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namreg

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Everything posted by namreg

  1. Is there any way to make an AI sniper shoot an objective E??? I used the dotarget and then the fire command: But it makes him fire up in the air. And with the dofire command it does nothing, just targets the objective and that's all any help???
  2. Ok this blue guy here is objectiveE And I guess it means "Objetivo Estatico" as I have an spanish version of ArmA so its name in english version should be ObjectiveS (S stands for static)... but its only a guess. Ok, that blue guy is "objective1" and I want my sniper guy to shoot at it.... and I've tried all the commands.... commandfire, dofire, even fire and nothing happens...well the fire command makes him shoot way up in the air as if he was shooting a .50 gun. Any ideas how to make AI shoot an object?? I tried changind its side in the mission.sqm too...
  3. that page is sooo cool GIJOE94!!! THXSSSS!!!! That's all I wanted, it even has a car modelling tutorial. Thanks man!!! Now, all I want to know is how to use the viewer in o2... Where should I place o2 in order to properly run the bulldozer in ArmA??? And one more thing.... I work with MAYA and i would like to know how to export it to o2? What kind of 3D files does o2 support???
  4. You should open the mission.sqm file and change the side of your civilian to west ...to this That should be it
  5. Hello everybody.... I would like to know how to place custom faces to diferent units not just my own unit. Is it possible to set an identity for that purpose??? Ok, this is what i want to do... I have three characters with a leading role in my stories. A is the one controlled by the player B is the commander, and C is the badass enemy... I want the the three of them to have different and special faces, not the ones contained in the game. If I have a "myself.jpg", "commander.jpg" and "enemy.jpg" as A,B and C faces.... could the code below work??? class CfgIdentities { class commander { name="John Bartholemew Doe"; face="commander.jpg"; glasses="None"; speaker="Dan"; pitch=1.1; }; }; ...and so on with the rest of the characters?
  6. I'm completetely new to addons..... how do I create a face addon???
  7. Hi... I'm making a cutscene where I get a ride by bus in the streets of Paraiso.... there are cars going around and people too. My problem is that as the bus goes around, sometimes it takes longer to turn some corners than others..... what I wanted to do is to place a couple of cameras in those corners so when the bus gets there, the cameras turn on and record what is actually hapening.... What I tried to do is this.... Make a script at the beggining of the ride with all the stuff, create camera, etc... And without finishing this script, I created 2 more only with the cameras I wanted. This is one so it points at the bus forever and the second one To end the cutscene I created a new script where theres this camdestroy _camera and the exit Is that correct?
  8. namreg

    Keys

    Alright.... you were right ColonelSandersLite I used the default key names idoneKeys[] = {"key4"}; so it didn't work. Now is OK Thanks !!!
  9. namreg

    Keys

    How do I use the KEYS to mark a mission as complete in the missions menu???
  10. but.... if I want a specific identity for that concrete unit? And, anyway, what would be the syntax if I have "enemyface.jpg" this setface "enemyface.jpg" or this setface "enemyface" ?
  11. namreg

    Faces / Uniforms

    Hello everybody.... I would like to know how to place custom faces to diferent units not just my own unit. Is it possible to set an identity for that purpose??? Ok, this is what i want to do... I have three characters with a leading role in my stories. A is the one controlled by the player B is the commander, and C is the badass enemy... I want the the three of them to have different and special faces, not the ones contained in the game. If I have a "myself.jpg", "commander.jpg" and "enemy.jpg" as A,B and C faces.... could the code below work??? class CfgIdentities { class commander { name="John Bartholemew Doe"; face="commander.jpg"; glasses="None"; speaker="Dan"; pitch=1.1; }; }; ...and so on with the rest of the characters?
  12. namreg

    Custom Faces

    Ok, this is what i want to do... I have three characters with a leading role in my stories. A is the one controlled by the player B is the commander, and C is the badass enemy... I want the the three of them to have different and special faces, not the ones contained in the game. So I thought I could use wipman's information and use it in the identities in the description.ext file such as: class CfgIdentities { class John_Doe { name="John Bartholemew Doe"; face="whatever"; glasses="None"; speaker="Dan"; pitch=1.1; }; }; would this work?
  13. namreg

    Custom Faces

    hi wipman, thanks for the reply..... I'll try it tonight but I have another question... If I create an identity..... in the face section....can I place that "whatever.jpg" picture and will it show up in the game???
  14. namreg

