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imutep

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Posts posted by imutep


  1. As Big sayd, all missions as pbo goes to the ArmA2 directory/MPmissions...or spmision/your new mission. (C:\Program files\Bohemia Interactive\ArmA 2\mpmissions/your new mission)

    The editor mission who are not packet as pbo, goes in your documents/ArmA2/missions folder. This missions you can only play in the editor.


  2. this is what im using to delete marker when task is completed

    tskzu2 setTaskState "SUCCEEDED"; hint "Le ZU-23 a ete detruit!"; "dca2" setMarkerType "empty";

    it make the marker empty so you don't see it on the map

    I mean the orange task3 marker which is set on the empty marker "camp1";

    task3 setSimpleTaskDestination markerpos "camp1";

    This marker is always visible, also if i set the "camp1" marker as empty. In the Wiki i found also nothing. Maybe search again ^^


  3. I had the same problem, Wiggum.

    But i find a interesting function called BIS_fnc_taskManager. This function automatically sets tasks as current. You only set priorities for your tasks (lower number means higher priority). It also randomize the selection of tasks with the same priority.

    Example:

    [
    						BIS_cooper,
    					[
    						["objShaftoe",   		1],
    						["objGorka",			3],
    						["objNikolayev",		5],
    						["objLagushina",   		5],
    						["objSmugglers",   		5],
    						["objFindBase",    		4],
    						["objSentries",   		3],
    						["objLeader",			3],
    						["objDestroyBase",		3],
    						["objEscortLagushina",	1],
    						["objRescueCrew",   	2],
    						["objSafehouse",    	3],
    						["objMaksim",    		6],
    						["objEvidence",    		7]
    					]
    				] call BIS_fnc_taskManager

    I'll give this a try tomorrow.


  4. Hmm ok, i tested again and now i got the same as you. I changed now the activation from the supply_drop. I had this lines in a trigger.

    waitUntil {!isnil {player getVariable "mainScope"}};
    SOM_mainScope = player getVariable "mainScope";
    Som1 getVariable "initDone";
    [["supply_drop"],player] call BIS_SOM_addSupportRequestFunc;

    and now i changed to:

    init.sqf:

    waitUntil {!isnil {player getVariable "mainScope"}};
    SOM_mainScope = player getVariable "mainScope";
    Som1 getVariable "initDone";

    Trigger:

    [["supply_drop"],player] call BIS_SOM_addSupportRequestFunc;

    So now it should work correctly. Tested it and all works fine (5 times)

    Regards :)


  5. The Supply Drop works fine. I tested it again now. If you called Hotel, the hint message for supply shows. Then you can activate via the comunication (0-8-1) the supply drop. Click on the map to give the coordinates, then comes minutes later a heli and drop down the equip. It works ;)


  6. This should work.

    [[[b][i]Let this empty[/i][/b]], BIS_ACM] call BIS_ACM_setFactionsFunc;
    [bIS_ACM, ["USMC_InfSquad","RU_Mi24VSquadron","RU_TankPlatoon"]] call BIS_ACM_addGroupClassesFunc;

    These are the group class names of all factions:

