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=Odin=

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Everything posted by =Odin=

  1. G'day I just finished making a basic recruit AI dialog, this is my 1st attempt at dialogs, so I hope to make more one day as I had a lot of fun doing this, at the moment you can Download it from here http://www.mediafire.com/?7prg3b5l2ir hopefully A few arma sites may host it aswell. Hope it works for people as good as it do'es for me cyas Odin
  2. =Odin=

    Recruitai dialog

    Your welcome mate, Glad it helped you out, I know what you meen about trying to learn dialogs but once it works GL with your project Odin
  3. =Odin=

    Briefing problem

    Try this Shooter, just tested it,seems to work fine GL Odin
  4. Heya mate, Try Synchronizing your waypoints(F5), ditch the hold waypoint, and sync the AA groups next move waypoint, with the desired waypoint of the freindly Chopper, from when you want your AA guys to start moving in for the kill [EDIT] sorry think I misread your reply, if you want the AA dudes to bug out after the 1st helo is dead try to sync the last AA waypoint with a trigger that has, Activation; BLUFOUR and select; not present, aswell. just have to make sure helo is in trigger zone before the AA arrive at the attack WP. ithink sorry mate if I am confusing ya, just a bit late and I need sleep
  5. G'day, I have just made my 1st basic dialog, with alot of help from Manny,s explanation on the wiki (you da man Manny) But have a few questions? 1- is it possible to disable the underline in activetext, when it has been selected? 2- I have tried get a background colour to show, change font color and create buttons but allways get errors saying eg. line 102 useing defined bla bla [sorry accidently pressed post] here is a bit of what I have so far and so on till the exit, Will I Have to change all the classes static properties to make a change ? 3- Is useing an .hpp file better than placing the code in the description? any comments appreciated Odin
  6. =Odin=

    Dialog question's

    Thank-you Dr.E your team -Dialog pack was what made me wanna try some for myself, top job on that mate I have been trying but cannot get a blasted error to show again, hows that for strange, hehe think I may be getting the hang of it now maybe, anyway thanx for answering and as soon as I get one of them error windows I will post it. Odin
  7. G,day, with the helo question in the choppers init type this, " this setcaptive true ". without the "". enemy should'nt shoot at it. on the 1st question try to unpbo EVO to see how Killjoy has his Reinforcments triggered probly be the best bet, I do recall reading about it somwhere and I think the ?!(alive Enemy_unit) command was what was used to activate a reinforcment script, like you were thinking GL
  8. I had a problem Like this once, turned out I was also pasting an extra space and got an error the same as yours so instead of this; [] exec "Lartillery.sqs"   it was like this; [] exec "Lartillery.sqs" that one space at the front had me stumped for ages  but once gone it worked
  9. =Odin=

    Particles

    If you are you changeing the "bomb" to "Bo_GBU12_LGB" ? unfortunatly it will explode Ive tried to stop it with sleep and the objnul ,but still no Bo_GBU12_LGB projectile appears, even tried to just call the "\ca\air\gbu12fly" model but nada. maybe have a look at the EOD modul see if that does what you want But if when you are just using "bomb" it shouldnt blow up without being shot at. GL mate odin
  10. =Odin=

    Particles

    Thank-you Gaia, I knew there was an easier to do it my scripting knoledge is limited at the moment but tips like this help out heaps heya icfhoop I found that inert ordinance thing for you its called EOD module, its an addon here is the link http://www.armaholic.com/page.php?id=506 or you could try this, its not a GBU but it is an inert arty shell i think create a logic called bomb in its init type bombcreate.sqs hehe it even explodes if you shooy it, but is inert otherwise had alot of fun with that script, you can nearly add any object you want to your game with it. Tried a destroyed hanger with a few fires in it, looked awsome, just have to change the "bomb" part with a classname or one of the cfgVehicles names, http://community.bistudio.com/wiki/ArmA:_CfgVehicles most work from this list,some wont hvae fun mate Odin
  11. =Odin=

    Particles

    Your welcome icfhoop, only way I can figure to make more than 1 fire is to make a few copies of the script change the the getpos burn, to burn1 burn2 and save them as fire.sqs fire1.sqs fire2.sqs then remove the game logic trigger and create an init file and add these lines thats about the best I can think of mate, I tried to mess with the script a bit so you wouldnt have to have so many scripts but had no luck at combining the function with 2 different logic names Someone else may know a way, any ways GL again cya
  12. =Odin=

