kocrachon
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Everything posted by kocrachon
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So I have a helicopter that I am forcing to land by using the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Helicopter1 land "LAND" command. So how do I make it to where 2 AI characters will mount the helicopter the second it lands with out making them join the group? And I also have another vehicle in the area so the get in nearest command makes them board that car.
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x action ["eject",planename]} forEach units groupname; {unassignVehicle _x} forEach units groupname; Now another question, how do I know what the name of the group is? and where you write groupname, how exactly would I write it?
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Namely right now I am trying to do this Group1 action ["eject", Plane1] I am trying to make a DC-3 fly by and have a paratrooper team eject out and I am having issues making it work. I had one way of making a waypoint after waypoint each making a guy eject but the plane started acting weird and for some reason empty parachutes were flying out of the plane too. Had 10 guys and 20 parachutes in the air...
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So I am trying to do two different things right now. 1. I want to make a trigger that requires two, none grouped people to be present, and I dont want it to me a "BLUEFOR PRSENT TRUE" kind of thing, I want it to require two specific guys to be in that area (Since there will be bluefor units in there as well) And I cannot have them grouped because of the mission style. So what do I type as a condition for this? For example purpose call them Officer1 and Officer2 As for a trigger that requires two triggers to go off before it can. I am guessing its as simple as Trigger1 AND Trigger2 in the condition line if they were named Trigger1 and Trigger2?
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Helicopters not unloading
kocrachon replied to Vänskä's topic in ARMA - MISSION EDITING & SCRIPTING
Unfortunatly it is a known issue with dedicated servers. My work-around for it is to give the helicopter a move waypoint, and have it do this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">doStop Copter; "Copter1 land "LAND"; This makes the helicopter stop at that waypoint, and forces it to land, and unfortunately shuts off its engines. Prevents it from going onto its next waypoints. And then have trigger set up of created like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">condition: NOT (soldier1 in Copter1) AND NOT (soldier2 in Copter) etc etc etc This makes it reconize which guys you want out of the helicopter <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">on act: Copter1 doFollow Copter1 This makes it go from the forces stop at the landing waypoint to move onto its next waypoints. So it will start its engines take off and move to the next waypoint you gave it. -
So I am currently working on this huge coop mission. And It requires multiple squads. And I wa wondering, how do I make it so tat if there are, lets say, 4 playable squads, and there are only players in tow of them. How do I make it so that when those two squads of players are down, they can take over the other squads. EDIT: I mainly want to make it so that instead of possessing a random AI, I take over some one in m group still, I don't go into another group UNTIL my entire group is dead. And is there any way for me to choose which group I go to next? EDIT: Lsst Two Questions Answer, still need help on the first one.
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Um, and also how do I make it respawn based on side? I am using hte BAS_F thing, and it lets me do Group, Bird, Respawn, and Base. Respawn is as yourself, and Base is with gear I believe at a marker of your choice.
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It just hovers in random locations...
kocrachon posted a topic in ARMA - MISSION EDITING & SCRIPTING
So right now I am trying to make a blackhawk come on radio command to pick up my men. Right now the way the mission works with the blackhawk is it starts in flight but instantly lands. Unless there is a way to make it start on the ground and not leave the ground while at the same time it does have waypoints. Anyways, so it goes to its first waypoint and I have this in the waypoint script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">doStop UH60; UH60 land "LAND" Which it works just fine. After that it has a load waypoint which is synchronized with another groups get in waypoint. And before that, I have it set to where there is a trigger based on radio Alpha, and it works like this And that works... up until a point. The helicopter flies half way and then just hovers in a random location while my men are sitting the men who are suppose to be getting picked up are waiting. So what am I doing wrong? It does this on two missions I am working on and both have the same situation. And all enemy forces in the area are dead. -
Yeah it is I noticed how to after he mentioned it. Also, can anyone confirm the information on to how the spawn side works? Does it take over a Random AI, or AI that I have set as playable? And can I make it to where it goes in order of groups?
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So, will I spawn in ANY empty AI? Or just AI units that I deem to be playable?
