lockjaw-65-
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Everything posted by lockjaw-65-
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I was wonderering if the group limit will still be 144?
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I agree it would be nice to have more groups available.
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BIS Module Improvement Project
lockjaw-65- replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
press ctrl and c to copy then ctrl and v to paste :) -
Random tasks by radio
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many thanks Demonized, works perfect now :-) -
Hi all. I am hoping that somebody can help with this? I have a mission with about 10 different tasks, these are all visible on the radio and at the moment you select one to activate that mission. I am wanting to call on the radio and recieve one of these missions randomly. the other missions will not be visible on the radio until the last one is complete then it will give another upon a radio call. Has anybody got a script to do this or can any help Thanks...
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Random tasks by radio
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
just got to stage where my mission is complete but I have come across a problem. I have a trigger that activates the first mission when game starts. when i complete the first random task everything works ok, the 60 second delay works fine and the next random mission shows and that all works fine. The problem is after completeing the second mission nothing else happens?? -
Random tasks by radio
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
IceBreakr thanks very much, did just what you said and it works perfect :) -
Random tasks by radio
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, this all works great but I do have one more question that has arisen. when I have completed one of the random missions I have a trigger which ececutes the next random mission. In the activation field I have this: Obj1 setTaskState "SUCCEEDED"; hint "Objective Complete, the AA Battery is destroyed"; "objmk1" setMarkerAlpha 0; nul = [] execvm "missions.sqf"; What I need is a delay after the mission ends and before it executes the mission.sqf. I know this is proberbly a simple thing but I cant work it out? -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you all so much for the help. everything works great :) @Giallusto Very sorry I overlooked your post before at the time it did not make much sense to me, but it is your script that im using now Thanks.. @F2k Sel thanks for your help and I hope you work out what you need thanks to all others especially @Demonized who always seems to help (helped a lot with random tasks on a different thread) thanks -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The reason I dont want to preplace them is because they might get destroyed before the random task has started and that would cause problems in the mission. I have the vehicle spawning fine (with your help) but I still cannot name it properly. I dont understand where that set var.. code ties in the script? If anybody could show an example of the whole script that would be great.. I did manage to do it this way: aa1="2S6M_Tunguska" createVehicle getMarkerPos "air1" It worked but the vehicle is unmanned, it did create the name and when destroyed the objective was complete.. -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Do you mean the vehicle names, if so with what and where? -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks that all seems to work great now. I will explain what I am doing : I have a random mission that spawns three Tunguska's. The objective is to destroy them all. I have a trigger and in the condition is: ! alive aa1 && ! alive aa2 && ! alive aa3. In the on activation is: Obj1 setTaskState "SUCCEEDED"; hint "Objective Complete, the AA Battery is destroyed"; This is why I need the vehicles to have the names aa1, aa2, aa3 and this is what im having trouble with.. -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@ Demonized thanks for your help but im really not sure how you use or implement that or setVehicleVarName to it. It creates empty vehicles? -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just been trying with bis function, I can get it to create vehicles etc but Im back to same problem with naming the spawned vehicle. I just cant get it to have a name id? -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for quick reply, will try that now -
create vehicle with name
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks guys you have both been very helpful and I managed to spawn it with name, now I have to work out how to spawn it with crew? -
Random tasks by radio
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks to you all, I have it working now althought there was a missing ; after missions = [1,2,3,4,5] But I worked it out. I have the radio trigger set to once to call the mission script, I presume that when the first mission is complete it will automatically call the next? Thanks. @Demonized lol I have done it again posted before I have seen your reply. Many thanks for your help with this, I am going to spend a bit of time trying all this out now in my actual mission before I post again -
Random tasks by radio
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just posted as you replied, thanks I am trying it now :) -
Random tasks by radio
lockjaw-65- replied to lockjaw-65-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow! thanks guys for your replys, I have been very busy since I posted and not had chance to check forum. Going to play around now and I will get back to you Thanks :) ---------- Post added at 08:28 AM ---------- Previous post was at 08:05 AM ---------- @ Demonized, is that code to replace the beginning of the script or is that the call from radio trigger. Sorry but im a bit confused with the different posts? -
dynamic mission targets
lockjaw-65- replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi I have been looking at this with some intrest as I want this in my mission. Could you please tell me where this code goes and how you would execute it Thanks :) -
Please keep the sun as it is, I think it is very realistic
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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
I have always been under the impression that DAC automatically deletes destroyed vehicles etc. I have made a map using DACS and played for over an hour but the destroyed vehicles remain on the map. Is there something I need to do to make it work ? -
Air Support Scripts
lockjaw-65- replied to Draper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Draper, Great script and I use it a lot in my missions. One thing that is happening in MP is that after a while (after everything working great from start!) is that when you call for support it either crashes or it says the sortie has returned to base. The message comes up secomds after it was called? has anybody else had this problem? -
I think it will really struggle, what gpu have you got?
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Editing, Expanding and Modifying Domination
lockjaw-65- replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have looked for a while but cant find anything about using the arty system in dom. I have tried loads of other scripts for artillery but they are all too complex for what i need. The one in domination is perfect but I dont know how to extract it or even if it can be used on its own... any help would be great thanks...