lockjaw-65-
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Everything posted by lockjaw-65-
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I like the sound of this and will try it out tonight. Thanks :)
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Dynamic-AI-Creator (DAC) V3.0 released
lockjaw-65- replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, Has anybody made any more camp configs that I can add to the camp config sqf Cheers.. -
Dynamic-AI-Creator (DAC) V3.0 released
lockjaw-65- replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ok ok, Sorry I have never used an addon or a mod so Im not that familiar with them. I looked at the readme file and thought I had done what it said but I must have done something wrong ! Ahh just found out what I was doing wrong, I had the game running while I was installing, I closed the game and then restarted all ok now thanks -
Dynamic-AI-Creator (DAC) V3.0 released
lockjaw-65- replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Whats the best way to install this, cant seem to get it to work ? -
Dynamic-AI-Creator (DAC) V3.0 released
lockjaw-65- replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I was just about to go out when I saw this, Im not going anywhere now lol. great news thanks :-) -
DAC V2.1 (WIP) discussion
lockjaw-65- replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
+1 :)- 327 replies
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I think its ok, not really bothered what it looks like because im only going to look at it once to take the cd out lol. I guess they want it to grab your attention when its on the shelve in the shop, for this I think it looks ok
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Support script for multiplayer?
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok Thanks, I have seen that a lot but thought it was just missiles lol -
Support script for multiplayer?
lockjaw-65- posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all, can anybody point me in the right direction for a good support script that works properly in MP. I have tried a few but they dont work properly :( -
Secondary Ops Manager Module Discussion
lockjaw-65- replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It Works fine in mp and even when you respawn, is there any way to get it to give you the options again after you have used them. -
Secondary Ops Manager Module Discussion
lockjaw-65- replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Im using the som for just the support requests. Does anybody know if you can use the options more than once. I can only ever use each support option once? -
Radio trigger only to be used when objective complete
lockjaw-65- posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all, I need help with this. I have a map with multi objectives, these all involve capturing towns. what i am trying to do is once you capture a town you can then call in certain types of support via the radio which will activate a script. My problem is I only want the support (radio) to be available once the town (objective) has been captured. How do i link the radio trigger to the objective trigger. I have an idea that it is in the condition field but have no idea what to put in there. At the moment all the radio options are there right from start of mission.. Thanks for any help in advance :confused: -
Radio trigger only to be used when objective complete
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks you guys for response, tried the way Jakerod has mentioned and it works a treat ;) -
Falkland Islands Map - Ideas, Discussion & Demo Terrains
lockjaw-65- replied to bushlurker's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Its also a figure of speach here in the uk -
How to redo an objective?
lockjaw-65- posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have created a new thread for this because I hijack another thread before and I dont seem to be getting anywhere with this subject. I have a trigger set at not present (opfor) with opfor being present when the map starts. It is also set to repeatedly The trigger has this line in act: Obj1 setTaskState "SUCCEEDED"; Obj1=true; publicVariable "Obj1"; hint "Elektrozavodsk Clear"; So when there are no opfor present the objective is complete.. What I need is this: if opfor re-enter the trigger area I want the objective to become active again. I have tried putting the code in on deactivation that wolle said but it still marks as green on the briefing tasks. I have also tried two triggers one for each side present/not present with the code in each act box. On the tasks in breifing screen once the objective has either gone green or a red cross, thats it, it will not change again. Is there something that needs to be added to the briefing script? So my question is: Once the task has been completed and shows green box on the map/task screen. How do you remove the green box and show the task as not done? -
How to redo an objective?
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You are so correct, It works great many many thanks. will this also work in multiplayer :) -
AI Vehicles/Aircraft Fuel/Ammo Full Untill Killed
lockjaw-65- replied to Wastelander's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nice one this sounds easier :) can this also be used on spawned vehicles? -
Cached Units with Vehicle Support - v2.0
lockjaw-65- replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh this is great, just what I need right now because the mission im making has 140 groups lol ;) Thanks -
How to redo an objective?
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I just put "&& obj1" in a trigger I will try this tomorrow, if this works I will be amazed cant tell you how long I have been trying to do this lol. Thanks -
AI Vehicles/Aircraft Fuel/Ammo Full Untill Killed
lockjaw-65- replied to Wastelander's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a better way of doing this yet? -
Vehicle and body removal script
lockjaw-65- posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all, as the title says I am looking for a good Vehicle and body removal script. I know the garbage collector only works for dynamicaly created objects. I need one that will remove everything that has died and been destroyed. I have seen a couple of scripts but they dont seem to remove everthing and I dont really know which is the best. Any help with this would be great :) -
Vehicle and body removal script
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok thanks, so is that for each group or will that cover everything. -
Vehicle and body removal script
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok Benny I will forget about FSM lol. Thanks for your help but just one thing about the EH, do you put that code in each units int box Cheers BTW im just looking on wiki about EH etc -
Vehicle and body removal script
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Benny for your help. BTW love your warfare version, is this what you use in that? Im not that good at scripting so there are a couple of things there that im not sure about. Im getting older and things take longer to sink in lol. I have never used an event handler so how do you place over units? (a FSM will do the job if needed). what is an FSM? Sorry if I seem a bit nooby, cheers -
End Mission When Objectives Complete
lockjaw-65- replied to ColeMinor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have tried all these options now but the task still shows as complete on the map screen ? Does anybody know how it is done in warfare because I might be able to adapt that..