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Ghost

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Posts posted by Ghost


  1. 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];
    };


  2. 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).


  3. 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?


  4. 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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