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k i n g

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Everything posted by k i n g

  1. @CarlGustaffa: No, "strikePilot doMove [(getMarkerPos "target" select 0),(getMarkerPos "target" select 1+200),200] is not working. I dont get an error message, but the pilot us unable to find the marker. @Rommel: hm....sorry, i'm not that scripting genius, but i think this not working for me. I already have an airstrike.sqs where i have to modify the line so that the plane will pass "target" with a distance of 200m:( I'm unable to implement a new script as you mentioned it. Im using this old script form Skumball modified by LCD which is working great, but the plane always flies directly to the target: @wickedstigma: As you can see i use the OnMapSingleClick, too. take a look at this bible, page 185-187, http://www.armaholic.com/page.php?id=4847
  2. arrgh.... i am a little bit old school from ofp and honestly i have no idea about this sqf-thing (yes, shame on me:confused:) i need this solution for an airstrike where a plane will be created and flies to the target. everything is done in sqs... so... is there an sqs-solution for my problem! i sweare next time it will be sqf.... :rolleyes:
  3. hey, this goes out to all the talented scripting people out there: i suggest it might be possible to create/simulate an ac130-airstrike. so the player is able to call an airstrike via radio and mapclick, the ac130 flyes to this point or better makes an half turn around this mapclick point and just fires on this point. after making an half turn, the ac130 flys away and disapears. to achieve this, i think it is possible to combine this airstrike script: http://forums.bistudio.com/showthread.php?t=74058 with AC-130U spooky II gunship http://forums.bistudio.com/showthread.php?t=84733&highlight=ac130 Or maybe it would be better to simulate this without addon?! well, i'm not good enough in scripting, but maybe someone of you is.
  4. In the beginning of harvest red (mission first to fight), general (?) Armstrong makes a speech on the flight deck and the player has to listen, he is unable to walk away, he can only move his head. Does anyone know how i can do this in a mission? i looked at the mission in the editor, but i did not found the condition. Maybe it is somewhere in the fsm-file, but i am unable to find it. a few weeks ago, i found a relating thread for OFP, but it did not meet the point. thanks in advance!
  5. All right, thats it! just play an animation! thanks!
  6. thanks for the help. @zigzag: "disableuserinput" is not that good, you can't do anything at all in this situation, i had to shut down my computer @Chris Death: Hm... but it is not in the intro or outro.... it is all in the mission. @Bon: ah ok, i will try this tonight or tomorrow
  7. I just dont get it with this fsm-files, pretty difficult. I read a lot, but it is still hard. but in the beginning you say there is a "Manual" conversation flow. How do i start this manual conversation? i tried it with a sqf file, but it does not work. and another question: i want to avoid the player from moving. he should only be able to move his head. how and where do i implement this condition?
  8. Thanks, i realy tried it with your instructions, but i did not get it. now i am able to continue my campagne! thanx
  9. hey monsada, awesome script. i read about you plans to add a respawn option, are there any news? what about this function: min:n/max:n = Create a random number (between min and max) of 'clones'. init:string = Custom init string for created clones. What does it do?
  10. k i n g

    SP - Operation Jackal's Hunt

    @SD: Hmm.... i get the same error
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