

speeder
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Everything posted by speeder
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Try using a Reveal command - that will tell the fireteam where you are. Chances are they will fire at your location then.
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How Do You Respawn Units Once A Side is Dead?
speeder replied to twiggy158's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Name the players Save number of players into a variable Insert a marker at their start location. Insert a marker on lonely island Use an eventhandler to capture "killed" when player is killed then revive the player, and put him on the lonely island, by refering your marker. Count the number of playler variable down by one. disable all user input locally on that player. Find and activate a spectator script repeat for each kill. When your variable reaches 0, move the players to their start location Stop the spectator script. Enable their userinput done. But I think you might be asking for too much :) -
Name the units. when you start playing your song, just setdamage to the units. Might be easiest to put them in an array.
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Need help inserting buildings
speeder replied to SandMan13's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Shouldn't that be used in conjunction with modelToWorld? And I can't belive that there isn't a way to set the azimut of an object ... :) -
Making 'minefield' triggers
speeder replied to Lucky44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this && ({_x isKindOf "LAND"} count thisList)>0 -
onsinglemapclick move specific unit to location
speeder replied to speeder's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Brillant - Will look forward to testing it. -
onsinglemapclick move specific unit to location
speeder posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi people. In the effort to test my clan mates abilities to read a map I wanted to make a small test-mission. I would like to have 1 instructor and 8 students. If I click Radio Alpha and then click on map, I would like student1 to be moved to that location. Radio Bravo moves student2 etc. and instructor as number 9. Second this is to create a marker which only the instructor can see at each of the students locations, which will follow them every 5 seconds. If anybody up for making me an example-mission? -
Complicated Extraction
speeder replied to thetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe something with counting the number of members of JackGrp at a certain point, and then wait untill the cars in total has the same number of passengers. -
AI don't do anithingh - a solution?
speeder replied to puzzola's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Are you using BETA patch? If yes, update to latest version as this was an issue some versions back. If "no" then; are you running any scripts? Have you given them wayponts etc? -
Weapon and Magazine Limit Script
speeder replied to aceking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To define the weapons you want your players to have, use the Addweapon and addmagazine commands in conjunction with removeallweapons. In INIT line of a man: removeallweapons this; this addweapon "M16A4"; this addmagazine "30Rnd_556x45_Stanag"; etc. -
Stagger opfor planes
speeder replied to fasterthanlight's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can't you just make a random sleep function? Init: this execVM "timer.sqf" Timer.sqf _unit = this select 0; _time = ((random 2000)+120); sleep _time; _unit setfuel 1; I'm just guessing here.. That should in my mind keep it on the ground for a minimum of 2 minutes, and max 35 minutes or so. -
In condition of the trigger write: !(alive NameOfObjDestroyed) and then sync the trigger to waypoints. If it's a static house they should destroy: Make trigger Not present Group it with building Place the trigger over the building Syns with waypoints
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AA pods stop fire under hight xx
speeder replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Or maybe do a check for the specific aa vehicle class -
AA pods stop fire under hight xx
speeder replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could make a loop which checks the height of your plane/helo, and then when above 80 set the AA's ammo to zero, or use triggers. I think it will work Trigger 1 Repeat Condition: (getpos myHelo1 select 2) > 80 On activation: myAA1 setVehicleAmmo 1 Trigger 2 Repeat Condition: (getpos myHelo1 select 2) <= 80 On activation: myAA1 setVehicleAmmo 0 The reason I'm not using setcaptive, is that it will prevent ALL infantry as well from shooting at the Helo. -
