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Posts posted by imutep
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(!alive 1) AND (!alive 2) AND (!alive 3) AND (!alive 4) ...etc.....
If you want that the whole group is dead, so use...
(count units NameGroup) <1
or
(count units NameGroup) == 0
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An example to add a waypoint to a spawned group (with formation)
_this = [b][color="Red"]TS1[/color][/b] addWaypoint [[4524.3, 7938.0, 0], 0]; _this setWaypointSpeed "FULL"; _this setWaypointBehaviour "COMBAT"; _this setWaypointType "MOVE"; [_this, 0] setWaypointFormation "COLUMN" [_this, 0] setWaypointCombatMode "RED"; _waypoint_0 = _this;
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And for groups use...
GroupName = group this;{_x assignAsCargo NameVehicle; _x moveInCargo NameVehicle} forEach units group this";
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In ArmA2 you can use the command setHit to damage a part of an vehicle. Try out.
vehicle player setHit ["engine", 1]
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Only put the surrender modul on the map without synchronisation. When the suppression fire is too heavy, the enemy unit will drop down her weapons and turn into captive mode. Looks like they are civilians now. Players side units never surrender.
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I have this command in my briefing, but won't work. I will try with trigger now.
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Give this little example a try. But not 100% sure if this works. On street lamps it works. ^^
1.) Put a game logic an write in the init line:
ID161790=position this nearestObject 161790
The you can use the command to switch off the light.
ID161790 switchLight "off";
The ID161790 you've to change with the real ID from the lighthouse.
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I've got the same problem. :j:
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This is one example to create a marker. You can write this as a script or in the activation of an trigger.
_marker = createMarker ["YourMarker", position player ]; "YourMarker" setMarkerType "Warning"; "YourMarker" setMarkerSize [1, 1]; "YourMarker" setMarkerDir 0.93884; "YourMarker" setMarkerText "Your text"; "YourMarker" setMarkerColor "ColorRed"; "YourMarker" setMarkerPos getMarkerPos "Marker1";
YourMarker is created at players position and set it to the position of Marker1. Marker1 is an empty marker.
And here are more infos to create markers.
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Correct!
The task in your briefing should be completed if the trucks or one of them are destroyed? Ok, then you write in the activation field on your trigger....
[b][color="Red"]task1[/color][/b] setTaskState "succeeded";
Now in your briefing is task1 completed. More infos about the ArmA2 briefings you can find here...or here.
If you want that all 3 trucks should be destroyed for completed task1 (task1 is an example) then write in the condition of the trigger...
! alive t1 && ! alive t2 && ! alive t3
or
not alive t1 and not alive t2 and not alive t3
Hope this helps ;)
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How do i make a trigger that activates when the vehicle is destroyed?Condition in the trigger:
! alive NameVehicle
or
getDamage NameVehicle >= 0.7
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I voted a big YES. ArmA2 should be GOTY. Which else? :rolleyes:
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Thx for sgf version, Rommel ^^
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Ok no problem. Is fixed.
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It keeps telling me that it cant find jump.sqs! i have copied the mission script into a notepad document and renamed it jump.sqs and put it into the folder for the mission i am using it in.What do you guys think is the problem?
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.
Many Thanks.Do I create a trigger exec jump.sqs in it over the area I want the AI jump to occur?
Yes, ceate a trigger where you wanna jump out and call the script with... (on activation in the trigger)
[NameGroup,NamePlane] exec "jump.sqs";
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Ups, is fixed. The routine with the BI-Forums links...... :rolleyes:
Step by Step Helicopter Extraction Guide
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
I made a lot of example mission like heli insertion, extraction, via radio call and som_transport. Take a look!
Learning by doing! ;)