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Everything posted by Ghost
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What am I doing wrong? (Day/Night options)
Ghost replied to garbol87's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
think of the description.ext as settings. Do not launch scripts from it. init.sqf is initialized at mission start. you could put it in the init.sqf, units initline a trigger onactivation really anywhere. Note if players JIP the init is accessed each time and may change the time. I personally because of laziness put it in a trigger set to once condition true with 1 for min, mid, max and on activation skiptime (param1); -
What am I doing wrong? (Day/Night options)
Ghost replied to garbol87's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
to use the variable skiptime you do the following skiptime param1; -
Taking command of a unit.
Ghost replied to magicpanda's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you have a few different options for this. One would be to look in this thread where i posted a script to get action menu to have unit join/leave group http://forums.bistudio.com/showthread.php?t=78288 other option would be to make a trigger of 1x1 or whatever size you want (note its in Meters) activated by your group, or any members present. To do that group the trigger to your group leader and change activation type. then in onactivation put [rescuedunitname] join yourgroup; put this in your group leader init line nameyoulikeforgroup = group this; -
As of now I have found no more info than just place the module and set your forecast to mid to high range
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Carrier landing
Ghost replied to masterkrovel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
could setup a trigger that setvvelocity to 0 or around that. -
Basic Briefing howto
Ghost replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
player createDiaryRecord["Diary", ["Info", "<br/>Author - Ghost<br/>Version 3<br/><br/><img image='ghost.paa'/>"]]; thats what i have in my missions and all works great! -
Basic Briefing howto
Ghost replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
put the image in your missions\missionname folder. they are not specified in the description.ext file, but in the briefing script. use the old code way for adding the picture -
How do I create dialogue?
Ghost replied to Fuzzy Bandit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your right, for music playsound, for voice stuff use say. -
Making enemy units appear on the map?
Ghost replied to satory's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just tested, had some typos :rolleyes: adjusted previous post should work well. in the array for markername make sure you put it in "markname" -
How do I create dialogue?
Ghost replied to Fuzzy Bandit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
any audio needs to be defined in the description.ext. look at link in my signature. and use this command playsound -
Making enemy units appear on the map?
Ghost replied to satory's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
One way to do this is to have a script running in loop keeping a marker on the lead vehicle. create empty marker named cmark, name lead convoy vehicle convoyldr and in your trigger onactivation of trigger put: cmark = ["markername",leadvehiclename] execVM "convoymarker.sqf"; then in notepad or other text editor add the following and save file as convoymarker.sqf (make sure file extension is changed to the .sqf) and put file in your mission folder _mark = _this select 0; _cveh = _this select 1; _mark setmarkertype "dot"; While {alive _cveh} do { _mark setmarkerpos (getpos _cveh); sleep 1; }; if (true) exitwith {player sidechat "Lead vehicle Destroyed"; _mark setmarkertype "empty";}; Now I just whipped that up so it may be buggy (typo) but should work. -
New to editor and wanting to create simple mission(s)
Ghost replied to Comm512's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That is correct. Markers are required for respawn at BASE, but there is also instant, group, ect. Check the links i gave you. They will explain it in more detail. This is the life of mission editing, which is why i run my game in window mode. And I know you may ask so here is a link for startup parameters and an explanation. It is for ArmA but most/all work for ArmA2 Startup Parameters -
New to editor and wanting to create simple mission(s)
Ghost replied to Comm512's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
basic mission editing is done in the editor. However defining mp settings, briefings, ect are outside of the game using an editor of your choice; Notepad, Notepad++. -
Carrier landing
Ghost replied to masterkrovel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
maybe one day BI could add an airport id for the carrier? http://community.bistudio.com/wiki/landAt -
New to editor and wanting to create simple mission(s)
Ghost replied to Comm512's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Please refer to this sticky, you should check out most of the links but the ones that will help you right now are the description.ext, and mission editor ones. http://forums.bistudio.com/showthread.php?t=78089 -
Conversation System
Ghost replied to hawk66de's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
in Ofpec found this topic that might be of use http://www.ofpec.com/forum/index.php?topic=29905.0 -
How do I create dialogue?
