Jump to content

imutep

Member
  • Content Count

    1371
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by imutep

  1. Put a game logic and write in the initline: ID161790=position this nearestObject 161790 Then it should work with: ID161790 switchLight "ON"; As ID161790 you should use the ID from the illu. Not tested yet!
  2. Your first try works with... {_x setunitpos "up"} foreach thislist;
  3. I made a lot of example mission like heli insertion, extraction, via radio call and som_transport. Take a look! Learning by doing! ;)
  4. Here is an example mission called som_transport_expl1
  5. Thx for this script, Tophe :) Put it on our script and functions section at Assault Mission Studio Simple Repair Script [1.1] by Tophe
  6. Thx for this tool :) Put it on our editing tools section at Assault Mission Studio ARMA II Stringtable Editor [0.1] by Alex.XP
  7. Thx for the new version :) Updated the dl link on our addon section at Assault Mission Studio
  8. If you want that the whole group is dead, so use... (count units NameGroup) <1 or (count units NameGroup) == 0
  9. An example to add a waypoint to a spawned group (with formation) _this = [b][color="Red"]TS1[/color][/b] addWaypoint [[4524.3, 7938.0, 0], 0]; _this setWaypointSpeed "FULL"; _this setWaypointBehaviour "COMBAT"; _this setWaypointType "MOVE"; [_this, 0] setWaypointFormation "COLUMN" [_this, 0] setWaypointCombatMode "RED"; _waypoint_0 = _this;
  10. imutep

    Change Side

    Maybe works with selectPlayer ? I'm not sure.....
  11. And for groups use... GroupName = group this;{_x assignAsCargo NameVehicle; _x moveInCargo NameVehicle} forEach units group this";
  12. imutep

    Parachute Troops

    http://forums.bistudio.com/showthread.php?t=76848 Hope this helps ^^
  13. In ArmA2 you can use the command setHit to damage a part of an vehicle. Try out. vehicle player setHit ["engine", 1]
  14. Only put the surrender modul on the map without synchronisation. When the suppression fire is too heavy, the enemy unit will drop down her weapons and turn into captive mode. Looks like they are civilians now. Players side units never surrender.
  15. Here are some example mission of heli insertion and extraction. Also via radio call.
  16. I have this command in my briefing, but won't work. I will try with trigger now.
  17. Give this little example a try. But not 100% sure if this works. On street lamps it works. ^^ 1.) Put a game logic an write in the init line: ID161790=position this nearestObject 161790 The you can use the command to switch off the light. ID161790 switchLight "off"; The ID161790 you've to change with the real ID from the lighthouse.
  18. I've got the same problem. :j:
  19. This is one example to create a marker. You can write this as a script or in the activation of an trigger. _marker = createMarker ["YourMarker", position player ]; "YourMarker" setMarkerType "Warning"; "YourMarker" setMarkerSize [1, 1]; "YourMarker" setMarkerDir 0.93884; "YourMarker" setMarkerText "Your text"; "YourMarker" setMarkerColor "ColorRed"; "YourMarker" setMarkerPos getMarkerPos "Marker1"; YourMarker is created at players position and set it to the position of Marker1. Marker1 is an empty marker. And here are more infos to create markers.
  20. Correct! The task in your briefing should be completed if the trucks or one of them are destroyed? Ok, then you write in the activation field on your trigger.... [b][color="Red"]task1[/color][/b] setTaskState "succeeded"; Now in your briefing is task1 completed. More infos about the ArmA2 briefings you can find here...or here. If you want that all 3 trucks should be destroyed for completed task1 (task1 is an example) then write in the condition of the trigger... ! alive t1 && ! alive t2 && ! alive t3 or not alive t1 and not alive t2 and not alive t3 Hope this helps ;)
  21. Condition in the trigger: ! alive NameVehicle or getDamage NameVehicle >= 0.7
  22. I voted a big YES. ArmA2 should be GOTY. Which else? :rolleyes:
  23. imutep

    AI Paradrop from C130J

    Thx for sgf version, Rommel ^^
  24. Ok no problem. Is fixed.
  25. imutep

    Halo jumping.

    Try this example mission! ;)
×