smoke52
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updating my mission to v108
smoke52 replied to smoke52's topic in ARMA - MISSION EDITING & SCRIPTING
thanks kyle that worked just fine. it doesnt matter about getting him out of the animation since hes just a side actor which gets deleted after the next camera position -
updating my mission to v108
smoke52 replied to smoke52's topic in ARMA - MISSION EDITING & SCRIPTING
yeah i thought i would have to use that playmove :\ darn, its for an intro so i cant have him doing that. on occasion with the selectweapon he does exactly that, raising and lowering the binocs...im thinking maybe to use a playmove animation, but how do i get the binocs into his hands when using playmove or switchmove? i have a new question: in my other SP mission you are inserted by boat. how could i make it so the player can choose where to land the boat before the mission starts?? if thats possible? -
Getting the briefing screen to show?
smoke52 replied to Stewy's topic in ARMA - MISSION EDITING & SCRIPTING
after you put in the briefing.html, overview.html, and description.ext did you save and export your mission again? -
yeah just follow the instructions i gave you and it will only set off when the player calls the radio...if you want the radio to not show up until a certain objective is finished then theres a couple things you can do. 1. the trigger that finishes the objective put in the ON ACT field something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> radio1 setTriggerActivation ["ALPHA","present",true] radio1 is the name of the radio trigger. so..you have one trigger that finishes the objective and another trigger called radio1 with the settings all at default. except put "type" to switch and syncronize it with the HOLD waypoint. it can be anywhere on the map and any size you want. APLHA is the radio call (0-0-1). if you put it to bravo the player will need to press 0-0-2 and charlie will be 0-0-3 and so on. present is just a "filler" command, check out the WIKI for the settrigger commands. you can set any aspect of the trigger. true is if the player can call it over and over or put it to false if you want to limit the player to once for the whole mission. 2. you can make a script file. very simple. just use the same command in the script file <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> OBJtrigger1 setTriggerActivation ["ALPHA","present",true] then for the trigger that finishes the objective put in the ON ACT field <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [] exec "extract.sqs" extract would be the name of the script file. then just put it in your mission folder. theres more settrigger commands you can use to set the size, type, activation, text, etc. just take a look at the wiki -> http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA this is a good program to make/edit script files: http://armed-assault.net/news/arma-edit.html
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just make a trigger and for the activation set it to RADIO ALPHA (or whichever callsign you want.) type should be a switch then syncronize it with the hold waypoint.
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check the "playmove" and "switchmove" script commands at the wiki here -> http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA there will be a list of all the animations, you might find one that will work. thats a start until someone jumps in here and tells you how. this might work: unitname switchmove "AidlPercMstpSnonWnonDnon04" put that in the init.sqs or initintro.sqs if you are doing it in an intro. you could also put that in an ON ACT line of a waypoint or trigger.
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i like the wiki better http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA you can do all the kit swapping in your init.sqs or get the "BAS F mission framework" which has a description.ext file with all the weapons. all you have to do is take out the ones you dont want.
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edit: theres been an update so its alot different then the script im talking about below, if you want to previous version i can send you it the "dynamic transportation project" is what you are looking for. quite simple to use. you throw smoke for the heli to land near. theres also artillery, an APC you can call if you are closer to the main base instead of using the heli and a quickmap. you can disable all of those choices in the script aswell, so that its just the heli extraction. the only problems i ran into were when you call for extraction, it brings up the quickmap then you click near your player for the pickup to happen. well when you click the map for the first time it gives an error. i tried contacting the maker of the DTP script but he got it from someone else (i think the MAP fact team) who released an updated version of the quickmap, but i cant figure out how or what to replace to get it to work with the DTP script.... anyway i found you also need to place the artillery, apc, heli pad, and uh60, even though you may have disabled one or two in the script. they just need to be there (unless im missing something). other then that it works quite nicely and im sure you can overlook a tiny error that pops up. it doesnt affect the script or mission in any way. check it out here: http://www.armaholic.com/page.php?id=768
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sorry i dont have any idea how to add a face myself but you can use a PBO extracting tool like "PBO Decryptor", just do a google search for it im sure you will find it. theres a couple more PBO tools here -> http://www.armaholic.com/list.php?c=arma_tools theres some face packs here you could check out, maybe they have instructions on how to add your own face -> http://operationflashpoint.filefront.com/file/ArmA_Face_Pack;76695 theres also a template here with maybe a way to use your own face? -> http://www.suicidesquad.co.uk/forums....earplus
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exactly what you think it does; its the distance from the object that it will render. i used the command <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> @10 preloadobject recon1 in my intro and the game would wait until everything in that distance would load before moving on. once the last thing loaded, and i mean the exact millisecond it loaded, it moved to the next camera position (a ~ command would work to make it wait in that spot though). as for preloading things i havent had any real success with the commands (not just preloadobject) except when i use @ in front of the commands. if i put it in the init.sqs or initintro.sqs it would't help at all, so using the @ in front is the only thing i noticed where it actually worked....of course when you use the @ command it screws up the timing of everything else in the intro.
