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smoke52

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About smoke52

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  1. smoke52

    Triggering a waypoint?

    you could also just syncronize the waypoint in the town with the trigger. you did it right except for grouping it when you needed to syncronize it.
  2. for trigger type choose END1
  3. smoke52

    Airstrikes

    is it a script you are already using that you are trying to get working? if so, you need to put the strike.sqs file in your mission folder (C:\Documents and Settings\user\My Documents\ArmA\missions) if you didnt have a script then go try this one out -> http://www.armaholic.com/page.php?al=Zonekiller_script it comes with a sample mission so you could see how its implemented into a map, plus the player can say where to drop the airstrike
  4. 1. Never Show/Show in Cadet/Always Show Choose whether or not you wish this specific waypoint to visible on the mission map during gameplay. Waypoints will only be visible to units within their group. If any waypoint is shown, the group leader's initial position in the mission editor will also be drawn (this position is set before any changes made during initialization take place). Lines are drawn between the shown waypoints, irrespective of how many non-shown waypoints lie between them. 2. you will have to use a script for this one. im no good at it so ill let someone else answer that for you
  5. smoke52

    Mission editing help please!

    1. Never Show/Show in Cadet/Always Show Choose whether or not you wish this specific waypoint to visible on the mission map during gameplay. Waypoints will only be visible to units within their group. If any waypoint is shown, the group leader's initial position in the mission editor will also be drawn (this position is set before any changes made during initialization take place). Lines are drawn between the shown waypoints, irrespective of how many non-shown waypoints lie between them. 2. you will have to use a script for this one. im no good at it so ill let someone else answer that for you
  6. thanks alot i found out how to get them inside the building with this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _hos1 setPos ((nearestbuilding _hos1) buildingPos 1) as for my trigger spawn question that has been answered as well. what i was shown to do was make a trigger and group it to the player. select VEHICLE, in the script where i place the hostages i put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> trg_hostages setPos (getmarkerpos _spot) and, in the condition field put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this && ({alive _x} count [hos1, hos2] > 0) so the player is close to the hostages and at least one of them is still alive. heres the hostage spawn script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _hostages = createGroup west; _locations = ["hostage1", "hostage2", "hostage3"] _rndloc = (random (count _locations)) - 0.5 _spot = _locations select _rndloc trg_hostages setPos (getmarkerpos _spot); ~1 hos1 = _hostages createUnit ["SoldierWB", (getmarkerpos _spot), [] ,0 ,"corporal"]; hos1 setPos ((nearestbuilding hos1) buildingPos 1); removeallweapons hos1; hos1 setcaptive true; hos1 setDir random 360; hos1 allowfleeing 0; hos1 setBehaviour "AWARE"; hos1 switchmove "testsurrender" hos1 DisableAI "ANIM" _hostages selectLeader hos1; ~1 hos2 = _hostages createUnit ["SoldierWB", (getmarkerpos _spot), [] ,0 ,"private"]; hos2 setPos ((nearestbuilding hos2) buildingPos 1); removeallweapons hos2; hos2 setcaptive true; hos2 setDir random 360; hos2 allowfleeing 0; hos2 setBehaviour "AWARE"; hos2 switchmove "testsurrender" hos2 DisableAI "ANIM" and the script thats triggered to tell the hostages to join your squad: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hos1 setcaptive false; hos2 setcaptive false; hos1 switchmove "" hos1 EnableAI "ANIM" hos2 switchmove "" hos2 EnableAI "ANIM" [hos1,hos2] joinsilent player;
  7. i have two questions (read the bottom for question 2)...anyway for my mission i am making the port area in Corazol a hostage and bomb situation. the hostages are supposed to spawn in one of 3 warehouse buildings in the port. im using a script that spawns two guys in a random location. the script works fine but I am having trouble with the hostages spawning on the outside of the building when they get created. i think its because the game is trying to spawn them on the roof but the game doesnt allow that and spawns them outside around it... what do i need to add to get them to spawn inside somewhere? heres the script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_hostages = createGroup west; _locations = ["hostage1", "hostage2", "hostage3"] _rndloc = (random (count _locations)) - 0.5 _spot = _locations select _rndloc _hos1 = _hostages createUnit ["SoldierWB", (getmarkerpos _spot), [] ,0 ,"corporal"]; removeallweapons _hos1 _hos1 setcaptive true _hos1 setDir random 360; _hos1 allowfleeing 0; _hos1 setBehaviour "AWARE"; _hostages selectLeader _hos1; _hos1 switchmove "testsurrender"; _hos1 DisableAI "ANIM"; ~1 _hos2 = _hostages createUnit ["SoldierWB", (getmarkerpos _spot), [] ,0 ,"private"]; removeallweapons _hos2 _hos2 setcaptive true _hos2 setDir random 360; _hos2 allowfleeing 0; _hos2 setBehaviour "AWARE"; _hos2 switchmove "testsurrender"; _hos2 DisableAI "ANIM"; also how do i get a trigger to spawn in the same area that the hostages are in?
  8. smoke52

