Buldog
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AI respawn/doMove/progressive respawn scripts
Buldog replied to norrin's topic in ARMA - MISSION EDITING & SCRIPTING
thanks norrin now i'm working in individual extraction with radio call for player in undefined location of the map. (script ok) Pilot (AI respawn) flying to waypoints and if receive a call radio , he change his route for going to individual extraction. (domove whith check >> I'm working on) -
AI respawn/doMove/progressive respawn scripts
Buldog replied to norrin's topic in ARMA - MISSION EDITING & SCRIPTING
hi all I got the ride of this script today !!! after 3 days of search I love this game here is a script ; I think it's not perfect yet but it work !! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; ***************************************************** ; ** ARMA Script File ; ***************************************************** ;Scripts by norrin Feb 2007 ;adapted by Buldog _unit1 = _this select 0 _pos1 = _this select 1 _grp1 = group _unit1 _array_grp1 = units _grp1 _veh = nearestObject [_pos1, "AIR"] @ alive _veh _unit1 moveInDriver _veh ;_unit1 moveinTurret [_veh,[0]] ;_unit1 moveinTurret [_veh,[1]] _driv1 = driver (_veh) _driv1 disableAI "Move" _driv1 disableAI "Target" ?(count crew _veh >= 1): goto "ADDWP" ~1 exit #ADDWP _lead1 = leader _grp1 _driv1 enableAI "Move" _driv1 enableAI "Target" ~1 _grp1 setBehaviour "CARELESS" goto "WP1" #WP1 _grp1 move getMarkerPos "veh1_WP1" @ (_lead1 distance getMarkerPos "veh1_WP1") < 100 ~0.5 goto "posa" #posa _veh land "land" ~60 goto "WP2" #WP2 _grp1 move getMarkerPos "veh1_WP2" @ (_lead1 distance getMarkerPos "veh1_WP2") < 100 ~0.5 goto "posb" #posb _veh land "land" ~60 goto "WP1" -
Save it as brief.sqs Now make another script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_shell = nearestobject [_this select 0, _this select 4] ~4 heli setpos getpos _shell smoked=true blackhawk land "GetIn" #loop ~2 ?inblack: goto "konec" blackhawk engineOn true goto "loop" exit Then make another script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Blackhawk domove position Heli1 ~30 Blackhawk land "land" Blackhawk flyinheight 1 call this xtra.sqs (oh and dont forget sqs should be the file type) Ok so now make a trigger called Extraction activated by alpha and in text type Extraction. In activation type: this exec "brief.sqs"; Blackhawk doMove position player Ok and now create another trigger activated by none present and in condition type: player in blackhawk In activation type: {_x in Blackhawk} count units player == {alive _x} count units player create a helipad in "base" called heli1 and another one called heli (it doesent matter where you put "heli". Heli should be invisible) Create another trigger activated by none present in condition type: {_x in Blackhawk} count units player == {alive _x} count units player In activation type: this exec "xtra.sqs" Now your chopper will upon called move to your position and wait for you too pop a smoke. Once you have poped the smoke it will land and when you AND your group are in it will move to heli1 (base) and land their. It will keep engine on after landing. Hope this helps. this script is part of training mission T03_Squad_leader.Sara, it work but not really complete. copy and past also u forget the sringtable.txt <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> LANGUAGE,"English","French","Spanish","Italian" STR_T03t01,"Call for extraction.","Demandez l'extraction.","Pide evacuación.","Richiedi estraz."
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End mission when 3 choppers destroyed?
Buldog replied to ChrisFox's topic in ARMA - MISSION EDITING & SCRIPTING
hi all, or 2 triggers first trigger text > End of Mission 2 type: nothing condition : (!alive LB1) && (!alive LB2) && (!alive LB3) action :Player exec "outro2.sqf" second trigger  text > Mission Over 2 type : set the trigger to End 1, End 2 or whatever you want. condition: over2 exemple outro2.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">TitleCut ["","BLACK OUT", 0.5]; TitleText["Mission failed!\nall Choppers-Attack are History...\n\n your Mission Name","Plain Down"]; Over2=true; exit; -
AI respawn/doMove/progressive respawn scripts
Buldog replied to norrin's topic in ARMA - MISSION EDITING & SCRIPTING
hello  all  @norrin  In this example I will like to put the helicopter flying on waypoints and make it in repetitive action with a delay for waiting the troops embarking.  I tried but the helicopter doesn't wait on hélipad    Condition to start chooper TAXI after for exemple >> airport_free=true  2 waypoints marker veh1_WP1 =  Base (hélipad) ;marker veh1_WP2 = Airport (hélipad)   it is for avoided when the pilot IA or the helicopter is down the taxi can come back in respawn and continue his job thanks for any help -
AI respawn/doMove/progressive respawn scripts
Buldog replied to norrin's topic in ARMA - MISSION EDITING & SCRIPTING
hi Norrin, thanks, great !! it's exactly what I need .. -
AI respawn/doMove/progressive respawn scripts
Buldog replied to norrin's topic in ARMA - MISSION EDITING & SCRIPTING
hello all  @Norrin  >> very nice script!! and pretty work  for AI respawn I tried to take your script  bring up the group in the respawn transport uh60 but I didn't succeed in making it  I will like to make a respawn AI for 1 pilot and the 2 gunners of the UH-60   can you help me making some example (pbo) for the version Armed 1.05 ?  please apologize I don't speak the English very well !! Thanks