Koni
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Posts posted by Koni
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I'll have a look through the Animviewer.
Thanks
---------- Post added at 11:56 AM ---------- Previous post was at 11:38 AM ----------
Just tried the annimation using a Woman and it works just fine, pitty it dosen't work for male units, can't see why it shouldn't though :(
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Yeah, I fished it out from the depths, played it and thought I'd reply, then noticed it went front page Armaholic, lol
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Ahh, school boy error, heh :)
As a matter of course I always place a unit from each side in no mans land at the start of any mission im making, but just did empty map when testing this spawn plane :)
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It dosen't seem to do anything for me with either playmove or switchmove.
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So the crew need to be assigned a waypoint then for it not to fall out of the sky ?
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Is there a way of just moving a units lips without using the wave to lip thing ?
Reason being, I am not using single sound clips, just one longer speach ogg file for 2 units, so I don't want them both talking at the same time.
I thought I once saw somewhere on the wiki a command line like
Unitname lipmove [6,9,02] or whatever, something along them lines, but not that obviously, but I can't find anything on search, and I don't know what it was called, if it did exist.
Thanks
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Spawn it in the air. :)setPosATL
_Su34veh = [getMarkerPos "vipspawn", (random 360), "Su34", EAST] call BIS_fnc_spawnVehicle; (_Su34veh select 0) setPosATL [(getPosATL (_Su34veh select 0) select 0), (getPosATL (_Su34veh select 0) select 1), 200];
or:
_SpawnPos = [(getMarkerPos "vipspawn" select 0), (getMarkerPos "vipspawn" select 1), 200]; _Su34veh = [_SpawnPos, (random 360), "Su34", EAST] call BIS_fnc_spawnVehicle;
So does that still just spawn an empty plane, then you have to spawn a pilot and move him in as driver then ?
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Place a trigger
Axis A & B = whatever area you need for it's radiusActivation = Anybody - Present - Once
Timeout
Min 0 Mid 0 Max 0
Type = None
Name = CheckpointZombies
Condition = player in thislist
On Activation = nul = execvm "myzombiescript.sqf"
That trigger can be named anything you want, as long as it has a name, you can then refer back to it for later use.
Now make a second trigger
Axis A & B = can be set to 0 for eachActivation = Anybody - Present - Once
Timeout
Min 120 Mid 120 Max 120
Type = None
Name = does not need one
Condition = TriggerActivated CheckpointZombies
On Activation = nul = execvm "myzombiescript.sqf"
So this second trigger will activate 120 seconds after the the first trigger called CheckpointZombies has activated.
That way the script will fire twice, but this is a very old way, and now long way of doing things.
---------- Post added at 10:08 PM ---------- Previous post was at 09:59 PM ----------
Another way of doing it with just one trigger, would be to setup the first trigger as above, but say you activate your spawn script like my example
nul = execvm "myzombiescript.sqf"Make a new file with Notepad or whatever, you already have your spawn script made already, so in this new file just have
nul = execvm "myzombiescript.sqf";
sleep 120;
nul = execvm "myzombiescript.sqf";
sleep 120;
save that new file and call it something simple like
spawn.sqfNow in the On Activation of the only trigger you're using doing it this way put
nul = execvm "spawn.sqf"So when the trigger fires, it will read the file and spawn the first zombie script, then wait for 120 seconds, then run the script again spawning more zombies.
Either way works, though it's a very begginers way of doing it, but it works just as well.
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I needed something very similar.. well the same really.
!(canMove chemicaltruck1) AND !(canMove chemicaltruck2) AND !(canMove chemicaltruck3) AND !(canMove chemicaltruck4)that as a condition works if all 4 of my trucks can no longer move , ie a wheels been blown etc..
So really it's exactly what you need.
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Basically, is there a talking on phone type of annimation ?
I know and do have the Annimation Viewer, but this is just one annimation I could do with, and there's hundreds and hundreds to go through.
Just wanted to know if someone knows what it is, if there is one, and has it to hand in a cutscene file or similar.
Thanks.
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Thanks twirly :)
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Download link seems to be down, anyone know where it's hosted ?
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I know from past experience the unitpos dosen't work on civilians, never tried the forcewalk though :)
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Thanks Demonized I will give that a try :)
@ST_Dux: Just Civilians, nothing else.
