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Posts posted by CaptainBravo
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Hey everyone,
I am not sure how to do this but I want to activate a trigger with condition if anyone is crouched or standing up in the trigger area. If prone, then no detection. This activation is prone goes into crouch or standing position then trigger is activated.
How simple or complicated is this to do?
Thanks for your help.
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Thanks twirly. I will test butit looks like it will do the job nicely.
As to why another tigger is needed: I am want the activate mortar script when player group is inserted in an area so mortars will start firing in area B.
So you have a trigger 20x20 being activated by players group so a mortar script starts firing on marker 300x200.
I hope this clarifies the purpose :)
Thanks for your help.
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A possible workaround is to set a condition in the scripted trigger. The condition will be based on another trigger placed on map. So the scripted trigger will have condition: Objective1 which is the name of a trigger placed on map elsewhere with its own activation and size.
Possible?
If yes, where do you place the condition in the scripted trigger?
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Thanks 2nd Ranger. I shall test right away. The only question is I was looking to make units on my own squad say certain things. So for example unit1 will say random voice clips selected (1 out of 3) every 60 seconds. Unit 2 will say another 1 our of 3 clips also every 60 seconds. Is that possible with this script?
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Thanks GreenRanger for the feedback. The violence against the civilians is not scripted. The AI soldiers just do not discriminate who they shoot, just like real life as you said.
There was another version where you could, if you wanted to, go on a side mission to help/rescue civilians with its own risks and rewards but thought that might distract from mission.
Devils Castlle, not sure which version we released last, but will post an updated version soon.
Thanks for your feedback.
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Thanks twirly. I have tested and it works perfectly!!!
The only question is why use a script based trigger instead of an actual trigger placed on map?
Is it be easier (for noobs anyway) to edit a trigger on map (activation, condition, countdown, sound files activation). So you can place 2 seperate from each other, a trigger and a maker where trigger is used just to activate script and marker just for size and shape of area for target/bombardent.
Is that possible?
Thanks again for your great help.
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Excellent script Evil_Echo! Gives a realisim to AI artillery in game.
I have tried to incorporate the script version into a mission (copying all files into mission folder) but having a bit of an issue.
Independent artillery (replaced russians) worked fine but west artillery would not fire even though all four observers were near enemy targets.
Maybe because the east/ind enemy is spawned?
Also not sure after readig docs how does the east artillery work since I could not see any observers like the west has?
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We are looking to add a couple of fun laid back semi normal members to join our group. We play on Sun evenings (4-8). Please visit first page for more info.
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In the editor double click on the trigger and set axis a to 300 and axis b to 100.Select Rectangle instead of Ellipse....set the Angle if you need to and you should be good to go.
You should really figure out how things work in the editor first before you move on to scripting! :)
Thanks twirly, I am familiar with setting up triggers :)
What I have meant is if you set trigger at say 300x200 but the script has 200as area, then the bombardant area will be that 200 in circle shape. My question can you get the hit area to match the trigger 300x200 instead of the 100 (not just activation but also target area)?
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Hey everyone,
We got a couple of requests if we can release a public version of this mission. So here it is.
Situation: Reports of a fierce battles between loyalist forces and anti-Gaddafi fighters are taking place in Zargabad. Libyan troops and their mercenaires are about to launch an attack on the town of Zargabad. A bad situation has created an opportunity for the right greedy type like yourself! There is a briefcase with $10 million inside. A police officer has it and is hiding in one of 3 safehouses in town.This is where you come in. You are the leader of a small team of private contractors protecting executives at an oil company. Now you are out of work and have the golden opportunity to go into town and become filty rich! But watch it as things are getting hot in there!!
Plan: Due to the worsening situation, you are to be inserted near the eastern border of town, where you will search all 3 safe houses looking for the briefcase. Once you have secured the money, you will head to the airfield in the west and fly a private chopper up NE to a deserted military base.You might have to refuel the chopper before takeoff. Avoid engagment with Lybian forces if possible as they are brutal and will kill anyone in sight. And do take cover as the sky is raining mortars!
Mission:
Armaholic mirror:- Show me the money Co-07 (@)[/html]
http://www.gamefront.com/files/20062581/Show_me_the_money_Zargabad_pbo
Please feel free to post any feed back on mission.
And should you see the Libyan leader .. make sure sure to let him know how unhappy you are!
Addons needed:
ACE + CBA
Middle Eastern Units: http://www.armaholic.com/page.php?id=6471
FFAA Terrorists: http://www.armaholic.com/page.php?id=8146
FFAA Civilians: http://www.armaholic.com/page.php?id=8647
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Excellent map!! The only thing is it is not very AI friendly. As you move tpwards certain towns, the AI in squad refuse to move which is really due to poor game AI path finding when it comes to narrow pathways.
Other than that great map.
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WIll the AI be able to shoot the dogs? I remember the previous version the AI just stood there while being mauled.
Great addon either way.
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@Günter Severloh: Thanks. I have seen and used those mods. They are great but I am looking to add custom sounds for certain units which can only be done via script.
@2nd Ranger: Thanks for the link. The script looks like it could be the answer .. if only I knew how to use it. Any chance of an example mission somewhere?
There has to be some chat script somewhere ..
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An interesting observation: The sound only works if sound file inside folder "sounds" :confused: If I place it in the normal sound folder it will not work. I know example mission has it under sounds.
I was trying to see why it is picking that specific sound from sounds instead of sound.
- Any ideas?
- Anyway of making the target area dfined by trigger area? so you have x and y axis (example 300x100) instead of just a circle of 100?
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Edit: never mind question about sounds, description line in example had it under sounds.
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Excellent work as usual Icebreaker!!
Any chance of doing a proper large city map in future? With your attention to details I think such a map would be AMAZING!
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Thanks binocs! I have been trying to get sound to work with the mortar script for a while! Thanks for your help! :bounce3:
A quick related question: I want the script to activate only when a player with his group are in trigger but dectivate when out. Not sure how to deactivate script?
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Most sniper rifles dont seem to have nightvision .. or at least not by pressing N.
Example: the AS50. Although I am sure it is there somewhere :confused:
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I am sure Triforce will be just as good if not better.
May the force be with tri force!
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I should have said night vision instead of NVGs.
Anyway, I ask because you used to just press N ...
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sorry this might be a noob question but after a search I could not find out why NVG dos not work when looking through a scope?
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This is one of the best mods out there. Any plans for its update? I have not seen anything posted by creator in a while ..
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Hey everyone,
I am wondering if there is a script out there that will get AI to say a few sound clips randomly from a selected voice files in mission. So every 30-60 seconds a specific AI unit will say one of 5 voice clips.
Thanks in advance for any solutions shared.
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I was not aware you can include a picture in a hint pop up?? Hmm
Any chance of posting an example mission for those who might be interested in doing something similar?
Thanks.
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Perhaps I should rephrase the question .. has anyone got a random mortars/explosions script to work with the whizing sound. So a sound is played before explosion??
The above script works but have not been able to get a sound to work with it.

Get AI to say a few words of wisdom or not!
in ARMA 2 & OA : MISSIONS - Editing & Scripting
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Thanks 2nd Ranger. As simple as the instructions are, I just cannot seem to get it working after trying several times.
How many bikb files do we have? Is it an SQF file format?
Any simple example would be highjly appreciated :confused:
Thanks for your help.