Echo5Hotel
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Everything posted by Echo5Hotel
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Restrict a vehicle driver position to one specific player?
Echo5Hotel replied to Echo5Hotel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you very much. I guess my search terms just did not match. I think that should do the trick. -
Restrict a vehicle driver position to one specific player?
Echo5Hotel posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a mission where only one of the players is supposed to be a pilot and I would like to make a situation where only that specific player would be able to get into the drivers seat of a specific plane and fly it. I have looked at assignasdriver and such but nothing that I have found seems to fit the bill to make only that player to be given the option to get into the drivers seat. Has anyone else done something like this that might be able to help with this? -
I have been working on a mission where I need several items to be burning and smoking but I am running into a slight issue. While if things get shot up they seem to burn and smoke just fine, I am finding that if I put this line in the init.sqf: BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; Then I create the game logic named firelogic and inserted this into init line: this = [firelogic,6,time,false,false] spawn BIS_Effects_Burn; I have changed the number to just about everything from 0.3 to 14 and I have changed the "this" to a "nul" and even a random letter and the only thing I can get visually is varying intensities of smoke with no visible flames at all. If near the game logic you can hear the flames just no visible representation of them. Everything I have found on searches suggest I am doing this right so it leaves me a bit confused. Anyone have any ideas on what I could be doing wrong?
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Does anyone know of an addon that would provide me with an M14 SOCOM? Pic of M14 SOCOM:
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Has anyone done a STABO extraction script, mod, addon etc? In case you do not know what STABO is: The first part of the video is just FAST Roping obviously but they show the STABO extraction after that.
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I have something strange going on that I am hoping someone can give me some insight to. I don't remember where I got the following script for doing air drops but the issue I am having is this...When I see an airdrop done with with this script I see the 25 troops I load into the C-130 do a paradrop as expected BUT as soon as I have another human player with me in MP that I am hosting on my local machine there are two parachutes for each of the 25 troops. One with a troop in it and an empty one. If I get a third person in with me there are 75 chutes, a fourth human player and yes, 100 chutes! 25 with troops and 75 empty ones! Can someone tell me what in this script might be causing that and how I could fix it? Here is a copy of the script: ?!(isServer) : exit _grp = _this select 0 _flz = _this select 1 _jmp = units _grp _i = 0 _j = count _jmp ~(random 3) #start unassignvehicle (_jmp select _i) (_jmp select _i) action ["EJECT",_flz] _i=_i+1 ~.4 ?_j>_i:goto "start" exit; I am pretty new to scripting and I can follow some of this but not all of it. I am not sure where the problem lies. Anyone have any thoughts?
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Lots of parachutes!
Echo5Hotel replied to Echo5Hotel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you Cobra4v320! This seems to have done the trick. -
Fire effects for A.C.E.
Echo5Hotel replied to sgt_hawkins's topic in ARMA - MISSION EDITING & SCRIPTING
Forgive the necropost but I have not been able to find a proper answer to this and am needing to light some things on fire. When I have used the BIS script all I get is a lot of smoke but no real visible flames. -
Is there a way to call the ACE burn scripts onto an object in the same way one could call the BIS burn scripts? What I mean is I have used the following in the past on a helicopter wreck: "this = [firelogic,15,time,false,true] spawn BIS_Effects_Burn;" Is the something similar I can use to call the ACE fire effects?
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Kempco, thank you very much. This seems to have fixed my problem though it does have a funny effect when testing it in single player. All of the AI controlled jumpers open their chutes but then disappear, leaving only the chutes which touch down to the ground and then run around each other kicking up dust clouds as they do so. I have dubbed this the "Dance of the Chutes". Quite amusing. When I tested it in multiplayer, any player controlled unit works fine but I think any AI controlled units are not pulling their rip cords or something because they all end up dead. At this point it really doesn't matter though because I am designing the mission as a coop for just a few friends so they can always delete those units that are not being actively played. Again, I thank you, my players thank you, what is left of my hair thanks you. :-) I do have a question to throw out there just out of curiosity...Has anyone seen or know of a script that would allow an AI to actually do a HAHO jump? Opening their chute high and navigating to the drop zone?
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Prisoner frustration!
Echo5Hotel replied to Echo5Hotel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Actually it is the opposite. The bodyguards will be killed before the players get near the POI so those items go into effect first, keeping the POI in a surrender position and not running away. I found that my main problem was the join command needed [target] instead of just target to work correctly. I still don't understand all syntax yet but I am working on it. Good catch on the removeallweapons mistake. I was working with init lines for a while and that is how that got in there. Thanks for the assistance though. ;-) -
So I have been working on a mission where the multiplayer team is assaulting a safe house trying to capture a person of interest. This person has two bodyguards. I have a trigger set uo that if the bodyguards are killed the POI will surrender. This is the trigger info I have to set it up: Condition: ! (alive bg1) and ! (alive bg2); On Act: removeallweapons this; target playmove "amovpercmstpsnonwnondnon_amovpercmstpssurwnondnon"; target allowfleeing 0; target setcaptive true; target disableAI "ANIM"; target disableAI "MOVE"; In the on act line of a trigger that I have set up to trigger when the player group gets within a few meters of the POI I have: On Act: target setcaptive false; target join group player; target enableAI "ANIM"; target enableAI "MOVE"; All I am trying to make happen is when the bodyguards are killed the POI surrenders, placing his hands on his head. Then, when one of the players approaches him he will lower his hands and join the player group. The problem occurs when approaching the POI, he does not lower his hands or join the player group though I know the trigger is firing from some text I placed in the trigger as well. Anyone have any ideas on what I might be doing wrong or a better way of accomplishing it?
