-
Content Count
1371 -
Joined
-
Last visited
-
Medals
-
Medals
-
Posts posted by imutep
-
-
At the beginning of the mission comes a hint "Take your equipement and then let's go" A waypoint to the equipement is shown.
Must I say a Spetz that he has to check his equipement? :)
At the tent in the camp you find all weapons, satchels and all equip what you need (BINOC, NVG ...).
-
Looks like more people who played the english version has problem with the BTR-90 on the extraction zone. Well, i've fixed this little problem now in V1.04.
Also removed the setCurrentTask command from the objectives.
-
OK, ... and when you must go back to the extraction zone, wait for the BTR-90 who pick u up and bring you back to base. You also can go back to base by foot.
-
Hossa, it works! :)
I tested it with ...
tskObj1 setSimpleTaskDestination (getMarkerPos "MarkerWhoDoNotExist")
But this simple way is the best. Thx Mike
tskObj1 setSimpleTaskDestination [0,0];
-
this setpos [getpos this select 0, getpos this select 1, 100]; this flyinheight 100;
This goes in the init.line of the chopper or plane. Be sure you set the heli/plane in special as "Fly" in the editor.
Possible is also:
NamePlane setpos [getpos this select 0, getpos this select 1, 100]; NamePlane flyinheight 100;
-
I'm getting this problem: I have killed tristan, cleared the village and found the survivors.Managed to clear the camp, went to the extraction zone (last objective) with all survivors, but mission did not end.
Are u sure you've cleared the village completly? Every mission objective which is succeeded, you see a hint. Also you have to take a look at your map when you should go back to extraction zone. Sometimes you must go to the medic outpost, if one of the survivors are damaged (>=0.5). ;)
-
Maybe this works...
_ranks = ["PRIVATE","SERGANT"]; _skill = 0.3 + random 0.3; _units = 3 + random 5; _grp = [(getMarkerpos "1"), east, _units, _ranks, _skill] call BIS_fnc_spawngroup;
Take a look at the description of BIS_fnc_spawngroup ;)
File: spawnGroup.sqf
Author: Joris-Jan van 't Land
Description:
Function which handles the spawning of a dynamic group of characters.
The composition of the group can be passed to the function.
Alternatively a number can be passed and the function will spawn that
amount of characters with a random type.
Parameter(s):
_this select 0: the group's starting position (Array)
_this select 1: the group's side (Side)
_this select 2: can be three different types:
- list of character types (Array)
- amount of characters (Number)
- CfgGroups entry (Config)
_this select 3: (optional) list of relative positions (Array)
_this select 4: (optional) list of ranks (Array)
_this select 5: (optional) skill range (Array)
_this select 6: (optional) ammunition count range (Array)
_this select 7: (optional) randomization controls (Array)
0: amount of mandatory units (Number)
1: spawn chance for the remaining units (Number)
_this select 8: (optional) azimuth (Number)
Returns:
The group (Group)
*/
-
I used this function like this...
campGuard.sqf
_units = 8 + random 2; _grp = [(getMarkerpos "Markername"),[color="Red"]east[/color],_units] call BIS_fnc_spawngroup; [_grp, (getMarkerpos "Markername")] call BIS_fnc_taskDefend;
It spawns a group with 8-10 east units on a marker position. The group defends a marker position and man nearby static defenses like MG and so on. Patroling, sit down, and attack enemy units if they are spotted.
-
Yes, version 1.03 works in english now. On the dl-site scroll down, you see an Download Button (german) and the English Button for the english version. ;)
-
Here is a snippet from Rommel i think. (Sorry, not 100% sure :rolleyes:)
It removes all dead bodys, so maybe you can change it for vehicles.
Activate:
_xhandle = execvm "clearCorpses.sqf";
clearCorpses.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; };
-
No sorry, i don't get it to work. I thought it, but hmm....
-
Ok, i've updated booth versions. The english version is now without the stringtable and i added also more functions like task defend and task patrol. The english version works now correct. :)
Changelog:
v1.03
- english version without stringtable now
- added more functions like task defend and task patrol
- added content for cadet mode
First post up to date!
- english version without stringtable now
-
Which version of A2 do you have? English, italian...
I added now italian to the stringtable. Should work!
-
At the beginning you have a waypoint to the camp. Go this way, take your equip and then lets rock. You must know, for each objectives or orders to get in a vehicle or something else, you bacome a hint info text. I think the ACM spawned troops near your camp fire position and it makes you confus. Well, that is war! :p
The english version of the mission is when you scroll down the dl-site, there are 3 Buttons (Download, English and Forum). So use the English Button for the english version. ;)
-
@imutep, try to set the task destination somewhere else. You could give it a bogus marker name for example, and the game engine will place the marker at [0,0]Thx Mikey, that's it.
-
Thx man(s) :)
Has anybody the base attack at the begin of the mission? Sometimes its too heavy i think! ^^
-
Thx Manzilla and nice to read that you enjoy our missions! :rolleyes:
Well, i know the problem with calling air support before you've destroyed the SU 23 AA canon. I think the next patch should fix this problem.
You should play the newest version 1.02 which i released few hours ago, but forgot to change the version number in the first post. In this version i fixet the problem with the supply_drop. Now it works! ^^
-
You find flags under empty/objects/flag (US)...ect
-
-
Ok, seems that there are problems with the stringtable. I've write now only english in the stringtable and it should work now coorectly. Dl-Link is updated! ;)
-
This can be the problem that you have the german version. In future i make my missions always in english language now. ^^
-
Good idea with SmallSecondary :)
-
Maybe you take a look at the Random Enemy Camps by wolffy.au. This script creates random camp and random number of troops.
AI will do random animations like seating and walking out and in and out of the tent.
-
I don't believe you. You seriously didn't find anything for deleting markers? Did you trying searching 'delete' or 'marker'? Because there's an entry called 'deleteMarker'.You know what this line activate? deleteMarker, deleteMarkerLocal, setMarkerType "empty" ...nothng work ;)
task3 setSimpleTaskDestination markerpos "camp1";
I found a way to delete this orange markers with...
player removeSimpleTask taskname;
But this is'nt optimal, because it delete the task from the briefing. Hmm...
Search At War [SP]
in ARMA 2 & OA - USER MISSIONS
Posted
I think this is good as it is. 50 meters to the camp should'nt be a problem. And it's a new way to start a mission. Alone at your tent, a fireplace and good music. :cool: