-
Content Count
668 -
Joined
-
Last visited
-
Medals
-
Medals
-
Posts posted by Ghost
-
-
What is wrong with placing a marker and having him watch that? unit dowatch (getmarkerpos "marker");
-
remember to set each side against each other like the wiki says
Resistance setFriend [WEST, 0]; WEST setFriend [Resistance, 0];
-
This is a link to the objects you are talking about http://community.bistudio.com/wiki/ArmA_2:_Weapons#Equipment
you might want to try this command to see if the unit has the item
-
This is my latest mission development that utilizes a building fill script and a basic artillery script I wrote. Mission is designed to be played on a dedicated server and does take up a lot of resources on a standard server. for my at home server with low bandwidth usually around 25fps. The reason for this is the island where the mission is located is randomly populated over the whole area. Mission is randomly created each time with varying amounts of enemies. One member will have the option via com menu 0-8 to call in artillery. This is a one time only option. All players can adjust there viewdistance via the same menu. Latest Norrin revive is used with respawn back at the carrier. You start on the carrier and halo into an LZ of your choice. Halo option is available when you get close to the MV-22. Once spawn scripts have initialized you will be show the general locations of the Warlord and the Russian. The other objectives you have to search for. The general locations of the hostages will be shown if you go to the bodies of the Russian or Warlord to look for "intel". The hostages will look like special forces units, so watch your fire. Ammo box will have all weapons available in game, so weapon packs can be used without modifying the mission.
Objectives are as follows:
- Find and kill the Warlord
- Find and kill the Russian
- Find and destroy the ammo cache
- Find and destroy the enemy helicopter
- rescue 2ea hostages
- Make your way to the EVAC with the rescued hostages
Known issues:
- Objective markers do not update for JIP users
- Sometimes the revive may bug out with drag
- Hostages sometimes do not want to take orders due to location they were placed
- Objective status does not always update to JIP users
- When accessing ammo box for first time users will get some error, just disregard this. Some items in ammo box may not work properly. Weapons are added by searching the config file for them and some items get through the filters.
You will need Isla Duala island to play this. Weapon addons may be used since ammo box searches config for weapons.
Armaholic mirror:
- Operation New Hope Co-12 (@)
http://www.ghost.armaholic.eu/ARMAII/OP_New_Hope_CO12_V2.isladuala.pbo.7z
- Find and kill the Warlord
-
This will be my last update for this mission. New missions coming out. Check first post for link and info.
-
This will probably be one of my last updates for this style of mission. Fist post updated with link and info.
-
http://community.bistudio.com/wiki/crew
basically name your unit and helicopter
unitname in (crew helicoptername);
-
ok just this once..... name the gate say gate1. then in a trigger have it centered on the barrier with a radius of 10 or 20. make it activated by anybody or a specific side being present. in onactivation line put
gate1 animate ["bargate",1];
1 means open fully and 0 means close fully. This will open the gate when anyone gets close so the trigger radius should be adjusted so no one is inside until you approach. To have a unit do animations that look like he is opening it then that will take some scripting and stuff which it sounds like you are not ready for. to have gate close after unit passes then create another trigger some distance after the gate setup the exact same way but change the 1 to 0.
-
-
check this link out. Its specifically for ArmA2 http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles#Man_Class_Vehicles
-
try "CAManBase"
-
for the trigger make sure you have it activated by the side you want to move and them being present. then in onactivation you would use something like
{_x domove (getmarkerpos "marker"} foreach thislist;I have not tested but that should work.
-
what is _crate refering to?
-
well if the units are spawned via a script then the following would work
just make sure your arguments for calling the script have the preplaced marker and radius nul = [200,"spawnmarker"] execvm "yourscript.sqf";
_rad1 = _this select 0; _spawn = _this select 1; _eGrp = createGroup EAST; _marker = [(getMarkerPos _spawn select 0)-_rad1*sin(random 359),(getMarkerPos _spawn select 1)-_rad1*cos(random 359)]; _ldr = _egrp createUnit ["RU_Soldier_SL",_marker, [], 0, "NONE"];
what that does is spawn a unit at _marker which is a random position up to 200 from spawnmarker
-
dead units are sent to side of civilian. only way to count the dead is to have an array of all units at mission start, then find units at a later time and the difference would be the dead. Problem though is this would count any units that died and not just one side. Here is a script that is floating around the forums which deletes dead units. Works really well and should help you with your problem. Script will need to be ran on each client. So if you put it into your init.sqf in the global section as follows
_xhandle = execvm "clearCorpses.sqf";
private ["_aU", "_dU"]; _aU = allUnits; while {true} do { if (count _aU != count allUnits) then { _dU = _aU - allUnits; {hidebody _x} foreach _dU; sleep 2; {deletevehicle _x} foreach _dU; }; _aU = allUnits; sleep 600; }; -
make sure in your script execution it is ran globally if running on a server. Also have your vehicle name whos actions you want to remove be added to the script call arguments then do this
_vehname = _this select 0; _id1 = ac1; _id2 = ac2; _vehname removeAction _id1; _vehname removeAction _id2;
Also if running on a server publicvariable "ac1"; publicvariable "ac2";
try something like that
-
http://community.bistudio.com/wiki/Crash_Files
That file will help you solve many scripting problems.
-
check your arma2.rpt file for errors in regards to the script.
-
to do it how you want it will require a good amount of scripting. but basic way is to place them with crew and make a waypoint of the type "support" and a radius.
-
-
well i tried helping you but your not using all the information i am giving you so your on your own now. look at the wiki, and your rpt file. if you dont do that then you fail.
-
maybe have a specified class just for uav. like artillery men and stuff.
-
thats your error http://community.bistudio.com/wiki/action
http://community.bistudio.com/wiki/commander
look at those. Your error is in your get out script. Again look at your ARMA2.rpt file.
-
if you add the action to the vehicle any unit will get it when they get within range. I have some pretty good experience with this. Look at my script and the wiki and study them. Then look at yours very carefully and look out for typos. dont forget ; after a commandline and check your arma2.rpt file located in local app data. script errors show there. Chances are you have some kind of an error. Possibly with the get out script. What do you have for the get out script?




Mission Ignores overview.html?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
This is for sp mission only right?