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smacker909

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Posts posted by smacker909


  1. Ok, first try, so be easy on me. I know there's lots wrong, but I'm learning. I wanted to make something to force me to clear my dead buddies from the battle field. I have a hospital tent setup in a base camp in the middle of Zargabad.. so I have to drag / carry my fallen squadmates back to the hospital tent. If any thinks it's useful and wants to improve, or just suggestions.. I know I'm doing lots wrong.. :D

    // Get initial squad count
    _initSquadSize = ({alive _x} count units player);
    
    // Starting cleared count starts at zero
    _clrCnt = 0;
    
    // Size of your crew
    _sqdMates = _initSquadSize - 1;
    hint format ["You have %1 Squad mates.. bring 'em back dead or alive!",_sqdMates];
    sleep 3;
    
    // Position of static Hospital tent
    _hospitalPosX = position myHospital select 0;
    _hospitalPosY = position myHospital select 1;
    
    // array of my units //  has to be a better way
    _sqdArray = [myUnit1, myUnit2, myUnit3];
    
    
    while {(count _sqdArray > 0)} do {
    
      // Count of current living squadmates
      _aliveCnt = ({alive _x} count units player);
    
      // Dead count
      _deadCnt = (_initSquadSize - _aliveCnt);
    
      // for each member in _sqdArray
      {
      if (!alive _x) then {  
    
               // Check to see if this dead guy is in tent / cleared
               _xPos = getPos _x select 0;
               _yPos = getPos _x select 1;
    
               _xDiff = _hospitalPosX - _xPos;
               _yDiff = _hospitalPosY - _yPos;
    
        // Couldn't figure out better way
               if (((_xDiff > -3) && (_xDiff < 3)) && ((_yDiff > -3) && (_yDiff < 3))) then {
    
    		  _clrCnt = _clrCnt + 1;	
                             _unClr = (_deadCnt - _clrCnt);	
                             hint format ["%1 is has been cleared from the battlefield.. \n there are %2 left to clear",_x,_unClr];	
    		  // removing dead / cleared unit from array
                             _sqdArray = _sqdArray - [_x];							
    		  sleep 2;						
    
    		} else {			          
    
                             hintSilent format ["%1 is dead... don't leave him behind!",_x];						
                             sleep 2;
                       }
               }
      }
      forEach _sqdArray;
      if (count _sqdArray == 0) then {hint "All squadmates are dead and cleared from the battlefield"};
      sleep 3;
    };
    
    


  2. Hello, I'm trying to implement a trigger to check an area in my base for any of my squad mates that are !alive prior to ending my mission. Make me drag/carry them back from battle. for testing, I added a unit, named him MyUnit1, added a trigger and grouped it with MyUnit1, then added to the activation of the trigger; "this && !alive Unit1" I shoot him dead and drag him in the area and the trigger didn't go off. :confused: Any tips would be appreciated :D


  3. Thanks for the quick replies! I will try this. I'm very new to mission editing, but see it's addictive :)

    ---------- Post added at 02:22 PM ---------- Previous post was at 02:10 PM ----------

    A quick after thought.. I don't want to prevent my AI squad mates (AT guy) from attacking it though... :) I wonder is that possible?


  4. Hi, I'm trying to figure out how to have one AI BLUEFOR unit, who is assigned waypoints, not attack a particular OPFOR unit, but still attack others. The BLUEFOR is an Apache on patrol and the OPFOR is a T-72 tank. The tank is my objective and the Apache keeps taking him out.. :mad: I have ACM running and I like the Apache added for immersion :yay:


  5. So far it's been on flat rock or dirt surface.. sneaking up on dudes. I switch back and forth between 1st and 3rd. In first person.. I was def. hitting the ground when I should have been hitting dudes.. game is not stolen. I don't remember having the probelm in ArmaII just since I started with OA. Maybe only some maps. Thanks for the tips.


  6. a few times trying to sneek up on some bad guys, prone.. I seem to have a clear shoot, but when fireing, end up landing my bullets in the dirt in front of me. :eek: I'm playing on the steam version of Arma2 OA. iS that a common problem?


  7. Can someone give an example of using SecOps with Simpple Support Module? I looked at the "workaround" but didn't catch on.

    Edit:

    Found a post with some info.. I'll try this out;

    If you want to add Support as well, do the following in addition to the above. (SOM)

    Add a trigger anywhere on the map. In the 'Activation' area put 'Radio Alpha' (no need to include inverted commas) then click 'repeatedly'. In the 'text' area write 'HQ support'. Finally in the OnAct. box, copy and paste the following:

    [["transport", "aerial_reconnaissance", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc;

    Do this in addition to the other stuff, and now, when you call Radio Alpha in thegame (0-0-1), you will access all types of support, barrages, airstrikes etc...via 'communication' on your action menu. Let the mayhem ensue!


  8. I noticed that running the Eo2 spec ops with ambient combat and civs on, runs smooth in the desert maps, but in the city with more civs, I'm running around 30 fps with lots of stutters (FPS drops to below 10 then jumps back up) . Is that a scripting thing? or is my graphics are not able to cut it. I'm only running medium settings "normal" for most settings.. I did use the -cpuCount=4 option.. and that did seem to help some, but still getting major stutters.

    CPU i7 860

    CPU GTX 260

    RAM 6GB


  9. Hi, I played ARMA II a while when it first came out. My problem was, getting distracted by the shear volume of mods, scripts, addons.. etc. I was looking in the forums now and see tons of new stuff with OA. I would really just like a simple dynamic mission generator. I dont remember that being included in ARMA II. Is there an addon or does OA have something like that included?

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