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james mckenzie-smith

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Everything posted by james mckenzie-smith

  1. First time back here for me for a few years... I am making missions (again) in ArmA2 because ArmA3, even with the otherwise beautiful Global Mobilization mod, just cannot handle what I do, viz., the creation of single player games at the company combat team level and higher. So, I am making high command missions set on Chernarus using the US Army assets from Operation Arrowhead. Out of the box, these are in desert colours, so I have retextured certain things like the M1A1, and have used the setObjectTexture command with success. However, for reasons unknown to me, using this command with the US Army soldiers does nothing whatsoever. Code << TANK1 setObjectTexture [0, "NEWH1A1hullTex.paa"] >> works fine for the M1A1, for instance, but << MAN1 setObjectTexture [0, "NEWsoldierTex.paa"] >> does nothing when used on US Army soldiers (or USMC men). This code works fine when used on say BAF expansion soldiers from Operation Arrowhead, so I am a little stumped. Anyone know what's the deal with this?
  2. james mckenzie-smith

    setObjectTexture sometimes does not work?

    Yes, I was afraid that's what it was. No big deal, but I will have to find a work around if I wish to have my US troops in old school BDUs for any scenarios set in the tail end of the cold war. Thanks for the (VERY prompt) assistance!
  3. In the Initialization field of whatever tank for which you wish to set a new tactical number, place this code... this setVariable ["LIB_Numbers",235] ...with the '235' being changeable to whatever three digit code you want. Note that two digit and one digit codes are also possible. If you do not want any code at all, put this in instead: this setVariable ["LIB_Numbers",null]
  4. Try this: _group = _this select 0; _X action ["Eject",War_Thunder]; unassignVehicle; sleep 1}foreach units _group; unassignVehicle is a command. There is no need to replace the word Vehicle with the name of the vehicle in question.
  5. It sounds like the paratroops are not being unassigned from the C130 after ejecting. In the eject script, check your spelling for unassignVehicle; if it is spelled correctly, let us see your code.
  6. james mckenzie-smith

    High Commander Icons Blue==>Black

    The icons go black when casualties eliminate the group. Are the groups starting in a location that puts them immediately under fire? If not, we could use a little info. Care to upload the mission to Dropbox or somewhere?
  7. Use the enableSentences command. Make a trigger with the On Act field containing this: enableSentences false; If you want to change back, have another trigger with: enableSentences true; Using radio activation of triggers is a simple way to turn this on and off. Finally, you may like to try out https://community.bistudio.com/wiki/fadeRadio - as a note, I must say that I have not tried this out, but it might be useful just to reduce the volume so it's more like chatter in the background.
  8. Re. post #4. Problem is, you are creating units with names like "_c", as in... _c = _grp createUnit ["Ins_Soldier_1", [(getMarkerPos "spwn" select 0),(getMarkerPos "spwn" select 1),0], [], 20, "CANCOLLIDE"]; ...but you are applying unassignVehicle to units with names like "c". _mg1 setWaypointStatements ["true", "unassignVehicle c; unassignVehicle d; unassignVehicle e; unassignVehicle f; unassignVehicle g; unassignVehicle h"]; Replace the above line with... _mg1 setWaypointStatements ["true", "unassignVehicle _c; unassignVehicle _d; unassignVehicle _e; unassignVehicle _f; unassignVehicle _g; unassignVehicle _h"]; ...and see how you get on. It should work as per your original intent, and you will be able to have the vehicle unloading where you want it to, and not have to rely only on enemies on foot.
  9. Try this out: if (isServer) then { truck = createVehicle ["V3S_Civ", (getMarkerPos 'spwn'), [], 0, "CAN_COLLIDE"]; trk = createGroup EAST; ridic = trk createUnit ["Ins_Woodlander1", (getMarkerPos 'spwn'), [], 0, "CAN_COLLIDE"]; ridic moveInDriver truck; grp = createGroup EAST; c = grp createUnit ["Ins_Soldier_1", (getMarkerPos 'spwn'), [], 0, "CAN_COLLIDE"]; c moveInCargo truck; d = grp createUnit ["Ins_Soldier_1", (getMarkerPos 'spwn'), [], 0, "CAN_COLLIDE"]; d moveInCargo truck; e = grp createUnit ["Ins_Soldier_1", (getMarkerPos 'spwn'), [], 0, "CAN_COLLIDE"]; e moveInCargo truck; f = grp createUnit ["Ins_Soldier_1", (getMarkerPos 'spwn'), [], 0, "CAN_COLLIDE"]; f moveInCargo truck; g = grp createUnit ["Ins_Soldier_1", (getMarkerPos 'spwn'), [], 0, "CAN_COLLIDE"]; g moveInCargo truck; h = grp createUnit ["Ins_Soldier_1", (getMarkerPos 'spwn'), [], 0, "CAN_COLLIDE"]; h moveInCargo truck; [_grp, 2] setWaypointType "HOLD"; mg1 = trk addWaypoint [getMarkerPos 'wp_1', 0]; mg1 setWaypointType "TR UNLOAD"; mg1 setWaypointCombatMode "RED"; mg1 setWaypointBehaviour "SAFE"; mg1 setWaypointSpeed "FULL"; MG1 setWaypointStatements ["true", "unassignVehicle c; unassignVehicle d; unassignVehicle e; unassignVehicle f; unassignVehicle g; unassignVehicle h"]; mg2 = grp addWaypoint [getMarkerPos 'Z1', 0]; mg2 setWaypointType "SAD"; mg2 setWaypointCombatMode "RED"; mg2 setWaypointBehaviour "COMBAT"; mg2 setWaypointSpeed "FULL"; };
  10. james mckenzie-smith

