lockjaw-65-
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Everything posted by lockjaw-65-
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create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I dont think that is the problem as I have 43 AI pre-placed on the map to stop triggers activating etc. -
Dynamic-AI-Creator (DAC) V3.0 released
lockjaw-65- replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
During game play when a zone is deleted, it tells you that the zone is deleted via the coms text at the side. How do I stop the text saying this? -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just finished the main part of the campaign im doing, apart from a few bug fixes everything seems to work fine now. Many thanks for your help with this @ Giallustio & F2K Sel. Something that I have noticed however is the behaviour of the spawned units. An example: im part of a tank squad attacking a town, lots of activity going on I spot a static mg drive right up to it, get out and shoot the operator. All this time He did not move BTW he was facing the other way but I have also noticed other units and they just seem really dumb. Is there a way to set the behaviour of the spawned units?? -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks Giallustio. Is that code for the init.sqf or the trigger -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Of course! would garbage collector module remove them? Im not sure that it works very well anyway. -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just tested again. I made sure all code was correct I copy and paste it. Ok the tungsta and crew get deleted, the mg nest gets deleted but the mg man remains dead on floor. -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just tested and same thing the objects get deleted but the crew still there even on the tungstas? -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks your a great help. wish I knew about the seperate scripts before, I have done over 50 objectives like that lol. I will test these later thanks. So can I use that script for all now? -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok thanks... this is whats in the call trigger for the first objective. [tas1] call DAC_Activate; _spawn = [getmarkerpos "air1", "2S6M_Tunguska", "aa1",180] execVM "mission1a.sqf"; _spawn = [getmarkerpos "air2", "2S6M_Tunguska", "aa2",180] execVM "mission1b.sqf"; _spawn = [getmarkerpos "def1", "RU_WarfareBMGNest_PK", "def1a",280] execVM "mission1aa.sqf"; _spawn = [getmarkerpos "def2", "RU_WarfareBMGNest_PK", "def1b",290] execVM "mission1ab.sqf"; _spawn = [getmarkerpos "def3", "SPG9_Gue", "def1c",280] execVM "mission1ac.sqf"; _spawn = [getmarkerpos "def4", "Land_Fort_Watchtower", "def1d",315] execVM "mission1ad.sqf"; _spawn = [getmarkerpos "def5", "SPG9_Gue", "def1e",335] execVM "mission1ae.sqf"; _spawn = [getmarkerpos "def6", "RU_WarfareBMGNest_PK", "def1f",75] execVM "mission1af.sqf"; _spawn = [getmarkerpos "def7", "SPG9_Gue", "def1g",75] execVM "mission1ag.sqf"; Each one of these has the script: _spawn_zone = _this select 0; _veh_type = _this select 1; _name = _this select 2; _dir = _this select 3;// new _group = createGroup east; _veh = createVehicle [_veh_type, _spawn_zone, [], 0, "NONE"]; _gunner = _veh emptyPositions "gunner"; _commander = _veh emptyPositions "commander"; _cargo = (_veh emptyPositions "cargo") - 1; "MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinDriver _veh;this assignAsDriver _veh;"]; if (_gunner > 0) then {"MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinGunner _veh;this assignAsGunner _veh;"];}; if (_commander > 0) then {"MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinCommander _veh;this assignAsCommander _veh;"];}; for "_i" from 0 to _cargo do { "MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinCargo _veh;this assignAsCargo _veh;"]; }; _veh setdir _dir;// new _veh SetVehicleVarName _aa1; call compile format["%1 = _veh", _name]; Once all the units are dead i have another trigger with this: ["tas1"] call DAC_fDeleteZone; {{deleteVehicle _x} foreach crew _x+[_x]} foreach [def1a,def1b,def1c,def1d,def1e,def1f,def1g,aa1,aa2] This deletes the objects but not the units. I think with the tungstas the crew gets deleted but I will have to check that again -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Tried both ways but the units remain? -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Giallusto. Your method works fine for the vehicles and objects. Im using your script that you posted earlier in this thread which spawns the crew for the named vehicles. deleteVehicle objectName; deletes the vehicles etc ok but the crew is still there, how would I delete the crew?? @Demonized, thanks for your help. Your script was one of the ones I tried before but could not get it to work. Im not sure if its because I have DACS 3 running at the same time.. -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried something like that but I may have not done it right as that looks different. I will try it tonight Thanks :-) -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Been working on this for a long time now on and off. Im at the stage where I have lots of objectives and at each one I have a lot of things that spawn as we have mentioned. Once the objective is complete and I dont need them what is the best way to delete them. I have tried garbage removel and a couple of other scritps but none of them remove the items? has anybody got any suggestions? -
