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Koni

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Posts posted by Koni


  1. I am trying to attach a camera to a moving vehicle, which is the easy part, but want to be able to have the camera while still attached to it move around the vehicle to another angle in a slow transition, which is the hard part :(

    I am using

    _cam camsettarget car1;

    _cam cameraeffect ["internal", "back"];

    _cam attachTo [car1, [0,+5,0]];

    _cam camSetFov 0.7;

    sleep 5;

    _cam camsettarget car1;

    _cam cameraeffect ["internal", "back"];

    _cam attachTo [car1, [5,+3,0]];

    _cam camSetFov 0.7;

    _camera camCommitPrepared 4;

    waitUntil {camCommitted _camera};

    sleep 8;

    That keeps the cam on the car for 5 seconds, but it just flicks to the other angle.

    How do you move to another angle but in a propper slow transition and not just instantly ?

    Thanks


  2. Easiest way would be to use the 3 factions.

    Example.

    Have the zombies as Independant set to be friendly to no-one, US Army to Blufor, Blackop's to Opfor, all blackop's set to this captive true, so US Army will not engage them.

    Easy way to set any faction troops to another faction is to group them to a higher ranking enemy faction unit that has it's probability of presence set to 0%


  3. Yeah I noticed the typo in the RPG, BUT IT'S THE SAME WITH ANY LAUNCHER.

    I will give Demonized suggestion a go.

    I cannot find a selectedweapon command, only has weapon.

    Anyway, I tried in the unit's init line

    removeallweapons this; this addmagazine "Strela"; this addweapon "Strela"; this addmagazine "Strela"; this addmagazine "30Rnd_545x39_AK"; this addweapon "AK_107_kobra";

    Then in a trigger

    unitname removeweapon "AK_107_kobra";

    which it still keeps the launcher on it's back while holding nothing, tried selectweapon but nothing, same with dotarget something, the only time I can get the unit to hold the launcher is when the order to fire at a target it knows about is given.


  4. "colorCorrections" ppEffectEnable false; "chromAberration" ppEffectEnable false; "radialBlur" ppEffectEnable false; "colorCorrections" ppEffectAdjust [1, 1, 0, [1.5,-1,-1.5,0.5], [5,3.5,-5,-0.5], [-3,5,-5,-0.5]]; "colorCorrections" ppEffectCommit 1; "chromAberration" ppEffectAdjust [0.01,0.01,true]; "chromAberration" ppEffectCommit 1; "radialBlur" ppEffectAdjust [0.02,0.02,0.15,0.15]; "radialBlur" ppEffectCommit 1;

    Just change the true values to false and run it again :)


  5. In the Init line of the unit's you want to change weapons you need to put

    removeallweapons this;

    then when you preview the mission the unit will have nothing.

    Now you need to add weapons and ammo to the unit,

    To make sure the weapon is loaded for the unit to use you need to add a magazine for the weapon before adding the weapon it's self.

    removeallweapons this; this addmagazine "200Rnd_556x45_M249"; this addweapon "M249"; this addmagazine "200Rnd_556x45_M249"; this addmagazine "200Rnd_556x45_M249";

    That line in the init box of a unit will give the unit a M249 Machine gun, with 3 boxes of 200 round bullets.

    To know all the weapon and ammo classes do a search on the forums.

    Kylania beat me to it :)


  6. You don't need to delete them mate, just break them out of the animation then have something or someone out of camera shot in the direction you want the pilots to be facing and tell them to watch it.

    WPilot1 dowatch unitname; WPilot dowatch unitname

    If you are using switchmove for the animation then when you want them to stop the animation, just use

    WPilot1 switchmove ""; WPilot2 switchmove "";

    then

    WPilot1 dowatch unitname; WPilot dowatch unitname

    and they will stop talking and face the direction you need.

    As for the spawn, there's many ways of doing it.

    "RU_Policeman" createUnit [getmarkerpos "markername", group unitname, "spawnedUnitName = this;",0.8, "private"];

    OR

    _pos = getmarkerPos "spawncar1marker";

    _skill = [0.1, 0.5];

    _side = resistance;

    _units = ["Offroad_DSHKM_Gue"];

    spawndshkmcar1 = [_pos, _side, _units, [], [], _skill] call BIS_fnc_spawnGroup;

    Just a couple of ways there :)


  7. Easiest way would be to place the reinforcements somewhere out of sight, with a few waypoints leading upto where you want them to arrive at once the target is dead, make a trigger with

    Activation = Anybody

    Condition = ! (alive TargetName)

    then use the Min Mid Max numbers to whatever kind of delay you want, might aswell leave them all at 0

    then select synchronize and click and drag a line from the trigger to the waypoint you want the reinforcements to wait at until the target unit is dead, then once it is dead, they will start moving to where you want them to.

    That's the simple way, but if you know about spawning units, then you can make a script to spawn what you want, where you want etc.


  8. Hey.

    When making a movie scene in sqf, how do you first set a loop like the camera is following a unit until another condition is met, then will jump to the next scene ?

    I use things like this in sqs, but I'd like to learn sqf.

    #loop

    _camera camsetTarget h1

    _camera camsetrelPos [2,-5,1]

    _camera camPrepareFOV 0.700

    _camera camCommitPrepared 0

    ? UnitName distance UnitName <=10 : goto "nextscene"

    goto "loop"

    #nextscene

    But I can't get my head round the sqf version.

    Can anyone help please :)


  9. Mines on 1.57

    Test I did was simply one US rifleman called man1 and an empty Civilian car called car1 and a trigger that fired when he entered the trigger field, and the On Activation was

    man1 dofire car1

    and he does, everytime.

    If I use an AT soldier he just uses his rifle, but if it's a rifleman he uses grenades first, if the cars a Tank and the mans a AT Soldier he will use the SMAW.

    I don't think a unit will manually fire on your command though as your own unit will not see it as a threat, but it will still fire at it if the order is given by a trigger.


  10. doTarget works (soldiers aim at the vehicle), but doFire not really (no shooting) maybe it would work after changing weapon to some rocket launcher but... Come on it's just a car few series from AK47 and it should be unable to move...

    PS

    Thanks for all those replies :D

    If I setup an empty car and just use UnitName DoFire carName, the unit blasts it to bits till it's destroyed.

    I take it I am not understanding something here, or is this not what you wanted to do ?


  11. The answer to your question is far too large and long to explain in any detail on the forum.

    YouTube is full of Arma editing tutorials, so is this forum, search for them and they will be there.

    A small map with an intro on it will not be of much use to you, as you will not know how it was made in the first place, and you will not have the basic understanding of what the mission author did to get the result and what you need to do to make changes.

    Most missions you can download will have an intro, download some and start off by un-pbo'ing a mission and see what goes into making the more complex missions, but you really need to start from scratch, watching video tutorials and reading guides etc.

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