Hi people. So I've started to TRY and mess about with the addaction, but not with much luck. I'm kind of a novice with scripting, but here goes: I want a unit to have an action to spawn 4 weapon crates around him. Remove his action. Mark spawn-area with smoke. Destroy the crates. Delete the crates Give him back the action. But nothing happens when I call my script. This is what I got: In my guys INIT this addAction ["Spawn Ammo","weapons.sqf"] weapons.sqf if (!isServer) exitWith {}; _host = _this select 0; _unit = _this select 1; _id = _this select 2; _pos = (getpos _unit); _crate1 = "RULaunchersBox"; _crate2 = "USLaunchersBox"; _crate3 = "RUSpecialWeaponsBox"; _crate4 = "USSpecialWeaponsBox"[size="5"]:[/size] _smoke1 = "SmokeShellGreen" if (not alive _host) exitwith { hint "The Group Leader has died"; _host removeaction _id; }; _host removeAction _id; _box1Dest = [(_pos select 0)+10,(_pos select 1)+10,(_pos select 2)]; _box2Dest = [(_pos select 0)-10,(_pos select 1)+10,(_pos select 2)]; _box3Dest = [(_pos select 0)+10,(_pos select 1)-10,(_pos select 2)]; _box4Dest = [(_pos select 0)-10,(_pos select 1)-10,(_pos select 2)]; _smoke1Dest = [(_pos select 0),(_pos select 1),(_pos select 2)]; _box1 = _crate1 createvehicle _box1Dest; _box2 = _crate2 createvehicle _box2Dest; _box3 = _crate3 createvehicle _box3Dest; _box4 = _crate4 createvehicle _box4Dest; _smokemarker1 = _smoke1 createvehicle _smoke1Dest; sleep 20; _box1 setdamage 1; _box2 setdamage 1; _box3 setdamage 1; _box4 setdamage 1; sleep 10; deletevehicle _box1; deletevehicle _box2; deletevehicle _box3; deletevehicle _box4; sleep 10; _action = _host addAction ["Spawn Ammo","weapons.sqf"]; ---------- Post added at 18:21 ---------- Previous post was at 17:40 ---------- Nevermind - I spotted my error - I had put in a : instead of a ;
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Helicopter doesn't wait for me
speeder replied to dar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
---------- Post added at 02:38 PM ---------- Previous post was at 02:37 PM ---------- Remember to sync F AND C. -
Making A Trigger For Objectives
speeder replied to Phonix644's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What he said. I copied from an mission collection I had, and must have picked the wrong folder. Sorry. But nice to know you got it working. -
Making A Trigger That Makes A Player or AI Speak In Game
speeder replied to Phonix644's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Do you just want a text chat message, or du you want lip syncronisation to an audio file so that the character is actually speaking? The latter is by far the most complicated one. If you just want some text in the chat to be writte, have a look at the SideChat command. PAPABEAR=[West,"HQ"]; PAPABEAR SideChat "Base to Alpha One..." -
Making A Trigger For Objectives
speeder replied to Phonix644's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nothing. You could just in the field On Activation write: hint "Objective complete" If you've made a briefing, you would also update the objective state by executing your code from the on activation field. "1" objStatus "DONE"; tskobj_1 setTaskState "SUCCEEDED"; Hint "Objective complete."; tskobj_1 being the name of your task in your briefing. -
Hi people. I was wondering. If I wanted to play a sound in an MP CTF battle, every time a headshot was made, how would I go about doing that? I know how to add the sound to the description.ext and use playsound, but how do I detect the headshot?
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I tried that solution as well, but still the same. After your input, I tried again, but still no luck. I also tried reducing it from 0.9 to 0.2 but still it just says fail. It seems that I can't make it return head_hit no matter how I shoot the man: this addEventHandler ["HandleDamage",{if (_this select 1=="head_hit" and _this select 2>0.9) then {_this select 0 setdamage 1; hint "Headshot"}; _this select 2; hint "Fail"}]
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Mission Endings
speeder replied to SandMan13's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When you insert the object, give a name. Obj1 Make a trigger. Size 0x0 once Activated by none End1 Condition: !(alive obj1) Now the missions ends when obj1 is killed. Is it is a building on the map then use this method: http://i48.photobucket.com/albums/f207/speederfreak/detectstaticobjectdeath.jpg Make a trigger. NOT PRESENT End 1 and sync it (f5) with the building. Make sure the trigger covers the building. -
Hmm - I've been messing about with it now, and I just can't find a solution that works. My last try was: this addEventHandler ["HandleDamage",{if (_this select 1 in ["head_hit"]) then {_this select 0 setdamage 1; hint "Headshot"}; _this select 2}] But it shows the hint no matter where I shoot the guy. Any chance I could get you to write me a "turn key" solution?
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Wow - A bit more complex than I thought it would be. So this goes into the INIT line of my players. this setVariable ["gethithead",0,false]; this addEventHandler ["HandleDamage",{if (_this select 1=="head_hit") then {_this select 0 setVariable ["gethithead",_this select 2,false]}; _this select 2}] And then a repeat trigger. Condition: (getVariable "gethithead" select 1) == head_hit && (getVariable "gethithead" select 2) >= 0,9 Act: playsound mySoundName ? But you write something about having to reset the variable at respawn, I don't quite get the reason for that, or how to do it. Hell, I'm not even remotely sure that the stuff above is even close to be right :)
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How to work out if a x in onboard a heli ?
speeder replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
or you can use the IN command.