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good idea, i would play it! theres a few addons and mods that come to mind, like these mercenaries: http://www.armaholic.com/page.php?id=806 honda nsx: http://www.armaholic.com/page.php?id=1463 maybe the porsche police car http://www.armaholic.com/page.php?id=1230 the savanna: http://www.armaholic.com/page.php?id=1240 anyway take a look for yourself at these places: http://www.armaholic.com/list.php?c=files http://armed-assault.net/downloads/addons http://www.armed-assault-zone.com/downloads/ some inpiration might come from the game "Boiling Point". it was so buggy when it was released, but it was like an RPG where you run around doing jobs for money and weapons, etc. you could try reading some reviews on that game to get ideas of things to do. anyway good luck with it
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make a trigger and put this in the on act line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[car1, "Medium"] exec ied.sqs make your object and name it car1. now when an enemy enters the trigger the object named car1 will explode. to make soldiers sit down use the switchmove command -> http://community.bistudio.com/wiki/switchMove example: unit1 switchmove "AmovPercMstpSlowWrflDnon_AmovPsitMstpSlowWrflDnon" you can put it in a waypoints init line (like a talk or move) or you can put it in the init.sqs
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well im doing something similar to that....i have the player assigned to a boat then move to a point marked by an invisible H in my intro. what i did was put this in my introinit.sqs: _pos = getpos pad1 actor commandmove _pos pad1 is the name of the invisible H actor is the name of the player
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you forgot about settriggerstatements http://community.bistudio.com/wiki/setTriggerStatements not sure about your question, sorry.
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making checkmarks by completed objectives
smoke52 replied to revenicus's topic in ARMA - MISSION EDITING & SCRIPTING
say you have 3 objectives defined in your briefing.html, 2 that you see off the start of the mission and one hidden until something happens. the first two objectives you would put this in your init.sqs "1" objstatus "active" "2" objstatus "active" the hidden one you would put "3" objstatus "hidden" now in your mission editor you use a trigger to make them completed or failed. check this out -> http://community.bistudio.com/wiki/objStatus for example you kill the tank, in the on act field of the trigger you would put "1" objstatus "done" same for objective 2. if you had the 3rd objective hidden you need a trigger to make it "active". -
getting AI to fire on a civilian player
smoke52 replied to revenicus's topic in ARMA - MISSION EDITING & SCRIPTING
i have a couple ideas. you could try the dotarget and fire commands http://community.bistudio.com/wiki/doTarget http://community.bistudio.com/wiki/fire or you could try the MAP_MISC addon and use the invisible targets for the AI to fire upon. http://www.mapfact.net/include....8c05c90 -
in your init.sqs put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">go = false have a trigger that when you snipe all the enemy it has in the ON ACT field <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">go = true then another trigger that tells the 8 guys to get in the chopper and go. to do that have a HOLD waypoint for the 8 guys and have this third trigger syncronized with the HOLD waypoint. in the HOLD waypoints condition field put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> go for type put SWITCH and thats all.
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to place units at certain heights i use this (put it in the init line of the object) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos [getpos this select 0, getpos this select 1, X] X = height for example: this setpos [getpos this select 0, getpos this select 1, 4] you have to play around with the height to get the object where you want.
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theres some particle templates here, maybe they will help you get started http://community.bistudio.com/wiki....k-Alike
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check out this: http://www.kronzky.info/animationviewer/index.htm heres the commands you would use: http://community.bistudio.com/wiki/playMove and http://community.bistudio.com/wiki/switchMove heres all the animations you can use: http://community.bistudio.com/wiki/Armed_Assault:_Moves_List but use kronzky's viewer
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yeah send me the mission i think i can come up with a way to do it. i tried the mission and im running into the same problem as you, the end trigger doesnt trigger off...if they are empty vehicles it might be easier. zip it up and upload it to yousendit.com or something then PM the link or post it here in case someone else wants to help (please do im kinda new myself )
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generator for briefing.html and description.ext
smoke52 replied to gekkeikan's topic in ARMA - MISSION EDITING & SCRIPTING
your english is just fine. nice work on the generators they will will be very useful! -
heres all the script commands, just check out the settrigger*** commands (under s ) http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA it looks like you are forgetting the quotes around "west" and "present" so it should look like this ["Vehicle", "NOT PRESENT", false] ill try and make a test mission for you, but it may take me until tomorrow to finish because i wont be home for awhile.
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im using a script to spawn a gun inside a building ontop of a box and as long as you set the height im sure you could do that. i dont think the GL ends up on top of a building automatically though.
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thanks taurus you are probably more knowledgeable about that then me. havoc is your mission objectives made so you can kill either obj1 or obj2 first but you have to kill them both before it ends? or do you kill obj1 first then move on to obj2 then end? if its the latter (kill 1 then 2 then end) just do as i suggested in my first post. in your objective 2's trigger in the on activation: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> exfil setTriggerActivation ["west", "present", false]; exfil setTriggerType "END1" for your exfil trigger just set its size and leave its activation to none and type none. once obj2 is complete that script will set the parameters to end the mission.