DFP
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Posts posted by DFP
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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.
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well im makinga mission that is linear, not sure if that's what you mean.
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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.
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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...
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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
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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?
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I did it!!!
:yay:
Now if you want some Podnos firing at a certain location try it this way:
- Place a group of Podnos static launchers, make one groupleader
- Place the Artillery Modul and call it AriLogicName, synchronize it to the Podnos groupleader
- Place a trigger and let him executed a script: [TargetArea] exec "scripts\artillery.sqs";
- Create the artillery.sqs (see below for code)
artillery.sqs
_target = _this select 0; _heTemplate = ["IMMEDIATE", "HE", 0, 15]; _targetpos = getposASL _target; [AriLogicName, _targetpos, _heTemplate] call BIS_ARTY_F_ExecuteTemplateMission; Exit
Now if you want to change the target, simply change the way you call the script. For example: [NewTarget] exec "scripts\artillery.sqs";
The script is in the folder "scripts" which I created for my mission. Of course the sqs file can be whereever you want it.
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?
- Place a group of Podnos static launchers, make one groupleader
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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?
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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.
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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
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How do i make an opfor only start shooting after i've captured an objective?
Multiplayer missions with a story feel?
in ARMA 2 & OA - USER MISSIONS
Posted
the single player missions work well as MP coop so i dont see why it should'nt work. I'd like to play it.