    // USMC

    USMC_InfSquad

    USMC_FireTeam

    USMC_FireTeam_MG

    USMC_FireTeam_AT

    USMC_FireTeam_Support

    USMC_HeavyATTeam

    USMC_SniperTeam

    USMC_FRTeam

    USMC_FRTeam_Razor

    USMC_MotInfSection

    USMC_MotInfSection_AT

    USMC_MechInfSquad

    USMC_MechReconSection

    USMC_TankPlatoon

    USMC_AH1ZSquadron

    USMC_UH1YSquadron

    USMC_MV22Squadron

    USMC_MQ9Squadron

    USMC_F35Squadron

    USMC_AV8BFighterSquadron

    USMC_AV8BBomberSquadron

    // CDF

    CDF_InfSquad

    CDF_InfSquad_Weapons

    CDF_InfSection_AT

    CDF_InfSection_AA

    CDF_InfSection_MG

    CDF_InfSection_Patrol

    CDF_SniperTeam

    CDF_MotInfSquad

    CDF_MotInfSection

    CDF_MotInfSection_Weapons

    CDF_MechInfSquad

    CDF_MechReconSection

    CDF_MechATSection

    CDF_TankPlatoon

    CDF_Mi24DSquadron

    CDF_Mi8Squadron

    // RU

    RU_InfSquad

    RU_InfSection

    RU_InfSection_AT

    RU_InfSection_AA

    RU_InfSection_MG

    RU_SniperTeam

    RUS_ReconTeam

    MVD_AssaultTeam

    RU_MotInfSquad

    RU_MotInfSection_Recon

    RU_MotInfSection_Patrol

    RU_MechInfSquad_1

    RU_MechInfSquad_2

    RU_TankPlatoon

    RU_Mi24VSquadron

    RU_Mi24PSquadron

    RU_Pchela1TSquadron

    RU_Ka52Squadron

    RU_Mi8Squadron

    RU_Su34FighterSquadron

    // INS

    INS_InfSquad

    INS_InfSquad_Weapons

    INS_InfSection_AT

    INS_InfSection_AA

    INS_SniperTeam

    INS_MilitiaSquad

    INS_MotInfSquad

    INS_MotInfSection

    INS_MechInfSquad

    INS_MechInfSection

    INS_MechInfSection_AT

    INS_TankSection

    INS_Mi8Squadron

    // GUE

    GUE_InfSquad

    GUE_InfSquad_Assault

    GUE_InfSquad_Weapons

    GUE_InfTeam_1

    GUE_InfTeam_2

    GUE_InfTeam_AT

    GUE_GrpInf_TeamAA

    GUE_GrpInf_TeamSniper

    GUE_MilitiaSquad

    GUE_MotInfSection

    GUE_MotInfSquad

    GUE_MechInfSection

    GUE_MechInfSquad

    GUE_TankSection

    // CIV (not supported with ACM)

    CIV_Crowd

    CIV_City_1

    CIV_City_2

    CIV_Village_1

    CIV_Village_2


  7. There are 3 survivors in the woods. Thy are all around the markers and one of them i remember is under a tree. :rolleyes:

    Yes i know my ""bad" english, i've translated the mission as good as i can, but it seems i forgot one trigger text to translate. Sorry will fix this now.

    Regards


  8. You might find this helpful for translating, its not always exact but it will do a good enough job & anything glaringly wrong we'll be able to correct you on if you dont mind the feedback.

    Follow the link http://dictionary.reference.com/translate

    Hope that is of some use to you!

    Thx, i have tried a "good" translator, called apacho.de. But the best translator don't help if you don't can correct any translation errors. ^^

    Wow, good work. Looking forward to your English translation. If you have problems with it try pasting the text here in German. And maybe I or others would help you.

    Ok, i think (hope) i've translated all. But please, i think it's not 100% correct.

    I found out what it was. You need to blow up the AA Gun, and I really mean blow up, after that you can call the chopper without a crash.

    But the chopper crew is somehow stupid, they keep crashing in trees all the time. Please check if the have nighvision

    Yes, this can be the problem. I try to create the trigger when you can call air support. ;)

    can u do this mission on russian language? of course if u can do that.. =)

    Sure, if i had anybody who speak the russian language i do it.

    The english version is now available. Scroll down the download site. Then you see an "English" Button.

    Have fun, and i hope the translation is ok so far. :rolleyes:


  9. Ok, i changed the "_this" variable to another one. But its the same. They look to the north. I give up.....till tomorrow. Thx for the tips!

