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Posts posted by Ghost
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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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could setup a trigger that setvvelocity to 0 or around that.
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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!
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I really hope someone does create a wizard for this. I am sure eventually I'll get used to the setup of the new briefing, but the Arma Edit briefing wizard made things so much easier and since the script has to be an sqf anyway, I'll definitely be waiting for some word that someone creates a briefing wizard.Other than that, I will have to figure out this tskobj stuff and hope its tying in correctly.
If i do add images to the file, do i have to specify them in the description.ext too or just have the jpg somewhere in the pbo?
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
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It used to be a bit more complicated than that, you also needed wavToLip to create the lip sync files (syncronized mouth animation) and the command you'd use to make the sound positional was say.I dont know if Arma 2 is diferent since i havent opened any official missions.
Your right, for music playsound, for voice stuff use say.
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Just tested, had some typos :rolleyes: adjusted previous post should work well. in the array for markername make sure you put it in "markname"
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any audio needs to be defined in the description.ext. look at link in my signature. and use this command playsound
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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.
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But things as respawn points (which are markers with specific names i believe) are to be scripted in this description.ext? these commands cannot be added/altered from within the editor? i did not find a text editor in the editorThat 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
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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++.
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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.
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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
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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; }; }; -
Just tried both of those, but no luck: the troops in cargo just stay there.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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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
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Is the player grouped with the heli? Actually, even grouped it works, just if you're the leader the heli starts where you were instead of where you placed it.If you place a Rifleman someone on the island, and put player moveincargo [plane1,1]; in it's init field, then you place an MH-60S (flying!) over the water somewhere and call it plane1 and Preview your mission, your rifleman will end up in the backseat of the heli.
best to use THIS instead of player... just incase that unit is not player.
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To activate this script would i place a trigger with the code posted above nul=[position,"classname",dir] execVM "dropspawn.sqf"; however what parameters should i use for the classname and dir (obviously for the position i can just use a marker or game logic location)?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.
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right click choose NEW and text document (notepad file). rename it and make sure you delete the .txt extension, might have to enable it in windows to show extensions. Then name it init.sqf and click yes to dialog box. You made it.
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you have your helicopter. Name it, for example helo1. then in the init lint of every unit put this code where IDX # will be 0,1,2,3,4.... for each cargo position. If that Does not work then you are not understanding the directions and need to clarify what you do not understand.
this moveInCargo [helo1,IDX #];
also the wiki




Taking command of a unit.
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
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
put this in your group leader init line