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Posts posted by Ghost
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Why not use markers?
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did you check the sticky topics on mission editing? if not link is in my signature.
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in your ArmA2 dir but then you have to extract the pbo files. all you need to know is in that post.
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all your answers can be found at the following link. just click on each picture and it will give you all the weapon and magazine names.
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silly Wolle getting your BI sims confused :D, I am sure that script you were thinking of was for VBS2...
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create trigger set to repeat. in condition line put
alive player
and in onactivation line put
null0 = [player] execVM "prep_backpack.sqf";
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You could use an eventhandler. May need to modify but this is an example one you would put at the end of your script. Now this is for a player, but you could use vehicle variable.
if ( isNil{player getVariable "mk_killedEHadded"} ) then { player addEventHandler ["killed", { [] spawn { waitUntil { alive player }; // waitUntil player has respawned execVM "ammo.sqf"; }; }]; player setVariable ["mk_killedEHadded", true]; }; -
I have been working off and on trying to improve this mission and this is what I have so far for the next upcoming release. As of now I am thinking about changing the name of mission to Hard Fight. Any public opinions?
Changelog:
added more randomly spawning vehicle types.
added more unit spawn locations to obj towns.
Added another obj town.
adjusted pow script.
added all weapons to ammobox.
Changed units to SF units.
Added the ability to specify amount of grass at multiplayer setup screen.
Added timer trigger to allow players to check estimated mission time.
Included C130 Cargo drop of ammobox or HMMWV M240.
Made all town objectives random.
Changed name of mission from "Longest Day" to "Hard Fight".
Players can now heal if injured.
Added 3 artillery pieces for players to use (do not work with AI).
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If I have AV8B2, None of these:- Mk82BombLauncher
- Mk82BombLauncher_6
- Bo_Mk82
...work inside the quotations:
_cas_plane selectWeapon "BombLauncher";
_cas_plane fire "BombLauncher";
Only AV8B (LGB) drops the bombs as used above.
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Please use available resources..... In the following link click on each plane to see there ammo/weapons.
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unarmed units cannot do stance "middle" (crouched). also you should set his behavior to "careless" that might fix your problem
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check this forum with same title..... http://forums.bistudio.com/showthread.php?t=81958&highlight=onmapsingleclick
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convert to .paa
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did you try different difficulty settings?
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So I was told that if you put a Game Logic in game, it will cause the AI to be smarter and use cover and flank you and what not, and with out the game logic the AI just runs around like headless chickens..Do I need to do anything more than just Place the logic in the mission editor? Or do I need to actually link them up?
who told you that?
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Great models you have. My game crashed though when I went from 3rd person to first person when having the grenade of the Kar98 selected, might have been my end. Also the sounds are rather quite. Also might be good to make some unit classes with the weapons already. Other than that good work!
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You have to delete a few unused lines of code at the beginning of the script. atm cannot remember what they are.
**edit**
in the script delete these
processInitCommands;
runInitScript;
finishMissionInit;
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Looking at that code you posted previously... there is a lot of undefined variables. It'd really help reading your code if you put_blah = _this select 4
and used that through out your code (obviously changing blah to something descriptive).
Im going about trying to mimic the results of that code in a different manner but have came across a hiccup... need the typeOf for every russian soldier. "Man" gets every soldier, anyone know what will return only russian soldiers?
I quickly made up that script but its a simple script and should be easy to figure out. http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles#Man_Class_Vehicles: if you go to that link and look carefully you will see "SoldierEB" seems to be the generic east unit sting name.
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Check the wiki and look at all the CAM... commands http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2
also this ofpec tut might be helpful.
http://ofpec.com/ed_depot/index.php?action=details&id=50&game=ArmA
Otherwise a more basic way would be to use the triggers which if setup right can do a basic cutscene.
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try using the attachto command. I think that would be the way but you would have to mess with it. Best to attach player to the officer because otherwise player would be able to walk around with the officer stuck to him. Just mess around with it, otherwise you have to use disableuserinput.
http://community.bistudio.com/wiki/attachTo
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Again whats the situation? You might get the result you want by using attachto command. Norrin has a post with examples.
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what are you trying to do? only thing I know is to disable user input
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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.




GameLogic as Waypoint for AI
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
then you could do it with triggers. Either way name them and do a DOMOVE nameoftrigger.