

Junker
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Posts posted by Junker
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try this
? (Not(Isserver)) : Exit _heli = createVehicle ["UH1Y", _heli, [], 0, "None"]; _heli setPosASL [getposASL _heli select 0, getposASL _heli select 1, 15.9]; _heli setdir 180; _heli engineon false; _pilot = createGroup (west); "USMC_Soldier_Pilot" createUnit [_heli, _pilot]; (units _pilot select 0) assignAsDriver _heli; (units _pilot select 0) moveInDriver _heli; hint "Your Helicopter starts in one minute." _heli engineon true; ~60
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u can add this line to the leader of the group to make things alot easier :)
{_x moveincargo boat1} foreach units group this
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Yes exactly. The point is though that the original name is defined as a CfgSfx in music.pbo so playSound won't work on it. Using description.ext is just a workaround. If you have a way to playSound CfgSfx sounds directly, I'd love to hear it! :-)hmm looking into it :)
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you are trying to define ingame sounds in a Description which isnt needed, The sounds are already defined, All you need to know is what name they use.
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you need to run the script from a trigger - using the init.sqs/sqf or the units init seems to cause a misfire and you dont get the weapons :(
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Thanks.. but also not Working...for addvehicle to work the group needs a waypoint to move to..
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this will only work if the unit has a weapon in hand..
Sadly not women :(
Machinegun pistol :D
removeAllWeapons this; this addweapon "M9"; this addweapon "GAU8"; this addmagazine "1350Rnd_30mmAP_A10"; this selectweapon "GAU8"
BTW u can add weapons to the tractor too :P
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Hi there... why my Leader whant get in as Driver ??? He STand outside the Truck and will not getin._gruppe = Creategroup EAST; _truck = "KamazOpen" createVehicle _pos; _truck setDir _direction; _Leader = "RU_Soldier_TL" createUnit [_pos, _gruppe, "", 1, "Captain"]; _Leader moveInDriver _truck;
try this
_gruppe = Creategroup EAST; _truck = "KamazOpen" createVehicle _pos; _truck setDir _direction; _Leader = "RU_Soldier_TL" createUnit [_pos, _gruppe, "", 1, "Captain"]; _gruppe addvehicle _truck;
The leader will always getin as driver.
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Problem is it only works on short distance so far, atleast for soldiers.From what i know Infrared vision is short range..
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The marker you got right,
but...
you need to put these lines in the Description.ext
respawn = 3; respawnDelay = 15;
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you looking for something along the lines of
condition: (score >= param1) Activation : Hint "Mission Over"
or
condition: score >= param1 Activation : Hint "Mission Over"
not sure tho - i only do co-op missions :)
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Yes. Delete this line (tskobj1 setTaskState "SUCCEEDED") in the briefing.@Junker :" ACTIVE" was the "old" objective status. It doesn't seem to exist in ArmA anymore. Possible values of taskstate are : "None, Created, Assigned, Succeeded, Failed, Canceled".
works for me :)
Edit: nvm im a noob ;) thnx for the heads up :)
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you can define the score limits in the Description.ext
...Score This feature allows you to set scores for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command. MinScore = 0; AvgScore = 1800; MaxScore = 7500;
take a look here
http://community.bistudio.com/wiki/Description.ext#...Score
or use the param1 to make it selectable at mission selection
titleParam1 = "Score to win:"; valuesParam1[] = {10000, 5, 7, 10, 15, 20, 25, 30}; defValueParam1 = 5; textsParam1[] = {"Unlimited", 5, 7, 10, 15, 20, 25, 30};
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make it :
tskobj1 setTaskState "ACTIVE";
plus you need to fix the typo :
obj1 settaskstate "succeeded"
it should be :
tskobj1 settaskstate "succeeded"
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The first time i saw OFP was at 4am im the morning watching some computer TV program - They showed that mission BATTLEFIELD and i was like W O W ! ! ! that looks Fing great..
next day i was playing it :)
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I know what you do just not how exactly, you need to create a bomb instead of the explosion. That's easy enough but it will fall to the ground and explode.What it needs is an invisible object to collide with it, that's the part I'm stuck on.
I can't seem to set off the bomb.
i said bullets, not bombs :)
doesn't _bomb setdamage 1 make them explode ?
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you can easily spawn bullets at the point of the explosion to simulate flak, depending on type could cause damage to the aircraft if hit :)
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can someone explain how this works..?
Does it wait for a sound before playmove or does it wait for the move to finish before playing the sound ?
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this is not possible ATM unless someone comes out with a FSM or script that will make the AI do so..
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try setting the 0 too 0.3 or something might help..
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Can I remove a dead vehicle from the mission / map?Playing through some great coop missions atm. 1 thing I see that bugs me is, if you kill a vehicle, maybe a heli. Every 30 seconds or so, the explosion loops for the rest of the mission. Anyway to prevent this by possibly removing the dead vehicle, or something else.
Seems to effect several vehicles on kill. Tested a tank too. Pretty annoying, would be nice to know for future reference.
All you need to do is run a script for each vehicle :-
put [this] exec "scriptname.sqs" in the init of each vehicle
and use this code :-
_vehi = _this select 0 #loop ?(Not(Alive _vehi)) : Deletevehicle _vehi ; Exit ~30 goto "loop"
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maybe you can look for the animationstate of the flag ?
http://community.bistudio.com/wiki/animationState
then get the finish to trigger when the state is complete with this.?
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so would a "sleep 1" command be better than something like this"waituntil (alive _this select 0)"
encompassing the existing code?
you can try that yes - if that doesnt work try calling the script from a trigger or even the Init.sqf - for some reason doing loadouts and calling it in the units init does for some reason misfire..
Scripting a LaserTarget
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
maybe try looping the laser...?