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It just hovers in random locations...
kocrachon replied to kocrachon's topic in ARMA - MISSION EDITING & SCRIPTING
Its still not working. I have a single unit with a get in waypoint and a littlebird with a move waypoint, they are synced, and it just hovers in the area. EDIT: So now he drops down, but then takes off again before I even get in to it. -
It just hovers in random locations...
kocrachon replied to kocrachon's topic in ARMA - MISSION EDITING & SCRIPTING
Well, what kind of waypoint do I do then? Do I just sync a move waypoint from the blackhawk to the get in waypoint of the ground troops? -
It just hovers in random locations...
kocrachon replied to kocrachon's topic in ARMA - MISSION EDITING & SCRIPTING
holy cow this is almost page 2... -
Ok so I have a couple of quick questions, fairly easy. First, I have 2 groups, A MH-6 and a team of SF. Which waypoint junction would work better? I have a load for the MH-6 and a get in command for the SF. Now would I want to "Group" The waypoints or would I want to "Synchronize" the waypoints? Next, I want to create a bunch of civilians who just wander around the town aimlessly. Would putting them all in one huge group and then giving that group a no formation, careless, and make the waypoint a dismissed waypoint work? Or is there an easier way? I want to give some life to the civilians because I am making a mission where one is played by a player (He chooses which one because each civilian will be playable) and I want him to be able to blend in, not get pointed out for being the only one moving.
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How do I make an active mine field? I place the land mines in the empty category but they dont go off at all. How do I make an active mine field? Is there a way to place them? I want to create a huge area. I dont want ot make it to where once they enter the area they die, but they have to watch where they step so they dont step on mines.
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I am trying to run the IED script from Armaholic and I am getting this error <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[car1, "Medium"] exec ied|#|.sqs Error Mission; But this readme says the code is suppose to work exactly like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[car1, "Medium"] exec ied.sqs And earlier on a different mission I tried to make, it worked (but i deleted it) but then in game when it was time to go off the game said could not find IED.sqs, am I suppose to put it some where other then the mission folder?
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yeah I tried ofpec and armaholic and didnt see anything except the IED script, which now I am running into an issue with it =/ which I have posted. This is such a difficult game some times. http://www.flashpoint1985.com/cgi-bin....t=70079
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I dont know... the only thing I know is that when you go to the unit placing on the mission editor, and you go to unit side empty and the type is mine. Theres just mine. Thats it, I dont know if there are anti-personel or only AT.
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But with that wont I have to name every mine and then create a trigger for every single one of them?
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Soldiers in buildings one more time
kocrachon replied to GodGeek's topic in ARMA - MISSION EDITING & SCRIPTING
If you are doing something like a hotel then you create a waypoint that says position ###. Worst part of that though is you have to find out the positions in the building, which is easy enough. Just go in with a squad and do a move command and it will show the position number. If i understand what you are asking correctly. Because if you do that you jsut keep giving them wayponts to move out,. -
Easy question, on a Get in and Load waypoints, is it better to sync them, or just group them? Or does it really matter?
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ok so I came up with a new idea of just giving each civilian an individual waypoint that says dismissed, but I am still running into the issue of them traveling way too far out. Is there a way to keep them boxed in?
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Well I understand how the editor works for the most part. I am just wondering which way works better, Syncronizing or Grouping the waypoints together. And as for the civilians, I am trying ot see if anyone has an easier idea. The grouping them and giving a dismiss waypoint works, but then the AI stops alot and sits down alot, so I was wondering if there is by chance a better Idea. The main issue I have with the dismissed part is they also sometimes group up, and travel way too far out of the city. I want to kind of keep them with in the city limits.
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So I have an AV-8b flying over an area and it sets off a trigger that performs this function <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Plane1 setVehicleArmor 0 It does not die however, it has a sliver of health and that health stays there. And it flys around smoking. How do I make the thing just flat out die?
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So, theres no SF medic, and I like my men being in Uniform. So is there any way to take An SF Assault guy and just give him the ability of a medic?