    Ai reinforcement spawning - Help needed

    The Opfor activated trigger is designed exclusively to regulate the spawning of opfor units. If you have just one trigger set to activate by 'anyone' being present, it will spawn friendly units as well as enemy, so the Opfor needs it's own trigger there. The Blufor triggers are designed merely to tell the game that the reinforcement system should be activated once the friendly units are in position, and only then. Setting it to 'anyone' would cause the reinforcements to be activated by Blufor OR the odd civilian or stray enemy. You probably don't want that. If you need to tell the enemies already on the ground to hold back while friendlies move to fall back positions, then that's a whole different issue, and frankly one that is best solved in-game with effective machinegun employment. :) You probably could do it all in one trigger or using a sqf file or whatever. I do find that separate triggers are easier to debug, and my workflow will therefore influence my suggestions to a certain degree.
  11. james mckenzie-smith

    Ai reinforcement spawning - Help needed

    Make the condition of the trigger that we are working on to be something like: OPFORACTIVATED && "MAN" countType thisList < 2 Then, make another trigger, perhaps activated by bluefor entering the area to be defended, and an On Act with this: OPFORACTIVATED = true Add a time delay for people to get into place. As an alternative, have three triggers so that all positions must be entered in order for enemy reinforcements to be activated, in which case the original trigger's condition would look something like this: OPFORACTIVATED && OPFORACTIVATED2 && OPFORACTIVATED3 && "MAN" countType thisList < 2 The conditions OPFORACTIVATED, OPFORACTIVATED2, and OPFORACTIVATED3 would each be activated by separate triggers. Finally, consider having a radio trigger as well, that the players can activate once they are in position so as to avoid any excessive down time if they enter their defensive perimeters quicker than you expect. The On Act for such a trigger would look like this: OPFORACTIVATED = true; OPFORACTIVATED2 = true; OPFORACTIVATED3 = true;
  12. james mckenzie-smith

    Ai reinforcement spawning - Help needed

    I don't use ACE. Go to the ACE forum, someone there will know what to do!
  13. james mckenzie-smith

    Simple script will not run

    Not really sure. Removing the brackets { } in the one.sqf file seems to work, though.
  14. james mckenzie-smith

