Junker
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Everything posted by Junker
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You need to use a script for that ejecting on MP otherwise it wont work. make a logic and name it server (nothing needed in init line) in the troops init line put Group1 = group this name the heli = chop1 Add a trigger where you want the troops to jump out (Group it to the chopper) and in the activation line put this : [Group1,chop1] exec "eject.sqs" and use this script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? (!(local server)) : exit ~0.1 _group = _this select 0 _chop = _this select 1 _delay = 1 ;main part of script (edit at own risk) _count = count units _group _num = _count - 1 #eject _time = 0 _unit = units _group select _num unassignvehicle _unit [_unit] ordergetin false _unit action ["eject", vehicle _unit] ?_num == 0:goto "exit" _num = _num - 1 &_delay goto "eject" #exit _chop flyinheight 50 _chop domove [0,0,0] @unitready _chop deletevehicle _chop exit the last few line will make the chopper fly to a point and then its deleted if you dont want that to happen delete them but keep the exit at the end
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u need to make the script run serverside only add a logic called server in the script put ?(!(server)) : Exit
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trying to get a urban assault between ai
Junker replied to red oct's topic in ARMA - MISSION EDITING & SCRIPTING
mainly its all to do with placement of units and there WPs. Hold waypoints tend to make them stay there ground. Seek And destroy will make them look for the enemy. -
u mean like stachel high jump and lon jump :P yeah it is possible all you do is make a point from where he starts and then wait from him land then get the distance from LETS SAY a heli-pad to the dead guy. do something like this. Long Jump <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_dist = Helipad Distance deadguy; Hint Format ["Distance - %1", _dist] High Jump <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _dist = helipad distance deadguy ~1 #loop Hint format ["Height - %1",_dist] ? deadguy speed < 0: _i= _dist; goto "result" ~0.001 goto "loop" #result Hint format ["You Scored - %1",_i] Exit Dont quote me on these cus its just an example
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Forceing Tail Roter Failure
Junker replied to johnwilso007's topic in ARMA - MISSION EDITING & SCRIPTING
the part you are looking for is called Mala Vrtule prolly is possible to script damage to this part. -
need help with my first try at editing
Junker replied to jkandjdk's topic in ARMA - MISSION EDITING & SCRIPTING
i would put the condition as (Count thislist)<3 - Activated by the enemy. This way it will only count the enemy and not all the units in that area. -
weapon init fails for client in multiplayer
Junker replied to nichevo's topic in ARMA - MISSION EDITING & SCRIPTING
try reducing the magazines seems your overloading the poor guys  :S  12 mags for the AK is abit much for 10 slots Try delaying the script by a few secs. -
Units entering empty vehicle then moving
Junker replied to jptheron's topic in ARMA - MISSION EDITING & SCRIPTING
try add a waypoint with getinnearest selected and place the waypoint near the vehicle. -
Unable to authenticate original disc within time l
Junker replied to CAGE RATTLER's topic in ARMA - TROUBLESHOOTING
i have this problem with other games, It seems that some DVD drives dont like certain discs, The way around this is to: a/ restart windows and try it b/ uninstall DVD rom - reinstall and try again c/ buy an external DVD rom (This is what fixed my problem) A and B will have to be done everytime you want to play the game -
I had to purchase another copy of Arma cus the other copy developed a nasty crack from the centre. After looking into this i have heard a few people now have the same thing. Is this related to cheap CDs exploding in thr drive or maybe a start of it What to do
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mine was always in my DVD rom its only when it didnt want to know anymore is when i took out and found a crack on it
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Anti-TK scripts - punish group leader of A.I. TK
Junker replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
If AI refuse to get in a chopper that is badly damaged shouldnt they refuse to shoot friendlies that have good standings maybe BIS could fix this -
due to the M1A1 having an jet (AGT-1500 turbine) engine wouldnt it be more realistic to make it start up its engine first before you can move, instead of jumping in and zooming off you have to wait for the engine to get to full RPM before you can go(like a chopper) Â
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Anti-TK scripts - punish group leader of A.I. TK
Junker replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
cant u add an eventhandler to each unit and then get the killers group leader from that and see if he ordered that unit to target you -
Bionoc's Effect to Camera.sqs?
Junker replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
use this >> Â <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">titlersc ["binocular","PLAIN"] -
Evolution V1.0 Large scale respawn coop
Junker replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
I find version 1.2 lags alot more and crashes the SES server than Version 1.1, adding more stuff to 1.1 was a bad idea in my eyes, the dynamic weather is a big lag issue moving icons all over the map is alot of processing for a server with 30 players on it. My 2p worth  -
Revive Script by Doolittle Question
Junker replied to rekster's topic in OFP : MISSION EDITING & SCRIPTING
not sure but i think u need to do it like this. soldierType = ["SUCHrifledes","SUCHusmcsmawdes","SUCHpatrol_des"] -
VETERAN mode should disable it. If you dont want it to be play in cadet use a trigger. Condition: Cadetmode on activation: Forceend this will end the mission as soon as its started in cadet mode. VET mode will also disable other features.
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No its part of the model
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Carry an object (gas can)
Junker replied to Sexacutioner's topic in OFP : MISSION EDITING & SCRIPTING
try using an attach script and put it on his back. -
Prevent unit from watching unknown objects
Junker replied to DanAK47's topic in OFP : MISSION EDITING & SCRIPTING
u tried making the incoming unit setcaptive up to the point u want the AI to see him -
shell that hit an engine (plane)
Junker replied to x582gr51's topic in OFP : MISSION EDITING & SCRIPTING
aah i have that, See what i can do -
shell that hit an engine (plane)
Junker replied to x582gr51's topic in OFP : MISSION EDITING & SCRIPTING
What u need to learn here is the DROP command that can simulate the FIRE and SMOKE. If ya tell me what plane your using (Download link plz) i could prolly conjur up something for u -
couldnt u detect the nearest unit and add the flag to him by pressing the action button. in the actionbutton script i would move the flag to that unit.
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How can you activate scripts within a pbo file?
Junker replied to Platoon RedHawk's topic in OFP : MISSION EDITING & SCRIPTING
i think this is what ur looking for this exec "addonname/scriptfoldername/Scriptname.sqs"