zipman
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Everything posted by zipman
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First off i`d like to thank all for the help you have been giving to people like me who no nothing ;) I have a chooper i want to trigger to fly in at a set time now would i go about this?
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hemp - chooper set time?
zipman replied to zipman's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
thanks for replying Sgt.Spoetnik putting times in the Waypoint didnt/dont work for what im trying to do, as i dont know alot about this im not to sure of the wording i should used to find what im trying to do, ok this is the thing i have a chooper off map, and i dont want it to fly over and drop troops until a trigger is walked over, but when i set a waypoint it just flys over no matter if the trigger is walked on or not, i want the chooper to hold where it is until the trigger is set off by opfor, setting up the time in the waypoint dont help as it would set off flying in after 10 second or whatever time i put in and not when its triggered to fly in.. i hope you can understand what i mean by this, -
hi me again slowly learning with this boards wonderful members, i have most of the mission bits in place so now trying to work out the end part, is there a way of having 2 cut scenes endings? 1. cut scene YOU WON 2. cut scene YOU LOST. i have looked in to this end stuff and it only keeps showing 1 end scene, i have a dude if you kill him its game over if you capture him and get him back to base you win, how would i go about setting up the triggers for this?
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ok made a mhq with all the weapons and ammo in it, but when the mhq blown up it respawns but without all the ammo and weapons in, in the mhq i have added [this, 20, 0, 255] exec "vehi_respawn.sqs"; null0 = this execVM "ammo.sqf"; but no weapons or ammo plz help
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thanks was wondering why it was sooooooo long changed and seem to be working great now that works i hope its time to move on to the next part...with out trouble...oh holdup its me always trouble..hehe thanks again all
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ok i have no clue what i did but now it works fine with the code tajin said..very odd only change ~_delay ? (canmove _vehicle) && (canfire _vehicle): goto "waiting" _new = typeof _vehicle deletevehicle _vehicle _newveh = _new createvehicle _startpos _newveh setpos _startpos _newveh setdir _startdir [_newveh, _delay, _pos, _dir] exec "vehi_respawn.sqs" null = _newveh execVM "ammo.sqf"; <----/only thing change as above but now its working. exit
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thank you all this trouble over the 1 small line.. null = _newveh execVM "ammo.sqf"; ok that worked kinda but now the spawn will only spawn in once when i add that line null = _newveh execVM "ammo.sqf"; thanks again
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thanks for the reply this is whats inside the vehi_respawn.sqs ?! (local server): exit _vehicle = _this select 0 _delay = _this select 1 _pos = _this select 2 _dir = _this select 3 _initVeh = _this exec "SpawnScript.sqs" _vehicle setVehicleInit _initVeh processInitCommands ; defining possible vehicle positions _driver = _vehicle emptypositions "driver" _gunner = _vehicle emptypositions "gunner" _commander = _vehicle emptypositions "Commander" _crew = _vehicle emptypositions "Cargo" ? (_pos == 0): _startpos = getpos _vehicle ? (_dir == 361): _startdir = getdir _vehicle #waiting ; waiting for Vehicle is disabled @ !(canmove _vehicle) &! (canfire _vehicle) ; checking if vehicle still is manned @ (isnull driver _vehicle) && (isnull gunner _vehicle) && (isnull commander _vehicle) ~_delay ? (canmove _vehicle) && (canfire _vehicle): goto "waiting" _new = typeof _vehicle deletevehicle _vehicle _newveh = _new createvehicle _startpos _newveh setpos _startpos _newveh setdir _startdir [_newveh, _delay, _pos, _dir] exec "vehi_respawn.sqs" exit ---------- Post added at 07:01 AM ---------- Previous post was at 06:34 AM ---------- so it should read this? _newveh = _new createvehicle _startpos execVM "ammo.sqf"; ---------- Post added at 07:21 AM ---------- Previous post was at 07:01 AM ---------- i guess no it shouldnt be if i add it like _newveh = _new createvehicle _startpos execVM "ammo.sqf"; the mhq only spawns in once then dont respawn, damn this stuff is hard to get my head around
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pick unit control: must be set to non playable side: Empty then in class: your see ammo second one from the top :)
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Basic Briefing howto
zipman replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks this is very helpful as i couldnt work it out at all now have it working i think, just for basic briefing -
help - load/unload ammo crates into MHQ/vehicles
zipman replied to zipman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
