Koni
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Posts posted by Koni
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Only way I can think of would be to use a vehicle lock...
chopper lock true;
would lock the player in the chopper, so then you'd need something to detect the chopper being airbourne to activate the lock, and something to deactivate it once the choppers back on the ground, to give a
chopper lock false;
I'm sure though someone will have a better solution.
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I know how to skiptime, but is there a way for halfway through a mission to move the time to a certain time like 19:40.
Example.
Say the mission starts 14:00, depending on how quickly the player completes the first half of the mission it might end up being anywhere between 14:30 to 15:00, or could be later, depending on what they have been doing obviously.
Then after a cut scene I want to move the time of day to dusk, 19:40, so theres just a half light, and not total darkness.
Now if I use skiptime 5 command then sometimes it might still be day light if the player has done the mission very quickly, or it might be pitch black dark, if they have taken a long time.
So what I need is to be able to set the time to an actual time, and not just skiptime and hope it ends up being somewhere near to the time I want.
Is this possible ?
Thanks
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unitname switchMove "";
will stop most animations and revert unit to normal stance.
p.s
Just noticed, you are using playmove and not switchmove.
In that case, what often happens is, if you are executing an animation using switchmove "whateveranimation"; then a simple unitname switchmove ""; will break it off and revert to normal stance.
But if you are using playmove, then often the unit will go back to the animation a few seconds after the switchmove "";
2 options, either see if - reporter playmove "AmovPercMstpSsurWnonDnon"; will work using the switchmove command instead so - reporter switchmove "AmovPercMstpSsurWnonDnon";
then reporter switchmove ""; will work easily enough.
If you have to use playmove then to revert a unit back to a normal stance you need to use this
unitname playMoveNow "AmovPercMstpSlowWrflDnon";
So really, see if the switchmove will work to start any animation you need, and if it does, then a simple switchmove ""; will always stop it, but if not then the playMoveNow command should suffice.
Thanks goes to AZCoder for the above solution
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Set everyone to captive true, ie, unit setcaptive true, then set everyone to captive false when required to start shooting at eachother.
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Name the civilian and name the guy who you want to shoot him...
In the bad guys init box put - this dotarget civilianman
Now in a trigger put this to activate when you want and how you want it to
On Activation - badguy dofire civilianman
This will make the badguy, if thats what you name him, shoot the civilianman, if you name the civ civilianman etc
Will work without fail
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But it also keeps your mission editor map looking nice and tidy, without having blue lines stretching all the way across the place :)
Also, you can't ungroup a trigger by mistake doing it this way, and also can have a number of conditions that have to be met for a trigger to activate.
So why just keep to the basics, and not learn more advanced ways of doing things.
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Thanks, I missed out the "Anybody" setting.Thought so, very common mistake, one which I still often do myself :)
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I have tried this:unitname in thislist;
in the triggers condition field but didn't work. Any ideas?
Make sure the unit you want to activated the trigger is actually going into the trigger area.
In the Activation drop down box of the trigger, make sure you have ANYBODY selected then in the Condition box have unitname in thislist, and that will work.
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Have the trigger activate how ever you need it to activate, then in the On Activation box use...
nameFoUnit action ["Eject",NameOfCar]; {unAssignVehicle _x} forEach units nameOfUnitsGroup;
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Yo :) bitchen missionSounds good :)
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Well, if it's meant to be realistic, and with the sounds of it, it's U.S Soldiers, then saying you will execute him is a bit un-realistic.
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Name and assign the units you want to get into your vehicle as cargo to your vehicle first like
man assignascargo yourcarname;
in the units init field
Now make a trigger,
Activation = NONE -
Condition field = man distance car <= 10
On Activation = [man] orderGetIn True;
So if your vehicle's named car, and the unit named man is less than "<=" 10 meters from your vehicle named car, then the order will be given for the unit to get into the car.
So for more than one unit just copy and make a trigger for each unit you want to get into the vehicle.
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Trust me: You don't have to put two waypoints close to each other. Only one is necessary, and you synchronize this waypoint to the trigger.I always get mixed results doing this, why I don't know...
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Right, sorry, i forgot to add another waypoint for it to work correctly...
For the group you want to move once the player activates the trigger, place the first waypoint like I said just a meter or so in front of the group, then place a second waypoint just a meter again infront of the first waypoint so you have 2 waypoints nearly on top of each other, then place a 3rd waypoint to where you want them to move to once you activate the trigger.
Now sync the player activated trigger to the "second" waypoint, and that will work.