    Breaking Patrol

    When a unit or group is placed a dismissed waypoint, they walk around until attacked or spots enemies. When this happens, they move to the next waypoint that could be a hold waypoint in the middle of the town.
  15. namreg

    Custom Faces

    Hi, Finally I found the way to place my own face texture!!! But, is there anyway to create face textures to other units in the game??? If I want to place someone's face on an enemy unit??? a custom face i mean...is that possible???
  16. namreg

    Breaking Patrol

    Why don't you just use the DISMISSED Waypoint type??? It simulates casual off-duty behaviour. Read this: http://community.bistudio.com/wiki/ArmA:_Mission_Editor Dismissed - This waypoint type can be used to simulate casual off-duty behaviour. The group will move to the waypoint, then be dismissed. The group will automatically split itself into small teams of one to four units, who will move to random locations, sit down, etc. Given enough time some of the group may wander kilometers from the waypoint. Note that the dismissed waypoint does not inherently alter behaviour mode, nor make units disembark, land or turn vehicle engines off. A dismissed waypoint is considered complete if the group comes into contact with any enemy units.
  17. Ok, man I'll give it a try in a few minutes, I'll send you a feedback C'YA mannnn
  18. I'd like to create a base in a mission and during a campaign I want it to grow up. But I want it to grow not just with tents but with buildings... Is there any way to place a new building, just like the headquarters or the repair buildings anywhere on the map?
  19. Hey HqPL, So, you think that if I create a fence (for instance) ,and I change the name in the mission.sqm to "Land_army_hut_storrage" then I'd have a house instead of a fence??? Sorry, I don't have ArmA right now, so I'll try it in an hour or so, but if you really know, i'd like to know so... Thanks man
  20. is there any other way of doing it? I mean, the buildings are there, they must have names I think. So, if I use the createvehicle command and use one of those names.... wouldn't it work??? Is there any list of the buildings names? I went to the Bohemia BIKI site and I found the names of units, vehicles, weapons...etc... but the buildins name are those you can find in the object section into the Empty vehicles type.... So my guess is that there must be some hidden lists about buildings names....
  21. Hi, I'm making a mission where after completing an objective, our squad spends the night under the sky before going to the next objective. I create a script where the night passes out and starts the next day at dusk. And its raining and almost completely foggy. That worked perfectly but.... when I try to make the clouds go aside in about 4 minutes or so.... they did not.... I used this in the script: 240 setovercast 0.0 240 setfog 0.0 It doesn't work, but if i place 0 seconds instead of 240 it does work and changes from a completely cloudy sky to a clear cloudless one... Is there any time limit for this command to work?? Or am i doing something wrong??? THX!!!
  22. Sorry for the last post.... I used it.... I had an enemy officer captured joined in my platoon.... and after killing all the enemies, the trigger didn't work.... so I got close to the enemy officer in my platoon and killed him.... and then the trigger....triggered. Sorry
  23. This is what I did: I prepared a mission to start April 5th about 16:35... so it gets darker during the mission..... at some point, I used the: - - SETACCTIME 2: So the time went forward 2 hours and it was completely dark for a night mission..... after completing that night mission I take the squad to a waypoint where I called a script: - - [] exec "nightout.sqs" - where in the first line I wrote: · SETDATE [2007,4,6,4,30], this goes for: SETDATE [YEAR,MONTH,DAY,HOUR]. so the next morning started just at dusk for an incursion in a nearby enemy base..... then I wrote: 0 SETOVERCAST 1.0 (Complete storm) 0 SETFOG 0.8 (Some foggy morning) After a cutscene showing the position of the night camp and the objective, I wrote the commands: 240 SETOVERCAST 0.0 240 SETFOG 0.0 So it was clear sky for the heli to come and pick us up to the end of the mission and have a nice ending cutscene. and then i typed EXIT to end the script. Am I doing something wrong? I tried the same commands (240 setovercast 0.0) in a waypoint and it didn't work either.... so that's why i thought it was a time limit for setovercast and setfog commands.
  24. I think I got it. I created an identity in the description.ext flie and it's working. I get the: 1-1-A (Lt.Jones) : "Radio Text" THX all
  25. How can I place the name of an specific unit to be shown on radio messages??? For instance if I want Lieutenant Jones to say something over the radio, I would like to see his name on the screen, not just 1-1-A or BLUFOR on globalradio... Is there anyway to accomplish this??? I tried the setidentity command but it only works when you are team leader and you order someone to do something.
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