WOW i was right you really know your stuff, i`ll have a go at this and let you know how it goes, this is really good thanks so so so so much, i hope to be able to work it all in to the mission im trying to make thanks again i hope im smart enough to work all this out to it works after your hard work working it out, thanks again ---------- Post added at 07:52 PM ---------- Previous post was at 06:11 PM ---------- ok i did it (followed your words) added it to my mission tested it out in battle..lol and endedup losing where the box was once the mhq blowup also mhq didnt spawn back on base so i thought adding another marker to the ammo box on the map so it would help find it but to get it to respawn back on base once the mhq blows up would be wicked, and yes i also found it funny seeing the boxes floating in the air i felt like david copperfield, thanks for all your help. ---------- Post added at 08:23 PM ---------- Previous post was at 07:52 PM ---------- to the mhq i added your code _null = mhq1 addaction ["Load ammobox", "attach_ammobox.sqf"]; veh = [this, 15, 100000000, 5, TRUE] execVM "vehicle.sqf"; then found i needed to also add Vehicle Respawn Script by {nBs**-Myke-{CO** [this, 10, 0, 235] exec "vehi_respawn.sqs"; to get it to spawn back to the base and how it spawns back on base where i needed, have looked again into how to make the ammo box respawn tested a few things but like i said before i dont know enough about this Script stuff it just seems alittle beyond me, thanks for all the time you put in to working this out, -
help - load/unload ammo crates into MHQ/vehicles
zipman replied to zipman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
kylania if its not to much trouble could you do a sample of them as you seem to know what your taking about, i would learn faster if i was looking at a sample would be layed out for the ammo or & the attachTo thing, really thanks for your time -
Example scripts that use the attachTo command
zipman replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
could this be changed to add ammo crates that can be dropped parachuting ? -
help - load/unload ammo crates into MHQ/vehicles
zipman replied to zipman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks for the reply im even more lost now then when i started.hehe ok this is the thing, have a MHQ thats a mobile spawn, in it i would like to have it load a ammo crate (US Basic Weapons box would be fine), then drive off get anywhere on the map and drop/spawn/unload the ammo crate, i have now searched all over and cant seem to find anythink, i have seen it in a few MP maps but wouldnt know where to start to look how its done. im a real noobie when it comes to anythink arma/arma2 and scripts -
thanks you so so much that works great...now for the but..lol if im in the mobile HQ and die i now respawn at the bottam of the map but the spawn is back on base that works great with the marker, dont see how my players are respawning in the middle of nowhere and not back on the base only thing i changed was to the in init within the mhq and the 2 sqs from above, nothing else got changed. -=Edit =- never mind it was a error within the init file fixed that now. thanks so much again.
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Vehicle respawn script
zipman replied to dale0404's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this is the one i tryed and it worked fine you did say simple ;) http://www.armaholic.com/page.php?id=6080 -
would you mind saying how you fixed it please im having the same thing with the spawn once it blows out the marker drops back to the bottam of the map and i can then only teleport in to water. any if any one else nows a fix please reply. thanks
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Group/base respawning
zipman replied to Journeyman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
onLoadMission="YOUR MISSION NAME HERE"; class Header { gameType = Coop; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 50; //Max # of players the mission supports }; respawn = BASE; respawndelay = 20; disabledAI = 1; save as a description.ext or download the ArmA Edit hope this helps im a noobie to this but worked this out fast looking in other missions C:\Documents and Settings\YOUR NAME\My Documents\ArmA 2\MPMissions\YOUR MISSION -
please help - mobile spawn
zipman replied to zipman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
never mind worked it out. -
Ammo Crate Filler Script
zipman replied to monty67t's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks worked it out and its working great thanks for the help and file -
Ammo Crate Filler Script
zipman replied to monty67t's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hi just what i was looking for when you say add null0 = this execVM \"ammo.sqf\" IN THE INITIALIZATION BLOCK this is a noobie question where is the file/block i have to add it to? -
recieving error black screen clean install of xp upto date drivers 3gb ram qudcore, upto date patch the new 1.02...blah and still getting the same error guess its wait until the 1.03+
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same for me started after i installed the new 1.02 patch full game UK copy goes to black screen and says recieving in the middle of the screen i cant also hear everythink this is not a over heating thing changed drivers down to the 182 same thing put drivers up same thing changed all setting on the game same thing,
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thanks for the replys reinstalled and same crash then reset my pagefile to the storage drive same crash then reset the pagefile to my c drive and yes you guest it same crash. uk v1.02 patch installed on it just dont seem to have any joy in the arma game first 1 now 2 would have thought they `d have it all worked out by now.. oh well guess its the waiting game again as i cant get my money back..
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ok this one is starting to drive me nuts. cant be outta ram have 4gb