    Particles

    G'Day mate, you could try this for your fire with smoke, in your game create; 1- a Game Logic over the position in question and call it; burn 2- a trigger set over the burn Logic, -With axisA & B set to 5, -Activation by Game Logic, -Type this in the; on Act. Save this as fire.sqs as for the bomb I recall seeing an inert Ordinance script on the armaholic site I think, if I get a chance will have a gandah GL Odin
  13. =Odin=

    Zombies

    pretty sure there are Zombies, in the 6th sense editor update by sickboy, that runs as addon free
  14. =Odin=

    Help with recruit ai

    Thx again JP tried that it works but I still get an error about expected bool any way I found one that works the way I want only bad thing is I cant figure uot to add multiple Dialoge Guess I will start a new thread for that one but here it is
  15. G'day, for over a week now I have been trying to make a script so I can recruit AI from a flag pole, depending on player score. I can recruit hundreds of em with this script; init; .sqs; 'Works great' But I want to limit the squad size to six and only be able to get certain troops depending on your MPscore ( a bit like Evo) yes I have searched the forum, cpbo'ed evo, downloaded ICE Project from Dr eyeball (great stuff Doc btw ) and tried to figure it out. But realized I am crap at translating sqf/sqs. anyways had a go at it, and came up with this which don’t work at all apart from the dudes appearing example; I also tried something like this that I found from the Variables section on the wiki; Think I may be entering Dialog territory here to get this to work, can any one please steer me the right way? Help! Cheers, Odin.
  16. =Odin=

    Creating paratroopers

    Try this script by Bazooka Bob I found on armaholic cut an paste this into you address bar (couldnt get hyperlink to work):rolleyes: http://www.armaholic.com/forums.php?m=posts&p=3999#3999 hope it helps Odin
  17. =Odin=

    Camera follow terrain ?

    Try adding this the line before camdestroy so it should look like this Hope it helps
  18. =Odin=

    Help with recruit ai

    Thanxs JP, It sorta works but keeps recruiting after it shows me the Message, aswell as an error that says Anyway I will try and rewrite it all in sqf as you suggested, bout time I dragged myself out of the 90's Cheers
  19. =Odin=

    removeAction help?

    Thank-you Loyalguard, That did the trick hehe maybe I can get some sleep tonight. Have'nt tried the trigger way yet TJ72, but have downloaded the airlift script for a Gandah, thanx mate <S> Odin
  20. G’day I’m having trouble to remove an action from an action menu, What I want to do is have an object to offer a menu to perform a certain action when within a certain distance. I am using a trigger to enable this script which works, but as soon as I add the removeAction line in the script I get an error. How can I get the object to stop running the script when I am not near it? full script I,m new i've yet to learn strings
  21. =Odin=

    removeAction help?

    Thx LG. that works without out the error and fixed my 1st problem:) but now it wont let me use the action menu at all   What effect I am after is that when you are within the objects trigger zone it works but when your out of it, the action menu stops appearing for that object's action. I have read the wiki about this and thought it was a bit vauge on the removeAction topic  I am using this in the init and this in the trigger On Act; On Dea Revised SQF Any ideas? Cheers Odin
  22. =Odin=

    arg, don't go back in.

    yeah that it does, you could try a sentry waypoint to make em stay, otherwise the Hold WP, with that one I think you need a switch trigger to make them come out of hold action and resume thier WP path
  23. =Odin=

    arg, don't go back in.

    Tried the join or 'join and lead' waypoints? then the dismissed WP when at destination
  24. =Odin=

    Micks Mad Napalm

    Awsome Mate, cant wait to burn
  25. G'day, can someone plese help me to get my script to teleport me to where I click on the map, at the moment I only materialize at my gamelogic object, which is cool as I can get on a roof, high mountain or any where else I place my logic at But I would like to be able to move where  I like. Basically I made this script to explore and fast track to mission areas on a map I am trying to make, any way here it is, anyone? Way it is now would make a great script for a Stargate, hehe I should make one    thx Odin
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