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Carpaazi

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Everything posted by Carpaazi

  1. Hello! I havent received any email containing the free alpha codes, could you re-sent them for me pls? I received my steam copy of ArmA 3 as a GIFT, so does that mean i contact steam staff about this?
  2. I need AI controlled searchlight to watch a certain direction with something like "setdir" command or so, that can be used via one script to use for other searchlight's aswell. The reason i'd like this to happen with a direction, intead of "dowatch" command is quite obvious, so i don't need to place 20 objects (watchthis1,watchthis2 etc...), and make 10 different "dowatch" scripts, one for each searchlight AI's =) anyone got any ideas how to make this happen? I tried to play around with unitname setdir number but unit didn't turn the searchlight with this
  3. figured it was something like that =)
  4. i tried detected trigger again, and used a hint with it,and damn, again when i was about 200m away (outside) of the trigger zone with HMMWV, the hint kicked in "detected!". Also another detected test i made. I put empty GRAD artillery vehicle in the map, 5x5 sized trigger above it, sync the trigger with the grad, put the trigger condititions as OPFOR detected by BLUEFOR, and a marker and hint that activates as soon as trigger kicks in, then i place player unit (myself) approximately 150 meter away from it and my backside facing the GRAD and tested it. When i got into the game (my backside still facing the GRAD 150m away) and nothing happened as it shouldnt, but when i turned around and faced the GRAD (that still has the 5x5m sized trigger above it) the marker and hint kicks in. Doesn't this mean that the triggers size is useless then?
  5. Carpaazi

    Disembark

    This is "missiong editing & scripting" if you didn't notice. Map editing is elsewhere and the question presented here got nothing to do with map editing either =) To anwer the question itself, i also have problems with AI not disembarking vehicles when they are under fire, you have to use a trigger that will force the AI units out of the vehicle. Im sorry that i got no example to give right now since im quite busy right now and got no time to dig trough my missions where i got it, but i think you find some answers for the problem if you use search and try to look for "disembark" or "abandon" or something like that
  6. Triggers condition: !alive general Triggers on act: killofficer settaskstate "succeeded"; hint "mission complete" also i noticed you have flaw here player setCurrentTask Kill Officer; the kill officer part is supposed to be the same as the task name, so in your case it should be player setCurrentTask killofficer;
  7. Carpaazi

    threat

    For a group, put this to the groups leaders init field {_x AllowFleeing numberhere} foreach units groupleadername
  8. This can also be done via addaction that you use in the "Certain persons" init field. Try searching the forums with addaction
  9. Carpaazi