    _group_4 = createGroup _center_0;
    _unit_0 = objNull;
    if (true) then
    {
     _this = _group_4 createUnit ["RU_Soldier_Medic", getMarkerpOS "soldat_3", [], 0, "CAN_COLLIDE"];
     _unit_0 setDir 208.256;
    };


  10. Last days i spend a lot of time to spawn a russian camp with vehicles, camp guards, patrols .... But without Fort_RazorWires. With 2 example missions i hope this helps beginners to learn spawning objects and units with [X Y] coordinates an (or) with markers as positions. I don't know if this is the best script-way, but it works. :rolleyes:

    base1s.jpg base2s.jpg

    Download

    Script:

    /*
    Script file for ArmA2
    Spawning russian camp with patrols
    Created by: Imutep
    http://www.assaultmissionstudio.de
    
    Example:
    nul = [this] execVM "woodCamp.sqf";
    
    Needed moduls:
    Funktions manager
    
    Needed empty markers:
    Red = Points of spawning patrols
    Green = spawned soldier positions
    Yellow = spawned vehicles positions
    Black = spawned objects positions
    */ 
    
    _this = createCenter east;
    _center_0 = _this;
    
    _group_0 = createGroup _center_0;
    
    _vehicle_0 = objNull;
    if (true) then
    {
     _this = createVehicle ["RU_WarfareBBarracks", getMarkerPos "basem", [], 0, "CAN_COLLIDE"];
     _vehicle_0 = _this;
     _this setDir 121.874;
     _this setPos getMarkerPos "basem";
    };
    
    _vehicle_1 = objNull;
    if (true) then
    {
     _this = createVehicle ["FlagCarrierRU", getMarkerPos "flagpos", [], 0, "CAN_COLLIDE"];
     _vehicle_2 = _this;
     _this setDir 30.978;
     _this setPos getMarkerPos "flagpos";
    };
    
    _vehicle_2 = objNull;
    if (true) then
    {
     _this = createVehicle ["BTR90_HQ", getMarkerPos "btrpos", [], 0, "CAN_COLLIDE"];
     _vehicle_2 = _this;
     _this setDir 215.01576;
     _this setPos getMarkerPos "btrpos";
    };
    
    _vehicle_3 = objNull;
    if (true) then
    {
     _this = createVehicle ["HeliH", getMarkerPos "hpos", [], 0, "CAN_COLLIDE"];
     _vehicle_3 = _this;
     _this setDir 208.256;
     _this setPos getMarkerPos "hpos";
    };
    
    _vehicle_4 = objNull;
    if (true) then
    {
     _this = createVehicle ["Ka52Black", getMarkerPos "hpos", [], 0, "CAN_COLLIDE"];
     _vehicle_4 = _this;
     _this setDir 208.256;
     _this setPos getMarkerPos "hpos";
    };
    
    _vehicle_5 = objNull;
    if (true) then
    {
     _this = createVehicle ["RU_WarfareBMGNest_PK", getMarkerPos "mgpos", [], 0, "CAN_COLLIDE"];
     _vehicle_6 = _this;
     _this setDir 26.83569;
     _this setPos getMarkerPos "mgpos";
    };
    
    _vehicle_6 = objNull;
    if (true) then
    {
     _this = createVehicle ["RU_WarfareBFieldhHospital", getMarkerPos "sanpos", [], 0, "CAN_COLLIDE"];
     _vehicle_6 = _this;
     _this setDir -59.300674;
     _this setPos getMarkerPos "sanpos";
    };
    
    _vehicle_7 = objNull;
    if (true) then
    {
     _this = createVehicle ["GAZ_Vodnik_MedEvac", getMarkerPos "vodpos", [], 0, "CAN_COLLIDE"];
     _vehicle_7 = _this;
     _this setDir -143.89613;
     _this setPos getMarkerPos "vodpos";
    };
    
    _vehicle_8 = objNull;
    if (true) then
    {
     _this = createVehicle ["Land_CamoNetVar_EAST", getMarkerPos "guardpos", [], 0, "CAN_COLLIDE"];
     _vehicle_8 = _this;
     _this setDir 93.607002;
     _this setPos getMarkerPos "guardpos";
    };
    
    _vehicle_9 = objNull;
    if (true) then
    {
     _this = createVehicle ["Land_Campfire_burning", getMarkerPos "feuerpos", [], 0, "CAN_COLLIDE"];
     _vehicle_9 = _this;
     _this setDir 93.607002;
     _this setPos getMarkerPos "feuerpos";
    };
    