    Ai reinforcement spawning - Help needed

    To delete the warning, click on the 'Effects' tab at the bottom of the trigger's menu. On the Edit Effects menu that pops up, just delete the text in the text block at the bottom. Just as a note, when you work with triggers, it is sometimes good to put some sort of text in the block so that at least you can tell if the trigger is firing properly. The text can be deleted when you are finished. To get the new units to move to a new waypoint, use https://community.bistudio.com/wiki/addWaypoint for info. Also, replace the On Act of the aforementioned trigger with this: null=[] spawn {"TK_INS_Soldier_EP1" createUnit [getMarkerPos "ENEMYSPAWNAREA", grpNull, "_reinf = this"]; _group = createGroup east; _reinf join _group; "TK_INS_Soldier_EP1" createUnit [getMarkerPos "ENEMYSPAWNAREA", _group]; "TK_INS_Soldier_EP1" createUnit [getMarkerPos "ENEMYSPAWNAREA", _group]; "TK_INS_Soldier_EP1" createUnit [getMarkerPos "ENEMYSPAWNAREA", _group]; "TK_INS_Soldier_AR_EP1" createUnit [getMarkerPos "ENEMYSPAWNAREA", _group]; _wp1 = _group addWaypoint [getMarkerPos 'ENEMY_WAYPOINT', 25]; [_group, 0] setWaypointType "MOVE"; _wp2 = _group addWaypoint [getMarkerPos 'ENEMY_WAYPOINT2', 25]; [_group, 1] setWaypointType "MOVE";} Note a couple of things: First, I corrected the spelling of 'ENEMY_WAYPOINT'; you will have to do so on the marker in the mission. Also, place a second marker called ENEMY_WAYPOINT2 for the enemies' second waypoint. Also, observe the numbers in red above. Those are radii of the waypoints, which is an easy way of adding an element of randomization to enemy movement. Change it to what suits you. Large numbers work well in countryside, a little smaller is perhaps best in built up areas. To add another waypoint, you would need to add the line... _wp3 = _group addWaypoint [getMarkerPos 'ENEMY_WAYPOINT3', 25]; [_group, 2] setWaypointType "MOVE" ...after the last semicolon ( ; ) but before the last bracket ( } ). You will also need to add another marker somewhere, called 'ENEMY_WAYPOINT3.
  15. james mckenzie-smith

    Ai reinforcement spawning - Help needed

    Here's a mission I've just whipped up for you... https://www.dropbox.com/sh/am3mz8o6z7djx7t/AABbYp7XHSwvU2lwMoydwFp9a Drop the mission into your C:\Users\ ... \Documents\ArmA 2\(YourPlayerName)\missions folder and open it in the editor. Be sure to activate the Markers tab (shortcut F6) to see the mission triggers. For the trigger with the condition "MAN" countType thisList < 2, you can change the number to what you want. In your case, that would probably be 21. For the On Act field of the same trigger, the unit type TK_INS_Soldier_EP1 can be changed to whatever you like. Here's the OA class name list... https://community.bistudio.com/wiki/ArmA_2_OA:_Infantry#Takistan_Militia and of course Google will reveal other classname lists for ArmA2, and addons usually have a readme with class names as well. That should be enough to get you started.
  16. james mckenzie-smith

    Wondering how to set up an Informant

    Righto, I'll give it a go. In the Informant's Initialization box, put this: this addAction ["Salaam, Sekander. Do you have any information for me today?", "INFORMANTspeaks.sqs"] Then, minimize ArmA2 using alt-Tab. Find the folder in which the current mission is in, and make a txt file called INFORMANTspeaks.txt. Open the file, and then you have several options. The easiest is to just write this: hintSilent "The hostages are being held in the building to the west of the Chardarakht market." Save and exit the file, and rename it to INFORMANTspeaks.sqs. Try it out. Other options could be to have the sqs file have something as simple as INFORMANTCONDITIONMET = true to fire off the trigger that we made a few posts back, after changing the condition for that trigger to INFORMANTCONDITIONMET. I never use sqs files, so this is actually pretty deep waters for me, although the info is accurate; hope that you find it helpful. It was a learning experience for me!
  17. james mckenzie-smith

