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Everything posted by Ghost
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what's a command that makes the player unit (man) be unable to move?
Ghost replied to AvihooI's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Again whats the situation? You might get the result you want by using attachto command. Norrin has a post with examples. -
what's a command that makes the player unit (man) be unable to move?
Ghost replied to AvihooI's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what are you trying to do? only thing I know is to disable user input http://community.bistudio.com/wiki/disableUserInput -
how do we make enermy att after we come to certain area
Ghost replied to annlovely's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
make a trigger detected by blufor present and change type to a switch. now sync that trigger to enemy waypoint prior to the waypoint attacking your base. So create an enemy group and create at least 2 waypoints. One where you want them to hold and the other at your base. Sync trigger to first waypoint. -
what's a command that makes the player unit (man) be unable to move?
Ghost replied to AvihooI's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/disableAI -
Basic Briefing howto
Ghost replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
in your trigger for completion of task 1 have player setCurrentTask tskObj2; -
What is the command to make troop start a mission prone?
Ghost replied to skooma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Please try search more. Put this in the init line of the unit this setunitpos "DOWN"; -
Silenced Weapons and AI
Ghost replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
create a notepad file in your mission directory under mydocuments\arma2\missions call it whatever you like ie aiknows.sqf. note that you will have to change the file type so delete the .txt and name it exactly how I put it. inside file you could do something like. _eman = _this select 0; _pman = _this select 1; While {true} do { _eknow = _eman knowsAbout _pman; hintsilent format ["%1", _eknow]; sleep 1; }; to run put in the init.sqf or init line of a unit as follows aiknows = [aiunitname, playername(or just put player)] execvm "aiknows.sqf"; name the ai unit you want the script to detect and the player and all should be good. -
A.C.E. Advanced Combat Environment Mod 2
Ghost replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
As long as I can turn my lazer on and off -
Basic Briefing howto
Ghost replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you post your mission from legitimate site ill take a look at it if you like. **UPDATE** make sure you create a file called briefing.html <--- just like the old way and inside put <html> <body> <!----------------------------------------------------> <!-- Debriefing --> <!----------------------------------------------------> <!-- End #1 --> <h2><a name="debriefing:end1"></a><br> <!-- [TITLE_1] --> Mission Success <!-- [END] --> </h2><br><p> <!-- [TEXT_1] --> TEXT FOR END ! <!-- [END] --> </p><br><hr> <!-- End #2 --> <h2><a name="debriefing:end2"></a><br> <!-- [TITLE_1] --> MISSION FAIL <!-- [END] --> </h2><br><p> <!-- [TEXT_1] --> TEXT FOR END 2 <!-- [END] --> </p><br><hr> </body> </html> You can add more endings but that is all this file is used for now. Though it is needed to show map/briefing when holding shift and previewing a mission in editor and such. -
Basic Briefing howto
Ghost replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It does work, I use it all the time. As for exporting, In your editor go SAVE then click the drop down menu EXPORT TO SINGLE MISSIONS. That is the easiest and best way to export. Do the same to export to mp only choose multiplayer missions. Then go to scenarios or lan and create new to run either sp or mp mission. If none of that works you messed something up pretty good and need external eyes to look at it. -
Tasks not completing in multiplayer?
Ghost replied to Kupla's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The new way was a pain and still in ways is but after figuring out how it works, everything was fine. Basically its a script so anything to do with scripts need to factored in. Now that they "fixed" the respawning into same unit issue(lossing tasks) there is a new problem I am seeing. If you use the older method of launching the script via an eventhandler "killed" or something you will get multiples of each task. Also JIP now becomes an issue more so for updated tasks. I am still testing to see what the fixed messed up but I really did like it the old way since the fix only fixes players respawning into same slot. -
Basic Briefing howto
Ghost replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
are you running the mission from the editor? if so this has been discussed before. HOLD SHIFT key and press ENTER or click preview. -
Silenced Weapons and AI
Ghost replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you could create a looping script that has something like this in it _eknow = eman knowsAbout pman; hint format ["%1", _eknow]; eman would be the ai guy (make sure he is named) and pman would be the player. Would display a hint depending on loop delay about the status of eman knowing about player from 0-4. 0 is does not know and 4 is know exactly. i did a quick test and when they lost me in the tall grass i was getting 1.5 and the ai were spraying the area were i was then when they had a lock it was 4. -
Getting 2 points for a kill?
Ghost replied to dale0404's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have noticed this too on a dedicated server. Seems to be Intermittent though. -
I have to run the game with -winxp command or else I get the untextured different geo lod models (cartoonish). I have read the different sticky topics and they did not help me. I was hoping this would be fixed in the patch so the game could utilize more memory possibly. I do love that the AI does not report who killed them and where they are, makes sneaky missions much more fun now :) I am running the following specs.
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Removing Driver (not G-cards)
Ghost replied to RazorHead1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What vehicle are you trying to add? -
Rest up Norrin, Glad you are doing better. Look forward to your future work.
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SetDate of something equal
Ghost replied to mightymartin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
skiptime? http://community.bistudio.com/wiki/skipTime -
Basic Briefing howto
Ghost replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have not been able to test this but what about task completion especially with JIP. Does the game update the status of a task in those situations or are scripts/eventhandlers needed still for this? -
He does engage but because of his position and angles he may not shoot. I have been fired upon before it all depends at what direction you attack and how far it is before he notices. I will look into it though.
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How to get briefing to show up before mission starts?
Ghost replied to Hoppern's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hold SHIFT key and click preview, or press ENTER -
I am glad you like it. I hope to make many more missions to come, I am just slow and have a lot of real life things going on.
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attachto - At exact currect location
Ghost replied to [aps]gnat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That some good stuff. Never tried the command with the one variable. It does not give you any errors? -
What am I doing wrong?
Ghost replied to OberSchutze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/addAction Look over that link really well. for the script to work properly you should use the two given variables 0 and 1. That page has a great example and I would follow it. -
Editing / Scripting test environment
Ghost replied to Horrace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am pretty sure they are different versions and are not compatible.