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Everything posted by imutep
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AI Paradrop from C130J
imutep replied to frattonstation's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try to write the script with the ArmA Script Editor from Chenderman. If this not work, try the example mission with the script. Find here. Yes, ceate a trigger where you wanna jump out and call the script with... (on activation in the trigger) [NameGroup,NamePlane] exec "jump.sqs"; -
ArmALaunch - Mod launcher for Arma 1/2
imutep replied to dracflamloc's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ups, is fixed. The routine with the BI-Forums links...... :rolleyes: -
limited amount of units??
imutep replied to Relemar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
And how many units can be at 1 group? 12 like OFP and Armed Assault? I tested a group with 20 units, it comes no error message. Is it possible, that ArmA2 split too many units in a gropu to more groups? -
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 :) Put it on our addon section at Assault Mission Studio ArmALaunch [1.2] by dracflamloc -
VF FPS Saver (VFFPSS)
imutep replied to VictorFarbau's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Mirror updated at Assault Mission Studio VF FPS Saver (VFFPSS) [build 043] by VictorFarbau -
This is your jump.sqs. Save it as jump.sqs in your mission folder. ?!(isServer) : exit _grp = _this select 0 _flz = _this select 1 _jmp = units _grp _i = 0 _j = count _jmp ~(random 3) #start unassignvehicle (_jmp select _i) (_jmp select _i) action ["EJECT",_flz] _i=_i+1 ~.4 ?_j>_i:goto "start" exit;
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what do all the modules do?
imutep replied to crowfoot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In this forum are many threads about the modules and paras. Please take a minute and search. ;) -
Simple Vehicle Respawn Script
imutep replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
.................... Sorry, edit. Too late :D -
AI Paradrop from C130J
imutep replied to frattonstation's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, i think MattRochelle released one jump.sqs ?!(isServer) : exit _grp = _this select 0 _flz = _this select 1 _jmp = units _grp _i = 0 _j = count _jmp ~(random 3) #start unassignvehicle (_jmp select _i) (_jmp select _i) action ["EJECT",_flz] _i=_i+1 ~.4 ?_j>_i:goto "start" exit; Or the halo jump. Therefore write in the init line of the plane: halojump.sqs _unit = _this select 1; _unit action ["eject",c130]; [_unit] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs"; -
Need Help with AIs and waypoints
imutep replied to slodin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe kick them out with... Unit1 action ["eject",NameOfHeli]; Unit2 action ["eject",NameOfHeli]; Unit3 action ["eject",NameOfHeli]; or (but don't know if this works) ^^ { commandGetOut _x; } forEach [unit1,unit2]; -
Ok at first, i'm at the beginning on learning sqf scripting, so maybe somebody knows a better way for that. Here is an example how you get the heli to "searching around" the player. The heli isn't realy searching, but maybe it helps :rolleyes: nul=[NameHeli,Player] execVM "moveTo.sqf"; moveTo.sqf _plane = _this select 0; _unit = _this select 1; while { alive player } do { _plane doMove position _unit; }; sleep 4; };
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You can set the radius of the SAD-waypoint from the chopper to 200 or 400 meters. Or whats the problem? :)
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Trigger house (ID)
imutep replied to kiptanoi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Little example 1.) Put a game logic an write in the init line: ID161790=position this nearestObject 161790 2.) Put a trigger with the condition: getDammage ID161790 > 0.5 In activation: ID161790 setDamage 1; hint "The house is history"; The ID161790 you've to change with real ID from the house. -
AI Real in-game Dialog System [DSAI]
imutep replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great idea with this addon. Thx Thunderbird :) Put it on our modification section at Assault Mission Studio AI Real Ingame Dialog System [DSAI] by Thunderbird -
Simple Vehicle Respawn Script
imutep replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Very usefull script where anybody searching for. Thx Tophe. Put it on our scripts section at Assault Mission Studio Vehicle Respawn Script [1.5] by Tophe Edit: Link updated to version 1.5 -
Random House Patrol script v1.0
imutep replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice to see this script now in ArmA2. Thx Tophe :) Put it on our scripts section at Assault Mission Studio Random House Patrol [1.1] by Tophe -
Map/Gps/Compass/Clock
imutep replied to -Paladin-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Works also via script or trigger i think. 1=show 0=not show ShowCompass = 1; ShowGPS = 0; ShowMap = 1; ShowNotepad = 1; ShowWatch = 1; ShowRadio = 0; Or you try ShowGPS false. Not tested! ^^ Also i don't know if ShowNotepad works in ArmA2. -
Put the jump.sqs script in your mission folder and the command to beam the group in the flying heli, write in the init line of the group leader. Or you try this easy way to jump. Put this in the Activation field of the trigger where you wanna jump out. NameHeli lock false; Player action [ "eject", NameHeli]; Player setvelocity [0,0,0]; [Player] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
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Putting AI on top of objects and how to unarm them?
imutep replied to GoreZiad's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
DaveP released a script here in this forum called AI Urban Building/Combat Positioning Script. This script let the AI take random positions in houses ect...with example mission. Sorry, i found the thread not at the moment, but you also can get it from here if you want. Edit: here is the link to the thread -
Here are a lot of example mission. [NameOfGroup,NameOfPlane] exec "jump.sqs"; jump.sqs ?!(isServer) : exit _grp = _this select 0 _flz = _this select 1 _jmp = units _grp _i = 0 _j = count _jmp ~(random 3) #start unassignvehicle (_jmp select _i) (_jmp select _i) action ["EJECT",_flz] _i=_i+1 ~.4 ?_j>_i:goto "start" exit; To let start a group in the flying heli or plane use this command in the initline of the leader. {_x moveInCargo NameOfHeli} foreach units NameOfGroup; or {_x moveInCargo NameOfHeli} foreach units group this;
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AI Dispersion Increased for more Immersion
imutep replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thx for new version, Thunderbird! Put it on our addon section at Assault Mission Studio and updated the download link. AI Dispersion Increased [1.0] by Thunderbird -
Thx for the animation viewer. Very usefull :) Put it on our editing section at Assault Mission Studio Animation Viewer by Clayman
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Creating group with BIS_fnc_spawnGroup
imutep replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx for the examples, Ruebe und beita. Works fine for me! ^^ -
Two noob questions
imutep replied to MrPing1000's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It gives a AKS_Gold in ArmA2? Will try out.... :eek: -
Making AI sit down
imutep replied to GoreZiad's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try this code in the initline of the player or unit. this switchMove "amovpsitmstpsraswrfldnon_weaponcheck1";