    Wondering how to set up an Informant

    Easiest way would be to use a Radio trigger, with the On Act being: INFORMANT_TALK = true Then change the condition field in the INFORMATION trigger to: true && INFORMANT_TALK
  18. james mckenzie-smith

    Wondering how to set up an Informant

    I can help. First, make sure that the leader of the group meeting the informant has a name, say grp1LEADER. Give the informant a name; INFORMANT will do. Then, in the informant's init field, write this: INFORMATION attachTo [iNFORMANT,[0,0,0]] Then, create a trigger, 2m x2m, elliptical in shape, and name it INFORMATION. Group the trigger with grp1LEADER, and make the trigger's activation Group Leader, Once, Present. In the On Act field of the trigger, write this: null=[] spawn {INFORMANT doWatch grp1LEADER; sleep 8; INFORMANT doWatch objNull;} Then, click on the Effects tab at the bottom of the trigger's menu. There, under the Edit Effects menu, switch Type to Text, and then write the pertinent info in the black text block at the bottom of the menu, something like this: The hostages are being held in the building to the west of the Chardarakht market. Or whatever. Now, test the mission. When the leader comes within a metre of the informant, the informant will turn to him, and the text will appear. Then the informant will probably turn away. That should do if for starters.
  19. Use command hcSetGroup. If the commanders are called COMMANDER1 and COMMANDER2, and the groups to be commanded are called groupNameA, groupNameB, groupNameC, and groupNameD, and both players are to command two groups each, then put this in a trigger somewhere: COMMANDER1 hcSetGroup [groupNameA]; COMMANDER1 hcSetGroup [groupNameB]; COMMANDER2 hcSetGroup [groupNameC]; COMMANDER2 hcSetGroup [groupNameD]; I might also add that you need both HC modules, but just link them to one another, but not to anything else.
  20. james mckenzie-smith

    How to merge cutscenes?

    Use a program like FRAPS to record the Chernarus intro as a video, then play it at the beginning of the mission. This link provides some tips... http://www.mpgh.net/forum/showthread.php?t=633367 and this is the BIStudio page about it... https://community.bistudio.com/wiki/BIS_fnc_customGPSvideo
  21. Try using this in a looping trigger... GroupMechanizedLDR = leader GroupMechanized; GroupMechanizedLDR move (player modelToWorld [0,-25,0]); GroupMechanized setFormation "WEDGE"; GroupMechanized setCombatMode "RED"; GroupMechanized setSpeedMode "FULL"; GroupMechanized setBehaviour "AWARE" ProfTournesol helpfully explains how to get a trigger to loop here... http://forums.bistudio.com/showthread.php?94768-Time-lapse-script-trigger(need-looping-trigger) Try not to go too fast when you are leading a group like this, full speed movement will cause them to lag behind a little.
  22. What you are doing wrong is trying to make a two player version of a High Command scenario. Sad to say, it is just not possible with the default HC system. That said, I have worked on the problem, and I will try to post my findings sometime soon. I cannot do so immediately, because I am very busy today, and because I have primarily been working on it in Iron Front and will need to transfer the work over to ArmA2. Wait a few days, and I will try to post what I've got so far. ---------- Post added at 14:59 ---------- Previous post was at 13:53 ---------- Actually, now I think of it, it should be possible to do what you are doing in SP. Can you post your scenario so that we can have a look at it?
  23. Put the following into the On Act field of a trigger: hcShowBar true Then have the trigger's conditions met at the beginning of the mission. Assuming that HC is set up correctly, you will start the mission in HC mode.
  24. As per the thread title, Does anyone know of any way to make a unit invisible to the player, but not to the AI? I know that deleteCollection and hideObject do not do this. Is the best bet to apply transparent textures to a model and use that?
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