Falken
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Everything posted by Falken
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Thing is that if you setdammage to 0.7, 8 or whatever you damage the WHOLE aircraft. If you shoot out the tailrotor only the rotor is damaged, the aircraft is unharmed otherwise. I would really like to know how to take out the tail rotor ONLY.
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It's probably a dedicated server bug if anything.
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Is the cobra enclosed within 4 radio towers for a reason? My friends refer to that as a "falken trap", as I just ran over to it to fly and couldn't get the chopper out.
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Hi. We use this mission on our dedicated server, and whilst we really enjoy the mission we'd like to suggest a few ammendments? - Shortening the reload times on the artillery. The M119 is about as powerful as an airsoft gun when it comes to shooting at anything - Replace the minigun blackhawks for FFAR ones until the minigun glitch is fixed (where if a player fires the minigun the ammo depletes to 0 even when not firing), otherwise putting in some ungrouped pilots into the gunner positions could work - Add Hellfires and FFARs to the ammo trucks. The Cobra becomes pretty useless after you use up the rockets and missiles - For giggles you could add a shilka near that hotel in the valley (south of Paraisio). When we play this mission I fly in down that valley, and then mask my approach with the hills up until I can land about 100m away from the shilka to the west of town. - I think one of the tanks is placed on an object or drives over one. Every time we play a tank goes flying 500m into the air and comes back down with an almighty THUD. Keep up the great work, though!
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Helo land, pickup squad and fly to next waypoint
Falken posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi guys, I've made a co-op mission where you fly in via Blackhawk to an enemy town, neutralise the enemy and return to base (where the mission will end). However it's very possible that the player controlled blackhawk will either crash or be shot down, such is life and all that. In the event of this you can radio in for a new (AI controlled) blackhawk to come pick you up. At the moment I have the blackhawk pilot join the team leader's squad, giving him full control over what happens, however I'd like to take that out of the player's hands and let the computer handle that stuff. I've set up the blackhawk to fly in and land on an invisible H with a "load" waypoint, and the player team will then have a "Get in" waypoint synched with eachother. Unfotunately the blackhawk hovers until the player gives to give the "GET IN, THAT BLACKHAWK" rather than having it happen automatically. Is there any way that I can force the team leader (whoever that might be at the time) to give an order for all players to board the blackhawk rather than having to do it yourself? edit: I was actually thinking that I could have the helo pilot take command of the squad and order everyone aboard, or somehow get it scripted in for all the guys left in my team to just perform the "board" action (if they're AI controlled that is). Also, is it possible to have the helo not take off again until all remaining "alpha" (as in alpha=groupthis) members are aboard the helo? -
Hi, how would I moveincargo a 2nd gunner to the right-side minigun on the UH60? If someone could tell me I'd be very grateful.
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Attack on Bagango Enemy forces have pushed the Americans out of Bagango, it's up to an 8 man special forces team + a UH60 to take out the resistance. are you good enough?
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Thanks. I'm putting finishing touches on my 2nd mission, which has already been given the "oh my god that was awesome" seal of approval from two OFP vets I know.
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I've been making a co-op mission where one team is in a UH60 which has a failing rear rotor and low fuel, and they have to ditch the bird. After several goes at this I found that I can land within quite a large radius (I have the '60's speed at 200 initially). Now what I'd like is for when the UH60 is "not alive" (as in the crew blow it up to not get it into enemy hands, but also to make it show up on 'GPS' for pickup) i want to have a marker created right on it's position. The rescue team will know where to start looking, and the AI will have somewhere to move to (dunno how to do that, but I'm sure that's something I can search for). A couple other things: can I remove the map and such for the downed team, and keep the map for the friendlies? also is it possible to have no friendlies show up on the map? (to make it harder for the rescue team to find the friendlies). Thanks in advance! edit: holy hannah, I meant "markers", not "markets".
