Koni
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Posts posted by Koni
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Can they be turned on at all ?
Thanks
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Hey, I like the addrating :) never used that before
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You shouldn't need to check that tung1 is dead in all your tasks, just have the task that needs tung1 dead to be signed off completed.
I'll have a look at that task order for Arma2 Kylania, just always used the old OFP code, which works well.
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put this in your players units init line
this setcaptive true;
That will make you friendly to everyone, no matter what you do to them, or if you don't want to be able to die add this
this allowdamage false;
or have both
this setcaptive true; this allowdamage false;
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Yeah, that's exactl what I needed, thanks cobra

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To create a task use this
tskobj_1 = player createSimpleTask ["Whatever you want here"];
tskobj_1 setSimpleTaskDescription ["Whatever you want here.", "Task name", "Task name"];
tskobj_1 setSimpleTaskDestination (getMarkerPos "markername");
I'd set it to
Activation = Anybody - Present
Condition = !alive tung1
On Activation = "1" objstatus "DONE"; tskobj_1 settaskstate "SUCCEEDED"; tskobj_1 = true; publicVariable "obj_1";
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I'm trying to spawn a group of Civilians that will be classed as Blufor, so Opfor will engage them on sight.
They are named in groups, c1, c2 and c3
_pos = getmarkerPos "NCM1";
_skill = [0.1, 0.5];
_side = west;
_units = ["Citizen2", "Citizen1", "Citizen3", "Citizen4", "Doctor", "Profiteer2", "Rocker1", "SchoolTeacher", "Damsel1", "Farmwife4"];
C1 = [_pos, _side, _units, [], [], _skill] call BIS_fnc_spawnGroup;
That spawns a Civilian group named C1 just fine, but as they pose no threat to anyone they are not fired upon by Opfor, so I had another Blufor unit hidden away in no mans land called wes, so I tried
[c1] join wes;
which works fine for the group leader of the Civilians, as he now is engaged by Opfor, but once the Civilian group leader of C1 is dead the rest of the group is ignored by Opfor units.
How can I get all the Civilian units in the C1 group to join a Blufor group somewhere out of sight so all the Civilians are classed as an enemy to Opfor units ?
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There is quite a few ways to do text, best to search and read through some guides really.
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Open Notepad or a similar text editor and type
titletext ["This is my text that will come on the middle of the screen as I play","plain"];
That will print up the text in the middle of the screen for a set duration,
titletext ["This is my text that will come on the middle of the screen as I play","plain down"];
will do the same but near the bottom of the screen
"PLAIN"
• "PLAIN DOWN"
• "BLACK"
• "BLACK FADED"
• "BLACK OUT"
• "BLACK IN"
• "WHITE OUT"
• "WHITE IN"
that's all the different ways of having the text effects for title text
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I use this to fail a task in a trigger
"1" objstatus "FAILED"; tskobj_1 settaskstate "FAILED"; tskobj_1 = TRUE; publicVariable "obj_1";
and this to complete a task
"1" objstatus "DONE"; tskobj_1 settaskstate "SUCCEEDED"; tskobj_1 = true; publicVariable "obj_1";
Just change the numbers for the tasks you need for each task.
Have each task set to a trigger and name the trigger, like task1, task2 and task 3, then have another trigger set to end the mission with the Condition of
TriggerActivated task1 AND TriggerActivated task2 AND TriggerActivated task3, so the end trigger will only activated once all the other task triggers have been completed
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Have a trigger setup for a radio command, like Activation Radio Alpha and on Activation type in
savegame
and set the trigger to repeatedly.
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Well you could always use in the Condition of a trigger synced to a move waypoint of
player in car1
so once player is in the vehicle called car1 then the move waypoint would appear.
As for the other triggers not being able to fire until certain triggers have been activated then simply use in the Condition of a trigger
TriggerActivated YourtriggerName
So it will not activate until another trigger has also been activated.
You can also have a trigger that will only activate if a few other triggers and conditions have already been activated \ met, just use the AND after each condition,
ie,
TriggerActivated trigger1 AND TriggerActivated trigger2 AND player in car1 AND ! (alive tank1) AND man1 in thislist
So a trigger set like this with whatever radius has been set will only activate if 2 other named triggers have been met, player has got into a certain car, a tank called tank1 has been destroyed and a unit named man1 in within the trigger field.
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;1989010']Coolest. Function. Ever.You're easily pleased then :p
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I have noticed a few things that used to work but no longer do, and as far as I am aware, I have not updated the game for any changed to take effect like this and the dotarget bug :confused:
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I have this problem with a mission I'm making, so Instead of having to have the player actually command a member of the group to get in a vehicle, I made a cutscene and used unitname moveincargo while the cameras looking away from the unit, then the scene ends with both the player and the unit in the vehicle.
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Search for ppEffect collection, and that will give you all you need to know about changing enviroment colours and tints etc.
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Without editing this script a bit it looks like you'll need to have 2 triggers set to activate the sandstorm.sqf, by (vehicle player) in thislist somewhere on the map, one named sandstorm1 and another trigger named sandstorm2,
Just using nul = execvm "sandstorm.sqf" will give errors and will not work. The script is waiting for it's self to be activated by the player in a vehicle or on foot to enter a trigger either called sandstorm1 or sandstorm 2, otherwise it will not fire and will not work.
Also you need to have something on the map named "wave" as this is waiting to be deleted by the script. It can be anything, an ammo box, whatever, but the scripts going to look for it and delete it, so not having it will give a script error when it trys to delete something called wave but it's not present.
That's it your done, or edit out the need for triggers named sandstorm1 and sandstorm2 and the deletevehicle _wave etc etc and then you should be able to simply use nul = execvm blah blah.
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Sounds good, nice one Demonized

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I think I have head bob set to full, hate the Quake style smooth flowing while running.
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wow, hardly nothing on camshake for ages, then they all wanna know at once :)
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addCamShake [power, duration, frequency]
Parameters: power: Number - how strong the camera movement will be
duration: Number - how long the effect will last
frequency: Number - how will be the rhythm
addcamshake [20,5,50]
activated by trigger or however you need it, just play around with the values to get what you want.
From what I can tell, it only works through the first person and not in cutscenes, though I think there's a work around by attaching the player to objects and so on, doing a search on here for addcamshake will bring all the info up.
Koni :)
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I have been racking my head for hours over this one.
Took a break form all the missions I have got under works to do some work on one that's been on the back burner for quite a while, and found my Intro scene was in bits, no one was targeting eachother in a major part of a scene, like a mexican stand off, and now it dosen't work anymore...
So glad I searched for this problem and found this, but it sucks though, though atleast I know now that an update has broke it :)
though I don't remember updating the game for a while :confused:
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OK.
I have never seen camera scripting like the way you do.
I use this to attach cameras to moving objects
_cam camsettarget a10;
_cam cameraeffect ["internal", "back"];
_cam CamCommit 0.01;
_cam attachTo [a10, [2,-5,-1]];
_cam camSetFov 0.7;
Sleep 3;
That will attach a camera to a flying A10, 2 meters to one side of it, 5 meters behind it and 1 meter below it.
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What, do you mean the scene does not start ?
Spawn weapons to be picked up
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted · Edited by Koni
Was in a bad mood :)
Title sums it up really.
How do you spawn a weapon which can be placed on an object like a table that can be picked up and used ?
Thanks
Answer was...
AKM = "WeaponHolder" createVehicle getPos this; AKM addWeaponCargo ["AK_47_M",1]; AKM setPos [getPos this select 0,getPos this select 1,0.78]; AKM addMagazineCargo ["30Rnd_762x39_AK47",2];
In a game logic