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Posts posted by imutep
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Here is a little script written by XENO.
clearCorpes.sqf
private ["_aU", "_dU"]; _aU = allUnits; while {true} do { sleep 60; if (count _aU != count allUnits) then { _dU = _aU - allUnits; {hidebody _x} foreach _dU; }; _aU = allUnits; };
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I tested the island today for hours and must say...it's time for the Allerseelenschlacht! I'm on it :cool:
Thx for this great Hürtgenwald map, Beton.
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Very nice looking tanks. Release is tomorrow! :D
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You don't need a script to end a mission after objectives are done. I make 2 basic editing mission to show endtriggers and a lot more. Try also my trigger tutorial, it shows you all the trigger functions in ArmA2. Hope you undestand german. :)
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Very brillant and detailed looking island. Love it. Thx for your work, Raunhofer! :)
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Welcome to ArmA2! :cool:
I've never played BF2 but heard about the Project Reality Mod. Afraid to see it now in ArmA2.
BTW: Very nice video!
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It should work with this...
"NameMarker" setMarkerPos [0,0]; onMapSingleClick "NameUnit move _pos;""NameMarker"" setMarkerPos _pos"; true;" if (NameUnit distance _pos <=1) then {deleteMarker "NameMarker"};
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In the BIS-wiki are examples to use the onMapSingleClick command.
onMapSingleClick "NameUnit move _pos; true;"
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Or you try this...
NameMarker setMarkerColor "ColorBlue"; while {alive NameUnit} do { NameMarker setMarkerPos (getPos NameUnit); NameMarker setMarkerDir (getDir NameUnit); sleep 5; }; NameMarker setMarkerColor "ColorRed";
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If you named the vehicle in game to veh1, why you name it in the script _veh1 ?? ;)
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Try...
deleteWaypoint [_group, 0]; deleteWaypoint [_group, 1];
This will delete the waypoint 0 and 1 of the _group.
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I need a good o'l strait forward tutorial on triggers,waypoints, etc etc.I wrote a lot of editing tutorials for Waypoints, triggers, the Editor himself...and many more. Have a look here. But only in german. ;)
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Congrats to the release and for informing us. ;)
You plan a mod also for ArmA2?
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Very nice norrin! My prayer were heard. :)
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Maybe try...
Place a trigger around an area and put in the condition field:
(civilian countSide thisList) <1;
If count civilians in the list of the trigger are less than 1, the trigger is avtivated.
Or you place a trigger around an area and activated by civilians.
In the condition field write:
(count thisList) <1
Have a look also at BIS-Wiki.
Hope this helps!
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Make fire! Put this in the initline of an object, vehicle, ship, owe.
BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; nil = [this, 4, 750, false, true] spawn BIS_Effects_Burn;
[unit,intensity,time,lifecheck,fade] spawn BIS_Effects_Burn -
Nice to hear..what was the problem?
Would be nice if you tell how you get it to work now. Maybe other people here can learn if they had the same trouble like you. ;)
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Try this one...
[_squad, 1] setWaypointStatements ["true", "[color="Red"]bird1 land 'LAND'[/color]"];
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Maype...
[_squad, 1] setWaypointStatements ["true", "[color="Red"]bird1 land "LAND"[/color]"];
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GLT Flag Markers
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
That's what we need! Thx Legislator ;)
Put it on our editing-addons section at Assault Mission Studio.
GLT Flag Markers [1.0] by Legislator