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Spawning markets on a helo crashsite
Falken replied to Falken's topic in ARMA - MISSION EDITING & SCRIPTING
The helo starts at a velocity of 200kph, and is already damaged to 0.6. A trigger with a delay of 8 seconds sets the damage to 0.7, which puts the rear rotor to the brink of destruction. At this damage level your fuel leaks out like crazy and you have less than 20 seconds to put the bird down. to make the enemy move to the helo, I did this condition: not alive heli on activation bmp1 domove heli (basically this is because you have to blow the heli as an objective) you could have the condition for this to be "countcrew 0" or something too. I would love to find out how to create a grenade or lots of bullets onto the UH60's rear rotor, hence ruining the rotor but leaving the rest of the bird undamaged. Due to the fact that the bird is already damaged badly i have basically put in that she came under heavy fire whilst picking up a recon team. -
Spawning markets on a helo crashsite
Falken replied to Falken's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks for that, but I managed to fix it with the distance checker. I just changed it to 50 instead of 10 and it stops at a resonable distance. Even got the troops to debus, however they don't go into search and destroy mode (don't know how to do that with scripting). Another thing i'd like to do is turning off unit locations on the map? Friendlies only if possible, but both if that's the only way. I want to make it genuinely hard for the rescue team to locate the helo team, thus the helo team blowing up their helo to give them somewhere to work with. If at all possible I'd love to be able to remove the map from the helo players, and if this is possible i'd love to know how. -
Why won't 'createdUnits' move ?
Falken replied to sbsmac's topic in ARMA - MISSION EDITING & SCRIPTING
I'd like to add to this question if I may? How do you name a unit? I want to create a gamelogic named "gamelogic1" on top of a crashed helo, but I don't know how to actually add a name to the unit... which is annoying. -
Spawning markets on a helo crashsite
Falken replied to Falken's topic in ARMA - MISSION EDITING & SCRIPTING
Ok, I just made a script which creates a marker on the downed helo. Be it if I eject from it and it blows up on impact with the ground, or if I just blow it up myself. Goody! Right, I have made a BMP called "bmp1", and have made a trigger which has the following condition: not alive heli on activation: bmp1 domove getpos marker1 Unfortnately this doesn't do anything. The BMP will just sit there quite happily, oblivious to his orders. edit: I just changed the "domove" pos from "marker1" to "heli", and it worked a treat. The BMP drove right up to where the UH60's wreckage! edit edit: How would one create a trigger of about 100 or so in size, grouped with the BMP squad which would order the BMP to stop and order the troops out once it enters said trigger? It looks kind of funny to see the BMP drive right up to the UH60 and start humping it... There is some info on how to create a trigger on the bohemia wiki, but not enough to make it into a script. -
Request: Decent tailrotor failure script
Falken replied to freddern's topic in ARMA - MISSION EDITING & SCRIPTING
Nobody then? Oh well. Another thing I'd like to do, is to have an enemy patrol in either a UAZ or a BMP2 drive to the crashsite. I was thinking of having a marker spawn on the UH60's crash site (I mean it could be ANYWHERE), and then order the enemy to move to that location, but I dunno how to do this. Also i'd like to deprive the stranded UH60 crew of a map, so that the rescue is a little harder. Anyone know how? -
Request: Decent tailrotor failure script
Falken replied to freddern's topic in ARMA - MISSION EDITING & SCRIPTING
Ok, this tailrotor script is a little dodgy. The way the thing rotates is a little wierd and when it hits the ground it usually just blows up anyway. I changed the setdammage thing from 0.95 to 0 and also removed the "is everyone alright!?" thing. Someone mentioned spawning a bunch of bullets at the tail. how does one do that? The best I can come up with here is the UH60's setdammage at 0.6 to begin with, then 8 seconds in set the dammage to 0.7, and then at 14 0.8 whilst draining out the fuel. Unfortunately this makes the bird hard to make survive on impact wth the ground (however a good pilot should be able to keep it steady) -
I'm trying to make a downed helo co-op mission, and want to have a few dead friendlies around the wrecked helo. Unfortunately if I put their health/armor to 0, they keel over at the start. Is there any way I can have them start dead on the ground? Many thanks
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Dead friendlies on crashsite?
