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Posts posted by imutep
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This is your jump.sqs. Save it as jump.sqs in your mission folder.
?!(isServer) : exit _grp = _this select 0 _flz = _this select 1 _jmp = units _grp _i = 0 _j = count _jmp ~(random 3) #start unassignvehicle (_jmp select _i) (_jmp select _i) action ["EJECT",_flz] _i=_i+1 ~.4 ?_j>_i:goto "start" exit;
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In this forum are many threads about the modules and paras. Please take a minute and search. ;)
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Sorry, edit. Too late :D
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Yes, i think MattRochelle released one
[NameGroup,NamePlane] exec "jump.sqs";jump.sqs
?!(isServer) : exit _grp = _this select 0 _flz = _this select 1 _jmp = units _grp _i = 0 _j = count _jmp ~(random 3) #start unassignvehicle (_jmp select _i) (_jmp select _i) action ["EJECT",_flz] _i=_i+1 ~.4 ?_j>_i:goto "start" exit;
Or the halo jump. Therefore write in the init line of the plane:
this flyinheight 400; this addaction ["Jump out","halojump.sqs"];halojump.sqs
_unit = _this select 1; _unit action ["eject",c130]; [_unit] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
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Maybe kick them out with...
Unit1 action ["eject",NameOfHeli]; Unit2 action ["eject",NameOfHeli]; Unit3 action ["eject",NameOfHeli];
or (but don't know if this works) ^^
{ commandGetOut _x; } forEach [unit1,unit2];
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Ok at first, i'm at the beginning on learning sqf scripting, so maybe somebody knows a better way for that. Here is an example how you get the heli to "searching around" the player. The heli isn't realy searching, but maybe it helps :rolleyes:
nul=[NameHeli,Player] execVM "moveTo.sqf";
moveTo.sqf
_plane = _this select 0; _unit = _this select 1; while { alive player } do { _plane doMove position _unit; }; sleep 4; };
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You can set the radius of the SAD-waypoint from the chopper to 200 or 400 meters. Or whats the problem? :)
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Little example
1.) Put a game logic an write in the init line:
ID161790=position this nearestObject 161790
2.) Put a trigger with the condition:
getDammage ID161790 > 0.5
In activation:
ID161790 setDamage 1; hint "The house is history";
The ID161790 you've to change with real ID from the house.
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Works also via script or trigger i think.
1=show
0=not show
ShowCompass = 1; ShowGPS = 0; ShowMap = 1; ShowNotepad = 1; ShowWatch = 1; ShowRadio = 0;
Or you try ShowGPS false. Not tested! ^^
Also i don't know if ShowNotepad works in ArmA2.
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Put the jump.sqs script in your mission folder and the command to beam the group in the flying heli, write in the init line of the group leader.
Or you try this easy way to jump. Put this in the Activation field of the trigger where you wanna jump out.
NameHeli lock false; Player action [ "eject", NameHeli]; Player setvelocity [0,0,0]; [Player] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
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DaveP released a script here in this forum called AI Urban Building/Combat Positioning Script. This script let the AI take random positions in houses ect...with example mission.
Sorry, i found the thread not at the moment, but you also can get it from here if you want.
Edit: here is the link to the thread
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Here are a lot of example mission.
[NameOfGroup,NameOfPlane] exec "jump.sqs";
jump.sqs
?!(isServer) : exit _grp = _this select 0 _flz = _this select 1 _jmp = units _grp _i = 0 _j = count _jmp ~(random 3) #start unassignvehicle (_jmp select _i) (_jmp select _i) action ["EJECT",_flz] _i=_i+1 ~.4 ?_j>_i:goto "start" exit;
To let start a group in the flying heli or plane use this command in the initline of the leader.
{_x moveInCargo NameOfHeli} foreach units NameOfGroup;
or
{_x moveInCargo NameOfHeli} foreach units group this;
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Thx for the examples, Ruebe und beita. Works fine for me! ^^
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It gives a AKS_Gold in ArmA2? Will try out.... :eek:
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Try this code in the initline of the player or unit.
this switchMove "amovpsitmstpsraswrfldnon_weaponcheck1";
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dayTime returns the current ingame time in hours. You can use it as condition in a script or trigger. Example: 22.5 = 10:30PM
? (dayTime > 22.5) : {"What a dark night!"};
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limited amount of units??
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
And how many units can be at 1 group? 12 like OFP and Armed Assault? I tested a group with 20 units, it comes no error message. Is it possible, that ArmA2 split too many units in a gropu to more groups?