    _vehicle_10 = objNull;
    if (true) then
    {
     _this = createVehicle ["Paleta2", getMarkerPos "palpos", [], 0, "CAN_COLLIDE"];
     _vehicle_10 = _this;
     _this setDir (random 360);
     _this setPos getMarkerPos "palpos";
    };
    
    _vehicle_11 = objNull;
    if (true) then
    {
     _this = createVehicle ["Land_Antenna", getMarkerPos "antpos", [], 0, "CAN_COLLIDE"];
     _vehicle_11 = _this;
     _this setDir 93.607002;
     _this setPos getMarkerPos "antpos";
    };
    
    _vehicle_12 = objNull;
    if (true) then
    {
     _this = createVehicle ["Notice_board", getMarkerPos "tafelpos", [], 0, "CAN_COLLIDE"];
     _vehicle_12 = _this;
     _this setDir 51.876671;
     _this setPos getMarkerPos "tafelpos";
    };
    
    _vehicle_13 = objNull;
    if (true) then
    {
     _this = createVehicle ["RUBasicAmmunitionBox", getMarkerPos "munpos", [], 0, "CAN_COLLIDE"];
     _vehicle_13 = _this;
     _this setDir -57.251743;
     _this setPos getMarkerPos "munpos";
    };
    
    _vehicle_14 = objNull;
    if (true) then
    {
     _this = createVehicle ["RUBasicWeaponsBox", getMarkerPos "munpos_1", [], 0, "CAN_COLLIDE"];
     _vehicle_14 = _this;
     _this setDir 91.353088;
     _this setPos getMarkerPos "munpos_1";
    };
    
    _vehicle_15 = objNull;
    if (true) then
    {
     _this = createVehicle ["UAZ_RU", getMarkerPos "uazpos", [], 0, "CAN_COLLIDE"];
     _vehicle_15 = _this;
     _this setDir (random 360);
     _this setPos getMarkerPos "uazpos";
    };
    
    _vehicle_16 = objNull;
    if (true) then
    {
     _this = createVehicle ["KamazReammo", getMarkerPos "ammokampos", [], 0, "CAN_COLLIDE"];
     _vehicle_16 = _this;
     _this setDir 120;
     _this setPos getMarkerPos "ammokampos";
    };
    
    _vehicle_17 = objNull;
    if (true) then
    {
     _this = createVehicle ["KamazOpen", getMarkerPos "kampos", [], 0, "CAN_COLLIDE"];
     _vehicle_17 = _this;
     _this setDir 120;
     _this setPos getMarkerPos "kampos";
    };
    
    
    //Spawn units in the camp - Each unit who is not in a group, must create a group for it
    _group_1 = createGroup _center_0;
    
    _unit_0 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["RU_Soldier_MG", getMarkerpOS "soldat", [], 0, "CAN_COLLIDE"];
     _unit_0 = _this;
     _this setDir 208.256;
    };
    _group_2 = createGroup _center_0;
    _unit_0 = objNull;
    if (true) then
    {
     _this = _group_2 createUnit ["RU_Soldier_GL", getMarkerpOS "soldat_1", [], 0, "CAN_COLLIDE"];
     _unit_0 = _this;
     _this setDir 118.424;
    };
    
    _group_3 = createGroup _center_0;
    _unit_0 = objNull;
    if (true) then
    {
     _this = _group_3 createUnit ["RU_Soldier_LAT", getMarkerpOS "soldat_2", [], 0, "CAN_COLLIDE"];
     _unit_0 = _this;
    };
    
    _group_4 = createGroup _center_0;
    _unit_0 = objNull;
    if (true) then
    {
     _this = _group_4 createUnit ["RU_Soldier_Medic", getMarkerpOS "soldat_3", [], 0, "CAN_COLLIDE"];
     _unit_0 = _this;
     _this setDir 208.256;
    };
    
    _group_5 = createGroup _center_0;
    _unit_0 = objNull;
    if (true) then
    {
     _this = _group_5 createUnit ["RU_Soldier_AT", getMarkerpOS "soldat_4", [], 0, "CAN_COLLIDE"];
     _unit_0 = _this;
     _this setDir (random 360);
    };
    
