Junker
-
Content Count
651 -
Joined
-
Last visited
-
Medals
Posts posted by Junker
-
-
you might be over filling them (look up capacity in ammo boxes in the wiki) or you might need a slight pause before the loop.
-
need to know what the problem u r getting ?
-
looking for a list for crew capacity of each vehicle and the movein commands if different from arma 2 commands.
-
u can't rename cities that already exist on the map unless you make a new map addon, but im not sure about the town spawn module.
-
Ace is an addon so its already defined and running before the mission starts..
-
You can sync triggers to waypoints only, Group them to vehicles, units and objects..
-
nonsensenot if your using the default settings
-
Hmm, well I've tried in jpeg and paa but my loading screen still looks stretched. It's a 2048x1024 image and my monitor is 1920x1200. It just looks horrid..try it 1024 x 1024
-
Alright guys it took me two days and two nights to finally get a script built up for this. For some reason the game was just skipping straight to the time or changing the AccTime for the Game Speed. Anyways, here is the script I have put together.while {true}
do {
timeIdx = time;
endIdx = timeIdx+60;
while { timeIdx < endIdx }
do{
timeIdx = time;
};
skipTime .00333;
};
};
you need a pause in the loop to slow it down...
-
As Cougs said, put this in the init fields of the guys you want without weapons:removeAllWeapons this;
Then change the trigger you have there to be Anybody Present Once and change the On Act to be this:
{aziz action["SALUTE",_x];} forEach [groupA, groupB,com1, com2, aziz];
That should do it.
any unit will salute with weapon in hand..
-
your looking for skiptime but looping at what intervals ?
-
Tyson;1708925']I'm using the code above but its triggering when there are far more enemies in the area than I have stipulated.Last test I had about 12 left in the area when I had it set to 5.
would enemy spawning in effect this at all?
Do enemy flee then change their minds and then get all brave again?
If not does anyone have any ideas what could be the cause?
that condition is looking for AI that is running away, Not how many AI are in the trigger and AI do stop fleeing after awhile ;)
-
try this:
?(player == p1) : p1 = unit; goto "teleport" ?(player == p2) : p2 = unit; goto "teleport" ?(player == p3) : p3 = unit; goto "teleport" ?(player == p4) : p4 = unit; goto "teleport" ?(player == p5) : p5 = unit; goto "teleport" goto "end" #teleport unit setPos (getPos TP); goto "end" #end EXIT
-
-
open the chute automatically, and how do I implement them.off topic:
In the OFP days when Halo first came out all the people/AI that didnt open in time we called the noob filter :P
Now I just need to know how to get into free fall...on topic:
this will get you to free fall...
[this, 5000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
-
No, the only place I have used "player" is in briefing.sqf. I've read that player is nullObj or something in MP and bad to use, so the trigger is BLUFOR not present and type is end #1. So it ends for me who is hosting but not my friend who is a client.tbh u don't need to detect if all players are dead because the mission will end automatically as soon as the last guy dies..
-
btr1 in thislist || btr2 in thislist || btr3 in this list || brt4 in thislist
That code would go into your condition box :)
-
I think it's 5000 x 5000 so it should cover everything. There's no "leader" apart from the squad-leader and it isn't grouped to him. Do I have I have to group it to him for it to work?no not really - Its just another way of doing it :)
My guess then is to delete the trigger that detects all players dead and try a fresh one but leave the condition box alone for now :), then test it..
see if that works...
---------- Post added at 11:49 AM ---------- Previous post was at 11:45 AM ----------
Just a quick edit :)
Are you using anything like (Not(alive player)) at all ???
-
I think you will find its properly behind a tint layer or faded slightly giving that dull effect.
---------- Post added at 02:46 PM ---------- Previous post was at 02:45 PM ----------
uhm, guys? The image certainly isn't a square. It's 2048 x 1024. And yes, you better should use a paa. At least I've read about problems using jpgs time and again.the game will auto size the image no matter what size you use..
-
how big is the radius on the trigger that detects no more players alive ?
Is it covering everything ?
is it grouped to the leader ?
-
the loading screen is best at 1024x1024 which is about 1 meg in .paa format
-
U could probably give the vehicle an addaction that will heal the guy calling the script..
simple way
e.g.
vehicle init :
this addaction ["Heal","heal.sqs"]
heal.sqs
_unit = _this select 1 _unit setdamage 0 exit
u could make it more complex to only show when the units damage is > 0 ;)
-
I use 3 civi's in the front of a truck - players board that truck and the AI drive past all the enemy straight to the drop off point.
no scripts
the truck is seen as civilian not matter whats in its cargo but u have to make sure the civilians are moved into the truck before you add the player units and make sure the civi's don't jump out of the truck when they spot the enemy or the truck becomes enemy and you end up getting shot.. ;)
-
just get a civi to driver the SUV - he will drive past the enemy with out a worry :)
Just make sure the civi wont jump out of the car when he spots the enemy :)
Ammo box issue
in IRON FRONT: LIBERATION 1944 - MISSIONS - Editing & Scripting
Posted
the stuff in the box is just the vanilla stock right ?
I dont think the script knows where to put the stuff cus _this isnt directed to anything.
U need a line - _box = _this select 0 and change all the _this to _box
in the box init - [this] exec "ammobox".sqf
not good at sqf, still learning it but i think thats ur problem..