    ID numbers

    http://www.ofpec.com/index.p....199726 and http://www.ofpec.com/index.p....29779.0 will answer your question
  9. smoke52

    Trigger un-happy

    edit: Unknowns way is probably better, but ill leave my post up i would put in the ON ACT line the commands that change the triggers settings. for trigger 1 (named "detected") put something like this in the ON ACT: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ofcdead settriggerstatements ["","",""]; ofcdead settriggertype "none"; ofcdead settriggeractivation ["none","west",true] for trigger 2 (named "ofcdead") put this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> detected settriggerstatements ["","",""]; detected settriggertype "none"; detected settriggeractivation ["none","west",true] another way would to use variables which would probably be easier, but im not too sure how to do it. i think you would need 3 triggers. one to check the detected area, one to check if the officer is dead, and the last to set the stuff in motion. after that it gets a little fuzzy for me. i think you need to put in your INIT.SQS something like this: ofcdead=false detected=false then in the detected trigger's ON ACT you put detected=true do the same for the other trigger but put ofcdead=true then in the third trigger put in the CONDITION line this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> detected=true OR ofcdead=true
  10. smoke52

    Reporting enemies

    Good work! I am trying to incoporate the script into my mission, but I am a newb when it comes to scripting, especially with sqf files... How exactly do you get it to work? right now I have the script file in my mission folder and im using this command in my players init: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> null = [this] execvm "uav.sqs" obviously it's not working
  11. http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=29248.0 this link may help
  12. park it near the hangers parallel to the airstrip, the AI should get in and get onto the runway then take off.
  13. http://www.armaholic.com/page.php?id=1045 this tool allows you to check the animations in game
  14. yeah but im not exactly sure how. i know you have to tell the game about it in your description.ext file these links should get you started: http://community.bistudio.com/wiki/Description.ext http://community.bistudio.com/wiki....ictures
  15. you mean when its loading the map? just make a "description.ext" file and put inside of it this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> onLoadMission="whatever you want it to say"; for music you will need your music file in .OGG format. then in your description.ext file you have to tell the game that its in your mission folder by putting this in it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgMusic { tracks[]= { <name of ogg file> }; class <name of ogg file> { name = "<name of ogg file>"; sound[] = {\music\<name of ogg file>.ogg, db+0, 1.0}; }; }; for example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgMusic { tracks[]= { music }; class music { name = "music"; sound[] = {\music\music.ogg, db+0, 1.0}; }; }; now depending where you want it to play you either make a trigger that plays the music by going to EFFECTS and under the music menu your file should show up as long as you correctly inputed the information into your description.ext file. you could also make a script play the music by putting in this command: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> playsound "music" or if someone was singing it then you could use this command: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> unitname say "music" you might want to take a look at this: http://community.bistudio.com/wiki/Description.ext
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