DFP
Member-
Content Count
12 -
Joined
-
Last visited
-
Medals
Community Reputation
0 NeutralAbout DFP
-
Rank
Private First Class
-
Multiplayer missions with a story feel?
DFP replied to The Outcast's topic in ARMA 2 & OA - USER MISSIONS
the single player missions work well as MP coop so i dont see why it should'nt work. I'd like to play it. -
Fade in at mission start
DFP replied to FinalSin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
make 2 triggers one with: cutText ["","BLACK IN",2] on act, the other trigger with: cutText ["","BLACK OUT",2] and a delay of 10 on MIN MID and MAX. You can change the time settings and text to your liking. -
Multiplayer missions with a story feel?
DFP replied to The Outcast's topic in ARMA 2 & OA - USER MISSIONS
well im makinga mission that is linear, not sure if that's what you mean. -
i've figured out how to fade out and in and advance time, but i still dont know how to spawn an airplane in the middle of a mission. seems like my posts are the only ones not answered.
-
Help with Spawning, etc.
DFP replied to (2LT)Viper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
try making markers called respawn_west1 and respawn_west2 for the west team and respawn_east1 and respawn_east2 for the east team. For vehicles its respawn_vehicle_west and respawn_vehicle_east for more information check out http://community.bistudio.com/wiki/Description.ext#Respawn... -
is there any place where i can send my missions to test them in a decent server and with other people? I need 7 people to help me test my mission
-
my first mission is going along nicely and im learning as a i go along, i have a few questions. is it possible to advance time through a trigger? along with a fade out and fade in effect? Iwant to advance to night time. how do i spawn objects later into a mission? and how do i move my respawn point after an objective is completed?
-
ArmA 2's Artillery Module
DFP replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I cant seem to get it to work , if tried several ways that i've seen here in the forum but right now, i can make them shoot but they always shoot in the wrong direction , i cant even hear the shells exploding. d-30s or mortars is the same thing, it seems they are shooting at the lower left corner of the map. What am i doing wrong? -
Shooting only after trigger
DFP replied to DFP's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
im using D-30s for enemy artillary but the problem is even if i use arty dofire player , they wont shoot unless im really really close to them and even then they'll miss. i've tried putting a artillary radar in their group but it doesnt do anything. Is there another way to make artillary fire drop on an area or target? i've seen there's an option for artillary in modules but i have no idea how modules work or what they're for. another question i have is how do i make a respawn point appear only after i've captured an objective? -
Shooting only after trigger
DFP replied to DFP's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks, i've managed to make infantary attack only after trigger but what i really want to do is make artilary start shooting after trigger, since those artilery fools seem to only start shooting when im really close to them what i need to know now is how do i make them shoot houses in the city which are neutral i guess. Its probable unit1 dofire something. i dont know what that something is. probably idxxx or something. -
how do i make so that an opfor doesnt shoot until i've captured an objective? im trying to have so that the artillary starts shooting only after i've captured a city ---------- Post added at 05:17 AM ---------- Previous post was at 04:28 AM ---------- sorry, wrong forum
-
How do i make an opfor only start shooting after i've captured an objective?