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I will start off by apologizing if the answer to this is somewhere in this thread but the time I get to spend playing with ARMA 2 is limited and I will never get a chance to get through 230+ pages looking for the solution. That being said: I am having some problems creating a mission that has a HALO insertion at the beginning. I am trying to use the ACE HALO script and started out with the following in the init line of each of the player units: this addweapon "ACE_ParachutePack"; this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1500]; _nil = this spawn {[_this] execvm "\x\ace\addons\sys_eject\jumpout_cord.sqf"; }; The effect was that all of us were in the HALO positions but only the group leader had the capability of pulling the rip cord on a chute. None of the other players had the action available to them and became large lawn darts. Then I tried the following, just changing the "this" before the calling of the ACE HALO script: this addweapon "ACE_ParachutePack"; this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1500]; _nil = this spawn { sleep 1; this execvm "\x\ace\addons\sys_eject\jumpout_cord.sqf"; }; This had the effect of all of us falling feet first in combat ready position and none of the players having the ability to deploy their chute. I don't pretend to understand the syntax of all of this yet but I am working on it and would appreciate if anyone could first tell me what I need to do or point me in the right direction of how to set up MP HALO jumps with ACE and/or tell me where I went/am going wrong?
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I am having some problems creating a mission that has a HALO insertion at the beginning. I am trying to use the ACE HALO script and started out with the following in the init line of each of the player units: this addweapon "ACE_ParachutePack"; this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1500]; _nil = this spawn { sleep 1; [_this] execvm "\x\ace\addons\sys_eject\jumpout_cord.sqf"; }; The effect was that all of us were in the HALO positions but only the group leader had the capability of pulling the rip cord on a chute. None of the other players had the action available to them and became large lawn darts. Then I tried the following, just changing the "this" before the calling of the ACE HALO script: this addweapon "ACE_ParachutePack"; this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1500]; _nil = this spawn { sleep 1; this execvm "\x\ace\addons\sys_eject\jumpout_cord.sqf"; }; This had the effect of all of us falling feet first in combat ready position and none of the players having the ability to deploy their chute. Can anyone point out to me what I am doing wrong?
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Does anyone know how to call the ace fire script on an object such as a wreck?
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Thanks Gummybear. That thread is talking about the BIS burn scripts. ACE seems to handle it a bit differently but I could not find anything in their documentation on it.
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I hope someone here can help me with this issue that I am running into. Many of the missions I create include HALO/HAHO insertions. Everything was working great with them. Then, the group I play with decided they wanted to start using ACE. Functionally everything still works the same BUT the parachute model that decoys is now a standard T-10X chute and no longer a paraglider! It is still steerable but the fact that it is not the square paraglider just bugs me to no end. Is there any way that anyone knows of for me to fix this?
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Para glider?
Echo5Hotel replied to Echo5Hotel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys, that put me on the right track anyway. -
I am working on a mission where I want a civilian to be discovered in writhing agony pain such as the first aid, and first aid simulation modules provide BUT I don't want to have to shoot him to get it to happen. Does anyone know how I can have him discovered already in agony an writhing? I have created the civilian and synced him to the medical modules. Then I set his damage anywhere from .1 to .9 but he will not drop to the ground writhing in agony, he just stands there in his wounded state. How can I call the animation that will force him into the writhing agony state? I've never really tried to call an animation before. If I simply shoot him he will drop into the desired animation.
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Yes, very cool. Thank you A Suicidal. I think that will work well.
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So I am trying to create a mission where my spec ops are sneaking up on a safe house and are to take out the body guards of an POI that they need to take prisoner. I am trying to figure out how to have the POI surrender when his body guards are eliminated and wait in a surrendered position until the team gets close to him. At that point I would like him to either remain with his hands on his head or "ties" behind his back as the team moves him to their extraction point and board a helicopter with him. I guess he will have to "join" the team for the move. Currently I have a trigger set up that once the two body guards are killed the POI "target" kind of surrenders: target playmove "amovpercmstpsnonwnondnon_amovpercmstpssurwnondnon"; removeAllWeapons target; target allowfleeing 0; target setcaptive true; With this in the on act, "target" drops his weapon and momentarily puts his hands on his head but then drops his hands into a position as if he were holding a weapon. What I want to accomplish is for him to keep his hands on his head until the player/s get within a few meters of him and then I want him to join the group but move either with his hands on his head or behind his back until they get him to an extraction zone and board a helicopter with him which will end the mission. Might anyone have any suggestions that might help me with what I am trying to accomplish?
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OPFOR Combat Behavior
Echo5Hotel replied to Echo5Hotel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you Rydygier, this looks like it will probably do the trick for me. It looks like just a couple of the OPFOR stay in "Careless" but I can live with that since the players should be hauling ass to their extraction by this point anyway. ;) -
Is there a way to set all OPFOR units to behavior combat, all at once? In the mission of the player units are detected I want to have all of the opfor in the mission to go to a combat behavior but can't seem to find a simple way of achieving that so I thought I would ask where there are friendly folks with more experience at this than I currently have. Also, does anyone have any suggestions that could help me start learning how to create scripts rather than just relying on init and on act line commands? I would need something that would explain the ARMA language from the beginning if it exists out there. Thanks for any help that can be afforded on these.
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Thanks guys, I am going to test these out and see how they will work out. Yes, ultimately the goal will be a civilian that is badly injured and needs to be healed and/or carried out.
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I have been pouring through the animation viewer trying to find the animation for placing charges and can't seem to find it. Does anyone happen to know the animation name and would it be a playmove or switch move to have the AI do it at a waypoint? I had a mission where a two man team set charges at a tower to blow it up. When I installed ACE it quit working so I am trying to do a work around by just having the team look like they are placing the charges and then using a trigger to create a bomb that will detonate and destroy the tower. So all I need is how to get these guys to look like they are planting the charges.