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Posts posted by CaptainBravo
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Thanks IndeedPete, thhis certainly explains the difference.
It sounds like switch is the way to go.
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while {true} do {
0 setOvercast 1
0 setRain 1;
sleep 10;
};
This little script seems to work in MP as it updates every 10 seconds.
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Thanks neokika, it seems easier than I thought.
A noob question but what is the difference/Advantage for using if vs switch ?
Thanks.
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{ _x enableAI "MOVE" } forEach units guard1;
Place it in trigger activation where west (or whatever side doing the attacking is detected by east (defending side)
guard1 is name of group that you want to enable move.
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This might be a harder question than I thought ..
Anyone knows to hide triggers from specific sides?? Answers are really appreciated.
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Excellent addon. We use in PvP missions.
In next version perhaps add .. Chinese for those with PLA mod?
Great work.
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Hey everyone,
I have a mission with 3 oppsite sides and I need to restrict radio Triggers (Alpha, Bravo, Charlie, etc) to different sides. So west can only use Alpha,Bravo, Charlie radio) East has access to Delta, Echo, Foxtrot) and Ind to rest.
Any explanation on how to do this is highly appreciated.
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Below goes in : removeSideMarkers.sqf
waitUntil { !isNull player };
// hide markers m1, m2 and m3 if player is on the east or independent side
if ( (side player == EAST) || (side player == RESISTANCE) ) then
{
"m1" setMarkerAlphaLocal 0; // this makes the marker transparent
"m2" setMarkerAlphaLocal 0;
"m3" setMarkerAlphaLocal 0;
};
Then in init.sqf put:
[] execVM "removeSideMarkers.sqf";
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The command kylania gave is the right command. You just have to make sure the face you trying to add has the right name. What face name are you trying to add?
List of faces: http://www.armatechsquad.com/ArmA2Class/A2/Faces/#document
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Cool addon. A quick question about setting up texture ..
_objectname setobjecttexture [0,"\pboname\texture.paa"]
_objectname setobjecttexture [1,"\pboname\texture2
The command shows 2 setobject texture, one is the image (pmg) you want to add but what is the other texture one?
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I had a mission where AI utilized UPSMON. I ha 10 AI group within a city. The mission lagged a bit. Removed UPSMON and replaced with WP and a couple of Triggers and the mission (framerate) was very smooth. So scripts certainly can lag a mission and UPSMON is very resource hungry.
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a basic question .. how do you add it to another unit? what is class name of the shield?
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HA! That is exactly what happened. Had the post well fortified then all of a sudden an enemy Squad just waltzed through the wall and boom boom!
I wonder if there is a way to prevent that .. place asecond wall maybe?
I hope this bug gets fixed in next patch.
Annoying cheating AI!
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As soon as the AI stops, they switch lights off. Anyway to force the lights on?
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Excellent! The only draw back which might be arma bug is the enemy seems to walk through the walls, specially theone with the us flag on it, like the wall did not exist?
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Having the same AI groups under UPSMON and without, makes a differene. There is more demand on CPU with UPSMON = more lag. So number of AI units is not only factor. Scripts in background and how often they are run makes a big difference.
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goes into: radio.sqf
while {true} do {
radio say "nameofsound";
sleep 30;
};
Then activate by: [] execVM "Scripts\radio.sqf";
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I am not posting there anymore so take it easy.no worries, it was more of a warning for others who might click on that site.
But good addon!
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Why are your players in a situation where they'd have to turn on a laser while moving at 4x the speed of reality? :)Drugs can have many "wonderful" effects!!
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WARNING: DO NOT post photo on below site as it is full trojans and spyware!!
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Protegimus,I only ask because I haven't seen you mention it in awhile...any luck w/ the aircraft and their ability to attack ground targets? Or their lack of ability to climb? Helos like to stay too low when under fire and end up hitting things, regardless of a setflyinheight command.
I really enjoy this addon/mod, but it limits my use of CAS when I make missions for myself.
Place: this setVariable [""zeu_AIBypass"", true] in air unit initfield. That should solve it .. I think.
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Not entirely sure myself, since I'm not sure what _crate is? I'm thinking that's an example to attach a blinky strobe to an ammo crate that was dropped, so maybe replace _crate with the unit?I have tried replacing _cate with sf1 (unit name) but no luck. So not sure how that script works.
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Thanks kylania. ["ace_sys_irstrobe_aradd", [_unit]] call CBA_fnc_globalEvent; works great in the init field of unit.
The attached script I am not sure how to call it?
As long as one works, it is all good! :)

Are "Environment - Effects" and time synchronized?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
If you do that, it could tax the system specially if you have other scripts going on.
There is a bit of trick to it. Before you set the script, make sure you push the slider for weather in editor all the way to the left and same for forcast. This way the mission starts with dark cloud weather and will not need to revert to sunny weather. 10 seconds loop will work. Otherwise it will always try to revert to orginal weather condition in editor.