    Scripting question

    Did you meant to ask how just to refer to a specific unit or what "another one" xD? You mean if you have a group of units and you want to refer to some specific unit in the group? as for description.ext file, this should be helpful http://www.ofpec.com/ed_depot/index.php?action=details&id=26&game=ArmA Remember that the link takes you to a description.ext file meant for arma 1. Its the very same thing as for ArmA 2, but classnames (faces,sounds,weapons etc) in the description.ext file might not work with ArmA 2,so you will have to find the right classnames to work with ArmA 2
  10. Im not sure how the "knowsabout" spread trough friendly units as a whole, but all units that are grouped with the scout will get the information about the enemy for sure
  11. you can also try to use forcespeed command, vehicles seem to go better with it
  12. Only things that is holding some 6-8 of my coop missions from releasing is the fact that JIP is a problem =). I have been testing these mission in MP but JIP and taskslist after respawn ain't working right,and i won't release anything if it doesn't work 95% of the time
  13. i usually put the code like this: {_x setunitpos "UP"} foreach units groupleadername works best if you name the group leader and replace the "name" from the code with it. For some reason i have had problems with code if i try it to use the group for it: {_x setunitpos "UP"} foreach units group groupname Some codes that needs to count how many are still alive from the group, have worked better when used the groupleaders name instead...dunno why thou =/
  14. What are these "mission parameters" you are talking about?
  15. put a vehicles waypoint at the checkpoint, and replace the waypoints condition (true) with something, like (checkpoint_done). Then with a trigger or script, put the conditions you want and on the triggers on act write: checkpoint_done=true
  16. I remember that detected by trigger has worked like that before. I noticed this same problem with my own mission, and i think that the enemy "detected" me 200m before trigger area because of our HMMWV's engine sound or something, but im not sure. I think you need to play around with (IF distance ....) and (knowsabout) to determine when the trigger kicks in, need to look into this. About the SU-25's: How close to eachother those 3 waypoints are? I had similiar problem if they were too close to eachother, because the plane coulnd't make a "clean" turn by following the waypoints and the pattern got messed up somehow
  17. Question about marker, how you get the grid coords...or what ever you got in this line of code _markerstr = createMarker["CP1",[832.33,13989.72,1.53]]; ?
  18. So when task1 is completed, and PublicVariable "objective1" kicks in, the (!IsNil objective1) in the briefing should show the task2? waitUntil { !isNil {player} }; waitUntil { player == player }; switch (side player) do { case WEST: // BLUFOR briefing goes here { player createDiaryRecord["Diary", ["Info", ""]]; player createDiaryRecord["Diary", ["Enemy forces", ""]]; player createDiaryRecord["Diary", ["Friendly forces", ""]]; player createDiaryRecord["Diary", ["Mission", ""]]; player createDiaryRecord["Diary", ["Situation", ""]]; // Second Objective IF (!isnil objective1) THEN { task2 = player createSimpleTask["The train"]; task2 setSimpleTaskDescription["...", "...", "..."]; task2 setSimpleTaskDestination markerpos ""; if (!isnil objective2) then {task2 setTaskState "Succeeded"; "obj2" setmarkercolorlocal "ColorGreen"; "obj2" setmarkertextlocal "Wagons destroyed!"} else {task2 setTaskState "Created"; task2 setSimpleTaskDestination (getMarkerPos "obj2"); }; // Primary Objective task1 = player createSimpleTask["Convoy"]; task1 setSimpleTaskDescription["Russian convoy just left <marker name='obj1start'>Berezino</marker> docks, and is taking the main road to <marker name='obj1kohde'>Elektrozavodsk</marker>. APC is in lead of the convoy, followed by two trucks carrying soldiers, and the last two trucks are service vehicles. Destroy at least the APC and service vehicles. Find a good ambush site near <marker name='lz'>LZ</marker>.", "Ambush convoy", "Ambush"]; task1 setSimpleTaskDestination markerpos "obj1"; if (!isnil objective1) then {task1 setTaskState "Succeeded";"obj1" setmarkercolorlocal "ColorGreen";"obj1start" setmarkercolorlocal "ColorGreen"; "obj1kohde" setmarkercolorlocal "ColorGreen"} else {task1 setTaskState "Created"; task1 setSimpleTaskDestination (getMarkerPos "obj1");}; }; case EAST: // REDFOR briefing goes here { }; case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here { }; case CIVILIAN: // CIVILIAN briefing goes here { }; }; // run this file again when respawning (only setup the killed EH once though) if ( isNil{player getVariable "mk_killedEHadded"} ) then { player addEventHandler ["killed", { [] spawn { waitUntil { alive player }; // waitUntil player has respawned execVM "briefing.sqf"; }; }]; player setVariable ["mk_killedEHadded", true]; I also need someone to tell me where i need to place { }, because tasklist didn't show either task in game where ever i tried to put } after this line in code: IF (!isnil objective1) THEN {...
  19. Is publicvariable (in my case PublicVariable "objective1"), and IsNil command connected to eachother? I undestand that IsNil/!IsNil command checks if Publicvariable is "true" or not?
  20. Carpaazi

    nocdkey

    Mmmkey =)
  21. There is a topic for this, use search
  22. Carpaazi

    Patch 1.03 suggestions

    Repair the most annoying and unrealistic bug of all time... TREE LEAFS STOPS BULLETS!!!
  23. Im using the briefing.sqf posted by outcast above, but i made some changes and i haven't been able to test it yet
  24. 1. If you mean with medium infantry, that you move the skill slider to halfway, that way they are fast and damn accurate, there is no skill that they would fire quickly and be inaccurate at the same time. The skill goes hand-on-hand with reaction speed & accuracy. You should set the enemy skill with thought, like if your mission has unlimited respawns, hard enemy is a good choice, unless youre planning to put like 200 super soldiers around the map/objective that is. A mission with 1-death-game-over, you better use a bit "bad" enemies, but on the other hand you could use them alot and mix some better units (spetznatz) with them. Imagination is the limit, so there ain't any. Just remember that if players dies all the time because enemy is just too damn fast and accurate, its only frustrating if the mission is medium/long. Patrols (2-5 men) is always good, some sentries, static...everyone has a different taste for things. 2. Im not sure,but i think there is some sort of script that makes enemy soldiers fire spread more, so they don't instantly hit a headshot from 400m away. 3. Patrol: I would use MOVE waypoints with some pretty large random areas Attack: Seek & destroy ofc =) etc 4. There is some script(s) for the enemy to start "hunting", but its in game too. Example: You shoot a patrol from 500m away, leave your spot, the enemy will advance to the place you shot them from, either if they see you, or they just go to your last know position (the position you shot them from, kinda following the gun shots) Its really hard starting to suggest HOW you should make your mission =D. Some of us likes very hard battles (but those always require very good teamwork), some medium (still hard if you dont pay attention well, and still requires players to be active teamworkers), and easier but prehaps more fun battles ( lots of enemies and s#&t and things to blow up xD)
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