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Junker

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Everything posted by Junker

  1. Junker

    ARMA 2 (OA) : DLC discussion thread

    The best one i hear is "GET A LIFE" and my come back is "If i had a life i wouldn't be playing this" :)
  2. or You could Just use 1 simple line loadScreen = "armabg1.paa"; easy ;)
  3. why would u want to spawn the rest of the group ?? You can add (Alive leader1) to each unit in that group, so when the leader isnt there they wont appear. Simple ;)
  4. all u need is a condition in the other units checking if the leader is present.. Something like (Alive Leader1); Just tested this and it works perfectly :)
  5. try this.. condition: This && isServer
  6. try this : class RscStdText { type=0; idc=-1; style=2; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; size=1; }; class RscTitles { titles[]={fog1}; class fog1 { idd=-1; movingEnable=0; duration=5; fadein=0; fadeout=1; name="fog1"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="villa.paa"; x=0.150; y=0.150; w=0.7; h=0.7; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.050; y=0.45; w=0.4; h=0.4; sizeEx=0.03; }; };
  7. Cant u put in a (_veh select 1) to delete the crew ???
  8. Something like this _Gunner1 moveInTurret [chopper1, [1]] _Gunner2 moveInTurret [chopper1, [2]]
  9. maybe you need to up your samples played in the audio options..? If theres alot going on some sounds won't play..
  10. this works :) enableradio false; _camera = "camera" CamCreate [0,0,0] _camera cameraEffect ["internal","Back"]; ;=== 22:44:34 _camera camPrepareTarget [-28700.42,98670.84,-221.01] _camera camPreparePos [4066.50,4191.67,1.24] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera ;=== 22:44:34 _camera camPrepareTarget [-28700.42,98670.84,-221.01] _camera camPreparePos [4066.50,4191.67,1.24] _camera camPrepareFOV 0.700 _camera camCommitPrepared 8 @camCommitted _camera player cameraEffect ["terminate","back"]; enableradio true; camDestroy _camera exit
  11. I use this this setPos ((nearestBuilding this) buildingPos 2); for towers.
  12. Its needs to be scripted - this part only gives you the icon the rest im not really clear about because you need to detect air units within the radar/trigger using Thislist and relaying that to the script itself.. the loop should be something like (Sorry SQS oldie) #loop "radar" setMarkerText format ["%1", GetPosASL radar select 2] ~1 goto "loop"
  13. For displaying the ASL = "nameofmarker" setMarkerText format ["%1", GetPosASL this select 2] this will result in 67.098 If you want the hight with out the .000's use this "nameofmarker" setMarkerText format ["%1", round (GetPosASL this select 2)] result is 67 oh and it needs to be looped to update the text
  14. condition : west countSide thislist <= 5 searched for you > http://forums.bistudio.com/showthread.php?t=96430&highlight=count+thislist
  15. Your gonna have to sit back and think about your mission - having all those enemy civ's about is gonna make the soldiers act wierd - there are loads of ways to script this, you just need to work out what works best for your mission and test, test, test :) ---------- Post added at 08:39 AM ---------- Previous post was at 08:16 AM ---------- this is how it works - the AI leader will change conditions depending on what situation he is in - so if you set him to not fire he wont fire until he detects the enemy and then and only then will he change his orders to attack the enemy and fire at will, after the fight the AI leader will revert back to his original settings and carry on with his duties.. What u have to remember is AI has been researched a lot longer than BIS has been around so what BIS has achieved in 9 years for a game/sim is pretty impressive if you ask me :)
  16. Junker

    Spillage

    not sure how many weapons you have in the box but try adding less weapons to the box..
  17. well this thread started off pretty simple but got more complicated the further you read into it . Beginners guide = keep it simple..
  18. wow i cont believe people are still doing this. add a resistance guy in and set his probability of presence to 0 and make him high ranking ( major ) so he becomes leader then group all the civi's to the resistance guy, job done :)
  19. 0,0 is always bottom left corner of the map - (the numbers on the side of the map are a clue) and yes you go beyond 0,0 it become minus.
  20. So u would let an armed guy run towards you and shoot you point blank in the head because you officer gave you a do not fir unless fired upon order ? There are alot of tricks you can script and stuff to make the AI respond or not respond until certain conditions are applied. Personally i would remove the AI's ammo until the player is within a certain distance or like other posts said disableAI is there for a reason :)
  21. make an enemy unit and put his probability of presence : 0 then group all the civilians to him..
  22. im on the latest beta patch 71382 :)
  23. First of all great addon - love the loading of vehicles but needs to make sure player doesn't get hurt when he gets thrown out the vehicle. a few scripting errors Out of path-planning region for O 1-1-A:22 at 3318.8,3620.0, node type Error O 1-1-A:22: Invalid path from [3326.78, 19.02, 3612.59] to [3370.01, 24.58, 3632.68]. Error in expression <_this Spawn IL76_BOOST> Error position: <_this Spawn IL76_BOOST> Error Type Script, expected Bool Error in expression <_this Spawn IL76_BRAKE> Error position: <_this Spawn IL76_BRAKE> Error Type Script, expected Bool hope this helps :)
  24. have you tried removing the units ammo ?
  25. Choppers have damage areas :- engine - windows - read rotor and so on Planes have one - Never understood why they don't have the same as choppers and vehicles..
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