Dynamic-AI-Creator (DAC) V3.0 released
lockjaw-65- replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks, just tried and it works, dont know how I missed that! Must be because you dont need to do that with the deactivating call -
Dynamic-AI-Creator (DAC) V3.0 released
lockjaw-65- replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, im having a problem deleting a zone when its not needed. When I make a trigger and put this: [tas1] call DAC_Deactivate. The zone turns black and deactivates but when i put: [tas1] call DAC_fDeleteZone. Nothing happens and the zone stays red?? -
How to set direction of spawned vehicle
lockjaw-65- posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all Im having a problem setting the direction of this spawned unit. I have tried all sorts but it wont work. here is what I have in the script: _spawn = [getmarkerpos "air1", "2S6M_Tunguska", "aa1"] execVM "mission1a.sqf"; I know this will be a simple one but I just cant see it! -
How to set direction of spawned vehicle
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just tried this and it works great. Many thanks. -
How to set direction of spawned vehicle
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok this is it: _spawn_zone = _this select 0; _veh_type = _this select 1; _name = _this select 2; _group = createGroup east; _veh = createVehicle [_veh_type, _spawn_zone, [], 0, "NONE"]; _gunner = _veh emptyPositions "gunner"; _commander = _veh emptyPositions "commander"; _cargo = (_veh emptyPositions "cargo") - 1; "MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinDriver _veh;this assignAsDriver _veh;"]; if (_gunner > 0) then {"MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinGunner _veh;this assignAsGunner _veh;"];}; if (_commander > 0) then {"MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinCommander _veh;this assignAsCommander _veh;"];}; for "_i" from 0 to _cargo do { "MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinCargo _veh;this assignAsCargo _veh;"]; }; _veh SetVehicleVarName _aa1; call compile format["%1 = _veh", _name]; -
How to set direction of spawned vehicle
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for your quick response. its very simple what I am doing, i have a trigger on the map that calls for mission one script to be activated: mission1.sqf: Obj7= player createSimpleTask ["Clear all enemy forces at Stary & Novy Sobor"]; Obj7 setSimpleTaskDestination (getMarkerPos "objmk7"); "objmk7" setMarkerAlpha 1; hint "Clear all enemy forces, Recon tells us they have good air defence and artiliary positions"; [tas7] call DAC_Activate; _spawn = [getmarkerpos "air1", "2S6M_Tunguska", "aa1"] execVM "mission1a.sqf"; _spawn = [getmarkerpos "air2", "2S6M_Tunguska", "aa2"] execVM "mission1b.sqf"; _spawn = [getmarkerpos "air3", "2S6M_Tunguska", "aa3"] execVM "mission1c.sqf"; the other scripts that are called on the end are just the crew for the vehicles. where ever i put the setdir command it stops anything from spawning, -
[MODERN BATTLEFIELD] - SP/COOP/PvP
lockjaw-65- replied to DAP's topic in ARMA 2 & OA - USER MISSIONS
Ok thats great I will download now. I did not think it was there as I did not see any mention of it :) -
[MODERN BATTLEFIELD] - SP/COOP/PvP
lockjaw-65- replied to DAP's topic in ARMA 2 & OA - USER MISSIONS
Any news on the chernarus version yet? -
[MODERN BATTLEFIELD] - SP/COOP/PvP
lockjaw-65- replied to DAP's topic in ARMA 2 & OA - USER MISSIONS
Ok LOL thats why I cant find it :D Any idea how long before release :) -
[MODERN BATTLEFIELD] - SP/COOP/PvP
lockjaw-65- replied to DAP's topic in ARMA 2 & OA - USER MISSIONS
Thanks for info. I must have missed something because I cannot find the Chernarus version? could someone please show me where to find it Thanks... -
[MODERN BATTLEFIELD] - SP/COOP/PvP
lockjaw-65- replied to DAP's topic in ARMA 2 & OA - USER MISSIONS
Im loving this game mode. Can it be ported to another map? is it possible to increase enemy numbers in sp version... -
Yet another airdrop script
lockjaw-65- replied to thebarricade's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Tried your example mission, nothing happens?