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DFP

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Posts posted by DFP


  1. 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?


  2. I did it!!! :yay::yay::yay:

    Now if you want some Podnos firing at a certain location try it this way:

    1. Place a group of Podnos static launchers, make one groupleader
    2. Place the Artillery Modul and call it AriLogicName, synchronize it to the Podnos groupleader
    3. Place a trigger and let him executed a script: [TargetArea] exec "scripts\artillery.sqs";
    4. 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?


  3. 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?


  4. 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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