breeze
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Everything posted by breeze
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Compositions at Armaholic
breeze replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Mr centipede I appreciate the post -
Island Panthera (ArmA 2)
breeze replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ok thanks was able to get them without having to reinstall the game -
Island Panthera (ArmA 2)
breeze replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Where am I getting these files from? I dont have arma 1 installed?? from ArmA1/Addons: Buildings.pbo Plants.pbo Roads.pbo Misc.pbo Rocks.pbo -
Secondary Ops Manager Module Discussion
breeze replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can these be used in co-op multiplayer missions? or just totally no multiplayer at all?? -
Silenced Weapons and AI
breeze replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I want to try this to but im trying to understand it better before i do -
Silenced Weapons and AI
breeze replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I read about that in Mr Murrays book I still dont understand it once the AI knows about target they know? Does that init line need to be in every AI that we want to perform correctly? -
Yeah but Arma had lights that could be situated and well they looked real where you could imagine them being run off a generator or regular street light placements for the towns it made for mice night time missions with enough ambient light to not be annoying and not have to use night vision. ---------- Post added at 01:44 AM ---------- Previous post was at 01:43 AM ---------- subscribe
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I dont see any strert lamps or any type of lights in the editor even with the add on yet??? Am I missing something? I want to be able to better light hangars and oter buildings at night also I would like to be able to simulate some lighting via generators in the field with one or two lights and with anything BUT veichles or campfires.
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Silenced Weapons and AI
breeze replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Will you please share the script to help with this? -
simple script not sue how to call for it
breeze posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I have followed the Mr Murray book and made a crate script for my ammo Crates however it doesnt seem to execute by what I add in the initialization line My first impression is to execute it with Exec crate.sqs after reading saome posts I see this nul= exec crate.sqs or nul=0 execVM crate.sqs None of these work I however dont understand why I would add the nul or the VM. this is what my script looks like clearWeaponCargo _crate; clearMagazineCargo _crate; _this addWeaponCargo ["G36a",20]; _this addWeaponCargo ["G36C",20]; _this addWeaponCargo ["G36_C_SD_eotech",20]; _this addWeaponCargo ["G36K",20]; _this addWeaponCargo ["M16A4_ACG_GL",20]; _this addWeaponCargo ["M4A1_HWS_GL_camo",20]; _this addWeaponCargo ["M4A1_HWS_GL_SD_Camo",20]; _this addWeaponCargo ["MP5A5",20]; _this addWeaponCargo ["MP5SD",20]; _this addWeaponCargo ["M240",20]; _this addWeaponCargo ["M24",20]; _this addWeaponCargo ["Colt1911",20]; _this addWeaponCargo ["M9",20]; _this addWeaponCargo ["M136",20]; _this addWeaponCargo ["SMAW",20]; _this addWeaponCargo ["Binocular",20]; _this addWeaponCargo ["M9SD",20]; _this addWeaponCargo ["M8_carbine",20]; _this addWeaponCargo ["M8_carbineGL",20]; _this addWeaponCargo ["M8_compact",20]; Thanks for any help you can give me -
Silenced Weapons and AI
breeze replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So it will be a setting that we will be able to tweak as we see fit for missions? -
Example scripts that use the attachTo command
breeze replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
sqf files go in the same place that the mission does same folder -
Example scripts that use the attachTo command
breeze replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there any way to make the soilders get ontop of the apc for a moveincargo command so that we can have AI scripted to do it and can it be on any of the russian equiptment?? -
Can it be ported over it looks great?
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No i am using Arma 2 I used it as a mod Folder as normal all my other mods work
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Thats what I have and where I got it. I still get the error
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Im getting a message that I need CA Plants addon????
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Editor Dude (Formerly Mr. Editor Guy)
breeze replied to swtx's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the help any other resources would be great -
Secondary Ops Manager Module Discussion
breeze replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That does work you have to be sure that the transport is active then go in and click your map and it will show you a new drop off or pick up -
Editor Dude (Formerly Mr. Editor Guy)
breeze replied to swtx's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
How do I use the Camera.sqs?? I am thinking that this tool will enable me to make scripts and blend them together to make a great intro? is there anyway someone can exsplain how I get started with this??? -
Daveboy Im having a problem setting it up your way can you post yourmission so i can get a better look please???
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Let all players have access to SOM Helicopter
breeze replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am a complete noob here and I dont understand what the reason is that we can only do it on one group memeber? But If the feature only allows one group member to do that can u make a trigger that marine two will become marine one if marine 1 dies? -
Secondary Ops Manager Module Discussion
breeze replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can the mission maker disable the random missions and utilize it for only what they want it used for? I seen a post where a guy used it for just being able to call a chopper back to himself to complete the different parts of a mission. I am wondering if it can be set to just whaty we want out of it. -
Well see what your saying is exactly right and why I had a problem, What I really failed to do as a noob is to load the mission that came with the script and watch it first hand looking at all of his init lines thats what really makes me a noob. So Can you tell me why that command needs a set of quotes there? I would love to be able to start recognizing some of the syntax errors myself. Also now that I have it working this way I would love to find this secops program I have looked online and I fond things to read is this secops thing just the new modules that arma has like a (civ module, and an artillary module) ?? or something different? thanks alot for the posts daveboy
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I might have to try it that way but for right now the only thing not executing is the last waypoint script. i am using this line as provided by the read me. nul = [a, b, c] execVM "FastRope\scripts\fast_rope_AI_pilot.sqf"; a is the name of the helicopter; b is the distance the AI units fan out after fast roping; and c is the chopper waypoint script that is activated after fast roping is complete so mine looks like this: nul = [usheli1, 10, c] execVM "FastRope\scripts\fast_rope_AI_pilot.sqf"; When I try to add the C Parameter nul = [usheli1, 10, move1.sqs] execVM "FastRope\scripts\fast_rope_AI_pilot.sqf"; I am then asked to add a [ and I am lost at that point. My confusion is that it wont allow me to run the command I know the script could be wrong cause of my own helicopters name but why cant I add the C Parameter? I would think that where ever there is a call for the heli in the move script I would need to change it to usheli1 in the script ;chopper_move.sqs _heli = _this select 0; _group = group _heli; ~2 _heli flyInHeight 40; _waypoint0 = _group addWaypoint [getMarkerPos "WP1", 15]; _waypoint0 setWaypointType "MOVE"; _waypoint0 setWaypointSpeed "Normal"; _waypoint1 = _group addWaypoint [getMarkerPos "WP2", 7]; _waypoint1 setWaypointType "MOVE"; exit Any help is appreciated