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Everything posted by imutep
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The new Illuminating Tower
imutep replied to frattonstation's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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! -
command for everyone in an area
imutep replied to RichyG's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your first try works with... {_x setunitpos "up"} foreach thislist; -
Step by Step Helicopter Extraction Guide
imutep replied to MareNostrum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I made a lot of example mission like heli insertion, extraction, via radio call and som_transport. Take a look! Learning by doing! ;) -
Dynamic Transport Function
imutep replied to Provac's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here is an example mission called som_transport_expl1 -
Simple Repair Script
imutep replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx for this script, Tophe :) Put it on our script and functions section at Assault Mission Studio Simple Repair Script [1.1] by Tophe -
ARMA II Stringtable Editor
imutep replied to Alex.XP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thx for this tool :) Put it on our editing tools section at Assault Mission Studio ARMA II Stringtable Editor [0.1] by Alex.XP -
ArmALaunch - Mod launcher for Arma 1/2
imutep replied to dracflamloc's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thx for the new version :) Updated the dl link on our addon section at Assault Mission Studio -
trigger for "whole group" doesnt work :(
imutep replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you want that the whole group is dead, so use... (count units NameGroup) <1 or (count units NameGroup) == 0 -
Tank Group Formation
imutep replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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; -
Maybe works with selectPlayer ? I'm not sure.....
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And for groups use... GroupName = group this;{_x assignAsCargo NameVehicle; _x moveInCargo NameVehicle} forEach units group this";
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Parachute Troops
imutep replied to Recnelis2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?t=76848 Hope this helps ^^ -
Trigger Help - Remove AI after
imutep replied to Nemorz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In ArmA2 you can use the command setHit to damage a part of an vehicle. Try out. vehicle player setHit ["engine", 1] -
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.
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How can i create troops inserted by helos?
imutep replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here are some example mission of heli insertion and extraction. Also via radio call. -
Mission task/briefing
imutep replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have this command in my briefing, but won't work. I will try with trigger now. -
Turn off lighthouse?
imutep replied to NorthStar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
Mission task/briefing
imutep replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've got the same problem. :j: -
Trigger - Create a marker?
imutep replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
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 ;)
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Condition in the trigger: ! alive NameVehicle or getDamage NameVehicle >= 0.7
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I voted a big YES. ArmA2 should be GOTY. Which else? :rolleyes:
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AI Paradrop from C130J
imutep replied to frattonstation's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx for sgf version, Rommel ^^ -
AI Real in-game Dialog System [DSAI]
imutep replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok no problem. Is fixed. -
Try this example mission! ;)