal (SP?) rifle, and wondered if it could do that in ArmA.
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Move on after three targets have been spotted.
major_upset replied to major_upset's topic in ARMA - MISSION EDITING & SCRIPTING
Then I suggest you to read some tutorials first. About the knowsAbout ... it doesn`t work, because command knowsAbout returns Number, not Boolean. Oops . Alternative. Place a large trigger in the area and press F2, now drag a line betwean the trigger and the enemy officer. Now select <group leader> detected by <blufor> activation is once... <On activation> "1" objstatus "done"; blablah... Tried it and got it working cheers -
Move on after three targets have been spotted.
major_upset replied to major_upset's topic in ARMA - MISSION EDITING & SCRIPTING
It is when I give a player a staight line to his/her objective, and then putting a s**t heap of enemy partols in between. it livens thing's up. As for the trigger's, I have no idea where to start, I'm a total n00b -
All help is welcome.
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Sweet thanks for the reply mate. Can it kill BMP's like in RL?
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Move on after three targets have been spotted.
major_upset replied to major_upset's topic in ARMA - MISSION EDITING & SCRIPTING
Tried that mate, but ArmA just gives me this bullcrap about a missing ; And looking at it seems it's more for objectives in the map screen rather than unlocking the next waypoint. I presume that if ArmA wound'nt be such a dick, the string would have gone in the condition field? I want it so after the three targets have been spotted (sniper, ammo truck, officer.) something sets the nearby waypoint to true and lets me move on. Thanks anyway. Â -
First off hello to everyone. So I've had ArmA for a few weeks now. And I've noticed in the mission editor, that there are only male civ's. What happened to the women? In OFP they had female civilians, and in the profile manager of ArmA, there's even a womens voice option. At first I thought my install had made a balls up, and using  that LOD bug with V.105 as an excuse, I renstalled my game. No change... Have they been left out for some PC reason, or was there some problem with their part of the game some reason? So where they at?  Cheers for any repliys...