Just tested it, and aslong as you have 2 waypoints close together before the group needs to move to a thrid waypoint to where ever you want them to move to, it does not matter which waypoint you sync the trigger to, either the first one or the second one, they will not move past the sort of holding area of 2 waypoints before moving on to the third.
Or you could just put down a marker where you want the units to move to, and use no waypoints at all, and on the On activation of the trigger put something like
nameofunits domove getmarkerpos "markername";
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name the chopper heli1 or whatever
have a trigger with condition: player in heli
on activation [] exec "script.sqf"
so that will run a script upon the player getting in the heli, as for the wings and engines, I don't know.
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Place a first move waypoint just a meter in front of the unit as like a start point, then place a second waypoint to where you want it to actually goto once the trigger has activated, and sync the trigger to that second waypoint and not the first.
This has always been a problem, not matter what, a unit will always move to it's first waypoint even if it is synched to a condition that has to be met first, without that condition actually being met.
It's as if once the mission starts, the order to move to the first waypoint gets executed before the game realises there is a trigger with conditions that have to be met first before allowing the unit to move.
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I will give it a go now mate.
---------- Post added at 20:48 ---------- Previous post was at 20:35 ----------
Yes, that fixed the problem, PBO of mission is now created in the Missions folder.
Thanks Coffeecat

---------- Post added at 20:49 ---------- Previous post was at 20:48 ----------
Normally exported SP missions are in YourArmA2Drive:\YourArmA2GameFolder\Missions:rolleyes:
Yes I know that, but the problem was that the PBO's were not being created in the folder.
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Sorry Coffeecat, but that thread has nothing to do with the problem I am having.
If I save and export a mission from the editor, it does come up in the list for single player missions in the game, which isn't the problem.
The problem I have is that once you export from the editor, the PBO of the exported mission should, as far as I am aware, get created in the Missions folder in the main Arma2 Installation directory, but none of the missions I export to single player appear in this folder as PBO's, but they do appear in the list of available missions to play in the game.
So my question is, where would I find the created mission PBO file once I export it to single player
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Does this work for standard A2OA ?
I've set a trigger as above with a functions mod on the map but get no sandstorms ?
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Once I have exported a mission from the editor as a singleplayer mission, I cannot for the life of me find the damn thing.
Looked in Program Files\Bohemia Interactive\Arma2\Missions and all there is is a readme textfile, which only contains the word "Singlemissions" and nothing else.
Im using 64bit Vista if that has anything to do with it.
Same thing If I save the editor mission as MP , mp folders exactly the same. ?
Thanks
edit: Any mission I export to singleplayer can be seen in the single player mission list in the game, but no PBO in the Missions folder to be able to e-mail or host.
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I use this...
Make the AI target something out of view and in the direction you want the AI unit to be firing, like another unit for example.
Name both units obviously, man1, man2 or whatever
For the unit you want to fire use...
man1 dotarget man2
either in a trigger or simple script, then when you want it to fire do...
man1 dofire man2
to keep the unit firing constantly, set the man2 who's been shot so it cannot be killed, ie
man2 allowdamage false
you can basically use any object for the unit to shoot at really.
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Ahh, brilliant.
Been tearing my hair out on that one for ages, thanks alot Myke
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This, I thought would have been easy to do, but no...
I simply want a sound file to be played globaly, so the sound does not fade away if the player is moving quickly, which is the case if I play this sound file from a trigger effect.
I have a sound file called "missionstatment", it is entered in the description file correctly as a sound in a sounds folder, and as a sound in the main folder
class misstatment
{
name = "mission statment";
sound[] = {"sounds\missionstatment.ogg", db+10, 1.0, 900};
titles[] = {0, ""};
&&
class misstat2
{
name = "Mission statment 2";
sound[] = {"missionstatment.ogg", db+10, 1.0, 900};
titles[] = {0, ""};
Both play perfectly if activated from a trigger as a voice effect, but does fade out slowly if the player is traveling quickly away from where the trigger is placed on the map, but it dosen't seem to be found if I try playing the file as a sound a unit actually says.
I have used this so far.
Trigger set to fire, on activation I've tried
(units player select 1) say ["missionstatment",5] and that comes up with "cannot find sound "missionstatment"
Tried...
player say2D missionstatment
player say2D "missionstatment"
player say2D "missionstatment.ogg"
player say2D "sounds\missionstatment.ogg"
player say2D "sounds\missionstatment"
Everything I have tried when trying to get a unit or the player to say the sound file come up with cannot find sound "missionstatment"
Any help please :)
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Use the Animation viewer to find whatever annimations you would like to use.
Setting the time with skiptime ?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Excelent, just what I needed.
Thanks shk :)