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Posts posted by imutep
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OK, i've wrote an english version of the mission. I hope the translation is ok so far. :)
Download:
Language:
German/English Note: Use the English button to download the english version!
Have fun soldier!
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I proudly present you my newest SP Mission for ArmA2. In No Way Out you are a civilain who was captured by guerillas with your woman and 4 inhabitants. You've to kill a betrayer to save them. But is it possible?
Story:
These damned guerrillas have occurred in Msta and have taken us as hostages. If i kill the teacher of the Skalisty island, they would release us. To me no other choice remains!
The mission changed if you kill the teacher or you let him alive. Which way you go?!
Download:
Language:
German/English Note: Use the English button to download the english version!
Features:
* Any own scripts
* Intro, Outro, Cutscenes
* Detailed briefing with images
* Possible rekrutiting of civilians
* Changes mission (teacher is dead or not)
* Little drive with boats
* Eastereggs :)
* and much more
Used modules:
* Civilians
* Civilian vehicles
* First aid
* Animals
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Yep, must be written on the topic name, please do it.Done!
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I made different editing tutorials for Armed Assault and now it's time for the newest versions for ArmA2. The first one is a tutorial to show and use the whole dialogues and functions of the great mission edititor in ArmA2. I also made a newest version of my trigger tutorial with lot of examples and functions to use triggers in ArmA2. Hope this helps anybody in the endless world of mission editing! :)
I also work on an new version of my camscripting tutorial, but that needs time. At the moment the tuts are in german, but if anybody wanna translate him, so feel free to contact me. Click on the images to download the tuts.
Editor Tutorial
Trigger Tutorial
Have fun!
Imutep
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Make triggers with your different radio channels. Then synchronize each waypoint (1 before) with the radio trigger.
Example: If you want that the convoy drives to wayponit 3, you must synchronize waypoint 2 with a radio trigger. ;)
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I made a lot of missions to show different examples how to use choppers for insertion and extraction. Take a look
Also 2 SOM examples.
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Now you have the M136 with 4 magazines. ;)
removeAllWeaponsThis; this addMagazine "M136"; this addMagazine "M136"; this addMagazine "M136"; this addMagazine "M136"; this addWeapon "M136";
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Maybe you must right at first in the script:
if (isserver) then { _units = 5 + Random 3; _grp = [(getMarkerpos "defendpos"),east,_units] call bis_fnc_spawngroup; [_grp, (getMarkerpos "defendpos")] call BIS_fnc_taskDefend; };
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I know this! But he want to stay the group in their current positions. For what a situation this is used i dont know. I see no another way.
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It's only an example. So he can do it without _x enableAttack FALSE :rolleyes:
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Set at formation "none" on every unit. Then write in the initline of the leader:
{_x setUnitPos "MIDDLE"; _x disableAI "MOVE"; _x enableAttack FALSE} forEach units NameOfLeader;
Place the units where you want and see how they hold theyr positions.
If you want the units move back to formation:
{_x setUnitPos "Auto"; _x enableAI "MOVE"; _x enableAttack TRUE} forEach units NameOfLeader;
Is that what you want? ^^
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Don't forget this line
BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; nil = [firelogic1,15,time,false,true] spawn BIS_Effects_Burn;
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You can put this in the init line of the unit. The position in the house you must find out. buildingPos 11 is one of the positions in a big house.
this setPos ((position this nearestObject "House") buildingPos 11);
Or you try the AI Urban Building/Combat Positioning Script by DaveP or the Random House Patrol script by Tophe
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Give the empty helicopter a name. Create a empty trigger and write in the condition:
(player in NameOfHeli)
on activation:
taskHeli = player createSimpleTask ["Blablabla"]; ...
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Thx for your work Victor. Nice to see this addon now in ARMA II :cool:
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I wrote an article which show the use and the function of the stringtable.xml used in ArmA2. It's in german.
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Better try this, sometimes the not present would'nt work
OPFOR trigger condition:
((count thisList) <1)
or
(whatIsTrue && (count list NameTrigger) <1)
Activation or script:
8 fademusic 0; titleCut ["","Black Out",4]; sleep 4.5; endMission "END1";
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I used
skipTime (random 24);
For the weather there is a good scritp which posted Clayman on our forums.
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Try to write only this in your briefing.sqf
task1 setSimpleTaskDescription["Clear the city...blablabla.","Clear city", "Clear city"]; task1 setSimpleTaskDestination markerpos "NameMarker";
If you wanna make your task visible, then ...
task1 = player createSimpleTask ["Clear city"];
Should work!
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They're in a radius of 75 meters from the markes. Today here, tomorrow there :cool: I changed theyr positions, then it was too easy to find them.
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Try ths one
[] execVM "briefing.sqf"; [] execVM "ACM\ACM_init.sqf"; [] execVM "ACM\ACM_USMC_init.sqf"; [ldr0,["1-1","1-1A","1-1B","1-1C","1-1MG"]] execVM "cent_HCS\cent_HCS_init.sqf"; Obj_Spetz=false; camp_1=false; camp_2=false; camp_3=false; camp_4=false; {_x moveInCargo bus} forEach units group ldr1; {_x moveInCargo bus} forEach units group ldr2; {_x moveInCargo bus_1} forEach units group ldr3; {_x moveInCargo bus_1} forEach units group ldr4; {_x moveInCargo bus_1} forEach units group ldr0;
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Playing 1.4 and BTR doesent arrive at the extraction zone. It simply tells me to go to the medic area and then nothing happens.If you've all 3 objectives done, then come a hint that you have to go to the extraction zone. But, if one of the survivors is setDamage (>=0.5) then you've to go to the medic zone. A hint informs you what to do. The BTR-90 comes only if you have to go to the extraction zone, not for the medic zone.
If you arrive the medic zone, then go in the big hut where an Vodnic medic stays. Then the mission ends. This must work! I've tested it several times. ;)
Same for me...Very nice mission Imutep... I had much fun playing it.
Thx, nice to read :)
Valhalla Mod - WIP
in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Posted
You're on the way. Looks great!