Falken replied to Falken's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks, but that's no different from changing the unit's health to 0. They still keel over when the mission starts, and it'd be a bit jarring for me to note "After surviving the crash, the crewchief and two operators choked to death on the pilot's farts." -
Request: Decent tailrotor failure script
Falken replied to freddern's topic in ARMA - MISSION EDITING & SCRIPTING
For me it says that an expected array wasn't found or something, and it was to do with countcrew == 3 i think. I'm saving the script as "rotor.sqs" and naming my helo "heli" and putting that script into the init field (this exec "rotor.sqs") -
Request: Decent tailrotor failure script
Falken replied to freddern's topic in ARMA - MISSION EDITING & SCRIPTING
Thing is though, if you set your damage to 0.8, when you hit the ground after the spinout you WILL explode. I tried actually shooting out the tailrotors and it takes less than two magazines from an M4, and when I got back in the blackhawk the actual helo was fine, just the rotor was screwed. If there's a way to induce this without setting your damage to 0.8 or 0.5, i'd love you forever. At the moment my mission works around this by simulating a fuelleak. -
Non RPG style weapons in the Heavy slot?
Falken replied to mechastalin's topic in ARMA - ADDONS & MODS: DISCUSSION
it's a pity you can't have an M24 and an M4, with the M4 strapped to your ruck (so it'd take a while to actually deploy it, thus switching to the M4 would take a while). -
Hi guys, I have a problem. I'm making a co-op mission where a helo team and an assault team take off from an airport and go kill them some communist pigs, etc etc. I want the final objective to be the safe return to the base of either all the remaining players (or just one if not possible). I'm a little lost how I can make the trigger that emcompasses my airbase to not be activatable (bluefor present) until the opfor not present trigger at the town is activated. Basically what happens is the second I start the mission it says "well done!" I tried using the condition thing,but that hates me. Thanks!
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I play Vegas with my raven shield buddies on terrorist hunt mode on realistic. The AI is brutal in this game. In Raven Shield and before then, if the enemy sees you they run right at you if you back away. In this they'll go "...huh, I'll flank them " and they do, and they do it hard. Terrorist hunt my arse, more like "Terrorist hunts you". Weapons are quite realistic too. The shotguns are pretty accurate (unlike most videogame shotguns, where if they were like that in real life every duck in the world would be safe! On realistic mode you mostly get oneshotted anyway, heh. At least it ain't like BF2 where you can absorb 7.62 rounds.
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I have changed the trigger activatable by whole group, but once I kill the last enemy in town it still bumps me back to the mission complete screen. Do I need to put the trigger to "repeatedly" ?
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Hi guys, Apparently I've had a sudden bout of retardation, because I cannot for the life of me get radio messages to work. I've made a multiplayer mission which works fine at the moment but it's a little bare. Basically you start at an airbase, jump into a couple blackhawks and MH6s and clear a nearby town. Apart from the "objective complete" markers and waypoints, there is very little direction. What I intended was to have two radio messages. One at the start "The operation is a go. Proceed to the objective and flush them out!" and one once all hostiles are eliminated "Good work people, now come on home" I tried copying the method used in BIS missions but it doesn't seem to work as well with me. I have created a stringtable.csv with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">LANGUAGE,"English, German" STR_MISSION,"The operation is a go. Proceed to the objective and flush them out!" STR_COMPLETE,"Good work people, now come on home" I put the first dialogue into a "BLUEFOR present" trigger, with HQ sideradio "complete" (I also tried STR_COMPLETE), and it comes up with "not found" or something when it starts the mission. My Init.sqs file also has Papa = [West, "HQ"] in it. At the moment I'm completely stumped. I used to make missions way back when, and then I didn't have problems with radio chat! (I did try searching for ways to fix this on the forums but came up blank, so sorry if this is a really overdone question!
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Thanks for this. I need to ask though... how can I make it that the trigger will only activate when all players have returned to base? I mean what happens if say a player disconnects mid game?