    _group_6 = createGroup _center_0;
    _unit_0 = objNull;
    if (true) then
    {
     _this = _group_6 createUnit ["RU_Soldier_AA", getMarkerpOS "soldat_5", [], 0, "CAN_COLLIDE"];
     _unit_0 = _this;
     _this setDir (random 360);
    };
    
    
    //Vodnik in the camp
    [(getMarkerPos "vodpos_1"), Random 360, "GAZ_Vodnik", east] call BIS_fnc_spawnVehicle;
    
    //Group will man nearby static defenses and guard the position in the camp.
    _guardunits = 4 + Random 2;
    _guardgrp = [(getMarkerpos "guardpos"),east,_guardunits] call bis_fnc_spawngroup;
    [_guardgrp, (getMarkerpos "guardpos")] call BIS_fnc_taskDefend;
    
    //Create a random patrol of several waypoints around a given position in the camp (200 meter waypoint distance)
    _patrolunits = 5 + Random 3;
    _patrolgrp = [(getMarkerpos "patrolpos"),east,_patrolunits] call bis_fnc_spawngroup;
    [_patrolgrp, (getMarkerPos "guardpos"), 200] call BIS_fnc_taskPatrol;
    
    

    Spawned objects in the Camp:

    * Basis Baracke

    * Helipad

    * KA-52

    * BTR-90

    * UAZ

    * Vodnik

    * Vodnik_mediEvac

    * Kamo Truck

    * Kamo Reammo Truck

    * Field hospital

    * MG position

    * Camo net

    * Mapboard

    * Ammo boxes

    * camp fire

    * Paletas

    * Antenna

    * Guards

    * Wood patrol

    * Camp guards

    One thing is, that the spawned soldiers all look to the north. I set any azimuts (setDir positions), but they always look gen north. I don't know why. Any ideas to fix this would be nice.

    Enjoy!


  11. Here is my newest SP mission for ArmA2. Search At War is a nice Spetz mission with 6 mission objectives.

    saw-title.jpg

    Story:

    A russian support convoy was attacked by guerillas in Myshkino. Only 3 russian soldiers survive ths ambush and hide now in the woods. They hope anybody rescue them. The warlord Tristian planed many attacks against the russian forces and is now the target of the Spetz. You have to find the soldiers and hunt for Tristian. Find and kill him. Bring back the soldiers, alive. :cool:

    Download: Search At War 1.04 (26th july 2009)

    Language: German / English

    Changelog:

    v1.04

    Added random positions for survivers

    Removed setCurrentTask commands from the objectives, so no double wps

    BTR-90 on extraction fixed

    Tristian new random position

    v1.03

    english version without stringtable now

    added more functions like task defend and task patrol

    added content for cadet mode

    v1.02

    supply_drop corrected

    v1.01

    Fixed founded translation errors

    Features:

    • Random enemy troops
    • Random positions of enemy units
    • Spawned troops, vehicles and heli
    • Random weather and daytime
    • Optional mission objectives
    • 6 mission objectives
    • 3 different missions-endings
    • Random patrols
    • Air support
    • Supply drop (SOM)

    Modules:

    • First aid
    • Secure wounded soldiers
    • Civilians
    • Civilian vehicles
    • Tiere
    • SOM (without missions)
    • ACM

    Known Bug(s):

    • If you call air support before the SU 23 AA canon is destroyed, your A2 crashes to desktop

    .

    Have fun and sorry for my english ^^


  12. @Imutep

    Using random on an allready randomly chosen number isn't a good idea :)

    Xeno

    Sorry, my scripting knowledge is limited. I only tested your example and it works fine so far. But it spawns always 1-5 vehicles with the same class. (3 BMPs or 4 T90...) I remember the command select random and tested it. Now it spawns 1-5 vehicles with different classes. ( 1 BMP3 and 2 T90, or 1 T90 with 1 BRDM and 1 BMP3)

    No good idea? :)

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