Ghost replied to Fuzzy Bandit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
check this ofpec topic http://www.ofpec.com/forum/index.php?topic=29905.0 and this topic which is the same really http://forums.bistudio.com/showthread.php?t=74022 -
Ok. Heres what your going to do. Create a new TEST mission on UTES. Just place a player unit and save as load_unload_veh then open the mission.sqm file with notepad and delete do ctrl A (select all) and delete. Notepad should be blank now. Copy this code and paste in notepad and save. open mission up and should be the test one i made.run it and watch. then study it. There are many ways to do this, this is a basic one. version=11; class Mission { addOns[]= { "cacharacters2", "CAWheeled2_MTVR", "utes" }; addOnsAuto[]= { "cacharacters2", "CAWheeled2_MTVR", "utes" }; randomSeed=12372112; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; class Groups { items=3; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={3691.7185,19,3571.9292}; id=0; side="WEST"; vehicle="USMC_Soldier"; player="PLAYER COMMANDER"; leader=1; skill=0.60000002; synchronizations[]={0}; }; }; }; class Item1 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={3362.1838,19,3608.3032}; azimut=89.996468; id=1; side="WEST"; vehicle="MTVR"; leader=1; skill=0.60000002; }; }; class Waypoints { items=4; class Item0 { position[]={3502.2158,19,3607.3022}; type="LOAD"; synchronizations[]={0}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={3717.9822,19,3608.7944}; type="TR UNLOAD"; synchronizations[]={1}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={3830.177,18.940434,3555.9561}; type="GETOUT"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3843.123,18.929647,3557.0344}; type="DISMISS"; class Effects { }; showWP="NEVER"; }; }; }; class Item2 { side="WEST"; class Vehicles { items=12; class Item0 { position[]={3507.6292,18.959839,3575.9841}; id=2; side="WEST"; vehicle="USMC_Soldier_SL"; leader=1; rank="LIEUTENANT"; skill=0.59999996; }; class Item1 { position[]={3510.6292,18.909834,3570.9841}; id=3; side="WEST"; vehicle="USMC_Soldier_TL"; rank="SERGEANT"; skill=0.46666664; }; class Item2 { position[]={3512.6292,18.909834,3570.9841}; id=4; side="WEST"; vehicle="USMC_Soldier_AR"; rank="CORPORAL"; skill=0.33333331; }; class Item3 { position[]={3514.6292,18.909834,3570.9841}; id=5; side="WEST"; vehicle="USMC_Soldier_LAT"; rank="CORPORAL"; skill=0.33333331; }; class Item4 { position[]={3516.6292,18.909834,3570.9841}; id=6; side="WEST"; vehicle="USMC_Soldier"; skill=0.2; }; class Item5 { position[]={3519.6292,18.909834,3570.9841}; id=7; side="WEST"; vehicle="USMC_Soldier_TL"; rank="SERGEANT"; skill=0.46666664; }; class Item6 { position[]={3521.6292,18.909834,3570.9841}; id=8; side="WEST"; vehicle="USMC_Soldier_AR"; rank="CORPORAL"; skill=0.33333331; }; class Item7 { position[]={3523.6292,18.909834,3570.9841}; id=9; side="WEST"; vehicle="USMC_Soldier_LAT"; rank="CORPORAL"; skill=0.33333331; }; class Item8 { position[]={3525.6292,18.909834,3570.9841}; id=10; side="WEST"; vehicle="USMC_Soldier"; skill=0.2; }; class Item9 { position[]={3510.6292,18.940151,3565.9841}; id=11; side="WEST"; vehicle="USMC_Soldier_TL"; rank="SERGEANT"; skill=0.46666664; }; class Item10 { position[]={3512.6292,18.940151,3565.9841}; id=12; side="WEST"; vehicle="USMC_Soldier_AR"; rank="CORPORAL"; skill=0.33333331; }; class Item11 { position[]={3514.6292,18.940151,3565.9841}; id=13; side="WEST"; vehicle="USMC_Soldier_LAT"; rank="CORPORAL"; skill=0.33333331; }; }; class Waypoints { items=4; class Item0 { position[]={3502.6167,19,3602.9321}; type="GETIN"; synchronizations[]={0}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={3717.0508,19,3601.7444}; type="GETOUT"; synchronizations[]={1}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={3706.6118,18.933874,3567.959}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3696.8975,19,3561.3977}; type="DISMISS"; class Effects { }; showWP="NEVER"; }; }; }; }; }; class Intro { addOns[]= { "utes" }; addOnsAuto[]= { "utes" }; randomSeed=5810649; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; }; class OutroWin { addOns[]= { "utes" }; addOnsAuto[]= { "utes" }; randomSeed=11207457; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; }; class OutroLoose { addOns[]= { "utes" }; addOnsAuto[]= { "utes" }; randomSeed=14327648; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; };
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Did you use a GET OUT waypoint for squad in cargo? did you try syncing it to UNLOAD or Transport UNLOAD??
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Read what the wiki has to say about "UNLOAD" and "TRANSPORT UNLOAD" http://community.bistudio.com/wiki/ArmA:_Mission_Editor#Select_Type
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If the units in cargo are not part of the vehicle group then you need to use the "UNLOAD" waypoint. You might need to have a "GET OUT" waypoint near the "UNLOAD" one for the squad in cargo. Try it out and you might like it synced too.
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how to make AI use the nearest vehicle
Ghost replied to Eclipse4349's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
check this out http://www.ofpec.com/ed_depot/index.php?action=details&id=35&game=OFP| and the wiki http://community.bistudio.com/wiki/list You have to experiment with it -
Step by Step Helicopter Extraction Guide
Ghost replied to MareNostrum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/in -
Set seat position in vehicle
Ghost replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
best to use THIS instead of player... just incase that unit is not player. -
Vehicle drop from C130
Ghost replied to frattonstation's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
using a trigger activated by anybody or the specific blufor side being present is fine depending on mission. classname would be the what the aircraft is called ingame. For example the MV-22 Osprey classname is "MV22". for dir you could just put a number from 0 to 360 is what it looks like.