The plan was to have quite a tranquil scene of daily life going on in a small Takistani Village, people out shopping, buses dropping people off, cars driving to work etc, but with how the civilians are behaving, I was considering having heavy Artillery strikes, Jet fighters screaming overhead and mass executions happening in the streets to justify the civilian behaviour :rolleyes:
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I don't think I have ever had so many problems with civilians acting stupid like I am having now.
Just trying to make an intro, with only Takistani Civilians placed on the map, my units a Taki Civilian, but as soon as the intro preview starts with the cam on, nearly every Civilian is acting like under extream duress, crouching down, fleeing, diving out of vehicles that should be driving round to create some ambience etc.
Things seem to be going from bad to worse regarding civilians.
Even tried placing 0% presence unit of all sides and grouping the Civs to make them either blufor, opfor, Inde and nothings working.
I really hope this is improved 10 fold for Arma 3.
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I get unexpected end of archive when trying to extract it.
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Had a quick play of it, it's works well enough, and I know it's over a year old, but maybe next time a few cutscenes\intro, and some music wouldn't go a miss.

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Just run the script again in a few minutes after the first time.
You could name the first trigger that spawns the zombies, something like spawnzombies, then have another trigger setup like the first one to run the same script again, but in this second triggers condition field instead put
TriggerActivated spawnzombies
and in the timer boxes put 120 in each of them
so once the first triggers spawned the zombies, the next trigger will start the countdown and run the script again in 120 seconds.
That's just one very simple basic way of doing it.
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Yeah, that's all I could gleam from the wiki, just didn't know if there was more somewhere that explained how to make your own GPS scenes to play etc.
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Is there any decent info regarding this BIS_fnc_customGPSvideo
Wiki seems very sparse to say the least, and can't find anything on the forum search.
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Animals don't respond to commands though, well mine never have anyway :)
I've tried in the past, and they just stand there.
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It's because of the animal script.
Part of the first mission of what is becomming a campaign I'm working on now, is to find and steal Hens and Goats for your Farmstead.
Since just teleporting animals to another location dosen't work propperly "they walk all the way back to where they started from" if you teleport them, they now get deleted and replacements get spawned back at the Farmstead.
To spawn them and be able to count them, my only solution I could figure out was to join them to a group, where the group leader is actually a hidden man, then I could count how many animals was in that group.
Now when I stole goats, and they spawned at the farm, they would join their hidden man unit so I could count them, but they would all just line up in formation and stand still in a big V shape, which looked stupid.
So my logic was to have the HIDDEN unit leader man move around on waypoints around the farm every so often, making the goats follow him, making the scene look realistic, having the goats wandering around, BUT if you we're close to the hidden group leader you could hear his footsteps, like a ghost.
So, just teleporting him from one side of the farm to the other, probably every 30 seconds should have the desired effect of the goats wandering around following their leader, but not hearing the leaders footsteaps.
Sorry, big explaination, for such a simple task, lol, and most probably there would have been a far easier way of doing what I'm doing.
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That was a world away from what I was trying.
Took the hen script you did earlier, and chopped and changed it every which way, got it to move the unit to the first loc1 but nothing after that.
Brilliant, thanks, yet again Muzzleflash :)
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Uhm, could you correct this one? I followed your indications, but changed the weapon's name. Check this out, the error shown says that "30Rnd_556x45_Stanag" mags cannot be found.Firstly you didn't add the actual weapon, secondly you tried adding the magazines using the addweapon command...
Compare mine to yours and you'll see where you went wrong.
m16a4 = "WeaponHolder" createVehicle getPos this; m16a4 addWeaponCargo ["M16A4",1]; m16a4 addMagazineCargo ["30Rnd_556x45_Stanag",2]; m16a4 setPos [getPos this select 0,getPos this select 1,0.78]; m16a4 SETDIR 80
EDIT: Left magazines as AK, ON THIS REPLY, changed to M16
ACM Module issue
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Did you actually name the ACM module "BIS_ACM"
---------- Post added at 12:46 AM ---------- Previous post was at 12:27 AM ----------
I've just setup what you posted and I only get so far anyway, Russian units spawning, and that's with actually naming the ACM Module BIS_ACM
If there is no name in the module, then it will probably spawn random sides, as it's designed to do.
Using your example with the module named correctly but chaning the faction to US then I only get US forces spawning etc.
Make sure the actual ACM module is named correctly on your map.