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Posts posted by Ghost
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You cannot have two defined class CfgSounds. You must have that defined in your #include "mando_missiles\mando_sounds.h" file or respawn files.
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again... check your error log for where the problem might be. Make sure you are not missing any of the ; signifying line termination. In your code you are missing them. http://community.bistudio.com/wiki/RPT
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awsome job Kylania!
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if you already have units on the map of the side your trying to spawn no need for createcenter. also check your rpt error log, which should tell you what the problem is and where.
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you could have your spawn script executed when a trigger either script placed or mission editor place detects half the units. not sure off hand but setting the trigger to a radius of the area and triggered by the enemy present then in the condition put
count thislist < 10
10 meaning once the enemy numbers get to 9 trigger should fire. Then in the exec block put the call for the script
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do you have an east soldier placed on the map already? if not you need to do so or createcenter east first. http://community.bistudio.com/wiki/createCenter
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create a unit of the side you want your guy to be part of and in its initline put
egrp1 = group this; deletevehicle this;
then just have your guy join group egrp1. that should work.
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for me my game crashes a lot with access violation errors, any time i save mission to mp in editor i crash, and when shutting down.
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very nice Kylania, works like a champ!
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I have, Place a US Army Static M2, not the minitripod version and then disassemble it and it should work
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mini tripod is broken, can only use the generic Tripod_bag
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looks like the server message of the day... lots of stuff is sent to the rpt file, most does not mean much to the average player.
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need a bit more than that to help you. maybe post the code. if you are wondering about how to read the rpt then open with notepad editor
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How exactly are you calling those scripts? You are putting them in the init of each unit?
you could have a script launched by a trigger set to condition local player and set to repeat. Then in on activation call a script that has a case switch and launches the appropriate script depending on class.
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You are amazing, Will try to get a good test of it soon. Thank you Norrin.
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sqs...... why not sqf?
_unit doMove _position; _unit enableAI "MOVE"; waituntil {unitready _unit or !(alive _unit)}; _unit disableAI "MOVE"; -
put that in a trigger set to condition true and min,mid,max of 15
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http://community.bistudio.com/wiki/setMarkerColor
you have to script in trigger to set marker color different. its not hard, follow the examples.
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thats correct, you can play campaign missions on dedicated but one at a time like normal missions, no progress saving. To do a coop campaign you have to local host.
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dont group a trigger to the object you are detecting as being destroyed and try (damage cache) > 0.7
for the marker pos it should work but maybe try only two positions [x,y]
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yes, if any of those units are in the list trigger would fire
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if you specify all those units in the array then all need to be inthislist
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if your using markers to get there position you just use
getmarkerpos "markername";
and to setpos with some variation you do
unitname setpos [(getpos unitname select 0)+10,(getpos unitname select 1)+10,0];
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if i understand you right you could have an array of the positions and then do a random select.
_posarray = [[x1,y1,z1],[x2,y2,z2]]; _n = count _posarray; _i = floor(random _n); _possel = _posarray select _i; unitname setpos _possel;
and you would run that once. Is that what you were looking for?




Description.ext ?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
depends on how that file is setup. if that mando file does not define class CfgSounds inside of it that is why it works. Your conflict should be between the revive and mando. Basically you would have to combine them