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6thStorm

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Everything posted by 6thStorm

  1. 6thStorm

    Get PoW's in a vehicle?

    Nope i set the units to setcaptive and even tried to do on the vehicle.
  2. 6thStorm

    Get PoW's in a vehicle?

    I've had some of the same issue but i don't think there's any way that you can make enemy units board a friendly vehicle. I tried with the moveincargo code but as soon as they are inside the vehicle, the friendly units attack and destroy the vehicle because of the enemy inside.
  3. lol im with you mate. But don't bump too much since i would guess that the makers etc. are busy and talking to eachother at this time.. hopefully.
  4. I have made this script but im having some problems with getting the chopper to land. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (isServer) exitwith {}; _group = _this select 0 _chopper = _this select 1 _height = _this select 2 _pos = _this select 3 _minheight = 2 ; ----------------------------------- ; Call with [group,chopper,height to fly in,gamelogic waypoint] exec "land_chopper.sqs" ; Add a 2nd gamelogic where chopper will move to after unloading and call it dest3 ; ----------------------------------- _pilot = driver _chopper _chopper flyinHeight _height _chopper doMove [getPos _pos select 0, getPos _pos select 1, _height] #start ? (_chopper distance _pos < 10): goto "Land" ~1 goto "start" #Land _chopper flyinheight _minheight * 2 @((getpos _chopper select 2)<2):goto "Unload" #Unload {_x action ["GETOUT", _chopper];unassignVehicle _x} forEach units _group player action ["GETOUT", _chopper] if not (_group in (crew _chopper)) then {goto "MoveOn"} ;when all are out #MoveOn _chopper doMove [getPos dest3 select 0, getPos dest3 select 1, 50] ? (_chopper distance dest3 < 10):goto "End" #End deletevehicle _chopper deletevehicle _pilot exit Hope someone can see what im doing wrong. It's one of my first scripts so im pretty sure im doing it a little wrong. Â
  5. 6thStorm

    Chopper Script

    Thx Silola but id rather stick to .sqs for now. If i can conquer this i might be good enough to move on. Im gonna save ur script to use if everything fails and noone else has the slightest idea what is wrong. Should be impossible though since the most pros are lurking in this forum.
  6. 6thStorm

    sp vs mp scripting

    I think it needs to be [] exec "test.sqs"
  7. Hi. Im making a MP mission and i see that when i try the mission on a dedicated server the intro will lag a lot. Is there a way to make the intro local on all pc's to reduce lag?
  8. 6thStorm

    Local Intro

    ok thx i'll try it out.
  9. Okay that sux Hope you can figure it out soon.
  10. 99% done sep 5th. Now 20 days later...
  11. 6thStorm

    Triggering a waypoint?

    Put a waypoint(s) almost on top of the tanks and squads and in condition you type something like bluinarea In the trigger which you walk into to make the tanks and squads move into town, you type in On Activation bluinarea=true
  12. 6thStorm

    Radio Trouble

    I know why i couldnt make it work.. Im making a mission where i want a group of civilians board a truck when the radio is being used. My problem though is that i put em all on different locations in a building and had this in the leaders init line: {DoStop _x} forEach units group this Now when i remove that line they do move.. but my problem now is to find a way to make em stand still until the radio is being used. Otherwise they all just go out of the building and run around. EDIT: I made it with disableAi & enableAi Thx for the help
  13. I dont really know what im doing wrong although i have never made Radioes myself before. I searched a lot of places and came to this solution: Put a man and gave him 2 waypoints. 1st waypoint Condition has alpha written in it. 2nd waypoint is synch'ed with a trigger in which i made activation Radio Alpha. On Activation in the trigger is: 1 setRadioMsg "Prisoners"; alpha=true When i look at the map i see the radio alpha but it's supposed to be named Prisoners? When i click it nothing happens except the text disappears. Can somebody tell me what is wrong here?
  14. 6thStorm

    Learn about Posting!

    This should be viewed before being able to use forums. http://www.albinoblacksheep.com/flash/posting
  15. 6thStorm

    Fastroping Addons Thread

    So.. almost a month has passed and im sitting on the edge of my seat every day and hoping + sending letters to Santa that this stuff is soon done. Any news Sakura?
  16. 6thStorm

    Learn about Posting!

    lol.. guess the video did'nt help me at all Â
  17. 6thStorm

    Soldier sitting on a chair.

    It's something about this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this switchmove "Truck_Cargo02"; Â this setpos (bench modelToWorld [-.3,-.1,1.3]); Â this dowatch (this modelToWorld [0,100,3]); but i cant remember where i saw the info about it.
  18. Type this in all of your units init field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">removeallweapons this To make enemies sit type this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setbehaviour "Safe";SoldierOne action ["SITDOWN", SoldierOne] SoldierOne is the name of your unit.
  19. 1. Put invisible H'es in a line and name them (H1, H2 etc) 2. Put a trigger and add this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Smoke="SmokeShell" createVehicle [(getPos H1 select 0),(getPos H1 select 1), 2] In the triggers condition field type: bluforinarea 3. Make a 2nd trigger which gets activated by blufor and type in the On Activation field: bluforinarea=true
  20. Hi mate. Any news about the addon? If he is looking for testers i would like to give a hand and help out.
  21. Easiest way imo is to do this: 1. Put invisible H'es in a line and name them (H1, H2 etc) 2. Put a trigger and add this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Smoke="SmokeShell" createVehicle [(getPos H1 select 0),(getPos H1 select 1), 2] Notice that i already typed in H1. Remember to add as many of these lines in the trigger as you have H'es. You can also change the color of the smokes by typing SmokeShellGreen, SmokeShellRed instead of SmokeShell.
  22. As far as having names appear on the map, you'd need a script to control a set of markers with names assigned to them, or some other method. Well it's a start. Thx Edit: oh i also found this: http://forum.armedassault.info/index.php?showtopic=402
  23. Is there a way to change names of units and vehicles so they show up on the map as f.ex. Convoy (vehicle leader ofc), Delta1 etc. ? Instead of 1-1-C or such.
  24. Hi all. Im trying to make music follow an object like a car like he is hearing radio. So far i've added the sound into my description.ext (called radio) and in the editor i have placed a unit called Mano and an empty car. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSounds {   sounds[] =    {      Radio    };    class Radio    {    name = "Radio";    sound[] = {"\Sound\Radio.ogg", 1, 1.0};    title[] = {};   }; }; The unit has<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Mano moveindriver Car1;Mano say "radio" in his initfield. But for some reason i keep only hearing the sound as for all.. and not just from him. Any ideas or solution?
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