kocrachon
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Everything posted by kocrachon
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So I was wondering how do I hide the hud, so that I can take pictures with out all of the display stuff in the way.
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Hmm, don't know what you are talking about. I have no problem working with my teammates. Last night we did hold the fortress as Opfor and the enemy didn't even get in for 10 seconds. Then when it came our turn, we won in the first 10 minutes (5 minute hold time or something like that) No matter what game you play you are going to find tons of Rambos. I mean you mention BF2 for gods sake. The game where everyone takes a vehicle by themselves, and if they aren't in a vehicle, or camping for a vehicle, they are a sniper. There are some teams but the majority of people are lone wolves. Sure they join a squad but they never work as one.
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Well, at the moment I have one trigger do this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">NewWP = (group B1) addWaypoint [getMarkerPos "rtb",0]; [group B1,2] setwaypointtype "MOVE"; (Group B1) setcurrentwaypoint [group B1, 2]; [Group B1, 2] setWaypointStatements ["true",'B1 land "LAND"']; enem1 triggerAttachVehicle [enem2] the on trigger enem1 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">NewWP = (group B1) addWaypoint [getMarkerPos "banana",0]; [group B1,3] setwaypointtype "JOIN"; (Group B1) setcurrentwaypoint [group B1, 3]; [group B1,3] synchronizeWaypoint [[group S1,5]]; exfil setTriggerArea [50, 50, 0, true]; exfil setTriggerActivation ["WEST", "PRESENT", false]; exfil setTriggerType "END1"
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I tried to do a search on this but I got tons of topics with words like Tried, tied, etc etc. Anyways, is it possible to add IEDs/ Road side bombs in this game? I want to set it to where once an enemy walks by it, it sets off an IED. Also I was wondering if it was also possible to make the Civilians hostile. I was playing around as a civilian with a gun earlier, I had 30 opfor set up. And I opened fire on them and they never returned fire for some reason. I want to set it up so that at a triggered even, the Civilians open fire on the opfor and then the opfor defends themselves.
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I was wondering how would I script it so that a player would start on the other side? I want to make it to where a US soldier starts on the Civilian side (he is actually gonna be a hostage) and then when I kill all of the enemies, he switches over to the bluefor. I know how to set the trigger for condition being all opfor dead, but how do I do the team switching.
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anyone able to help me out with this.
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Ok, here is the script I got, could anyone tell me how to set the explosion radius? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;Script begins here ;--------------------------- _car = _this select 0 _mode= _this select 1 _limit=_this select 2 #start ? (!alive _car) : goto "EXPLODE" ? (_mode==1):goto "LowerLimit" #UpperLimit _curDriver=Driver _car ? (!IsNull _curDriver) : HasDriver=1 ? (HasDriver==1) && (IsNull _curDriver) : goto "EXPLODE" ? (!alive _car) : goto "EXPLODE" ? (speed _car >= _limit) : goto "EXPLODE" ~0.1 goto "UpperLimit" #LowerLimit _curDriver=Driver _car ? (!IsNull _curDriver) : HasDriver=1 ? (HasDriver==1) && (IsNull _curDriver) : goto "EXPLODE" ? (!alive _car) : goto "EXPLODE" ? (speed _car >= _limit) : _byrdFlag=1 ? (_byrdFlag==1)&&(speed _car <= _limit) : goto "EXPLODE" ~0.1 goto "LowerLimit" #EXPLODE _ammoType = "SHELL120" _ExplosionPos = GetPos _car _ExplosionPosX = _ExplosionPos select 0 _ExplosionPosY = _ExplosionPos select 1 _ExplosionPosZ = _ExplosionPos select 2 _tempObj = _ammoType camCreate[_ExplosionPosX, _ExplosionPosY, _ExplosionPosZ+1] _car setdammage 1 ~0.01 _tempobj = objNull #END exit
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http://www.ofpec.com/ed_depot/resource_list.php?type=sc&cat=ve That car bomb is the one Ive been talking about. I have no idea which variable is the explosion though. If anyone else has an IED script they can share that would be awesome. Also, how do you set an AI to place a satchel and then not detonate it till the trigger tells them too? When I tell them to set a satchel they blow it up themselves when they run a specific distance.
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Anyone else have an issue with an issue and all of the clients crashing? At first I thought it was all the triggers I have set in my missions. But right now I have a coop mission that has 0 triggers, just a bunch of enemies and some opfor. And my server crashed, and a whole bunch of other people crashed except 1 other guy. Anyone else having this issue? Is it a known bug or what Also note it is a dedicated server.
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Well right now my issue with that car bomb script is the car just dies, and catches on fire, no actual explosion. In fact even the driver inside of it lives =/
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well on ofpec I found a car bomb script, but I was hoping to set an actual bomb or something to that effect. Not have to have a car in the way.
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Well, the new thing I am trying to do with the switch team is, is I want to make the civilians switch toe bluefor, or at least allow the enemies to fire when fired uppon. Because right now I have a bunch of civilians in a town (im working on on a coop vs mission where its me and 4 friends vs my other 7 friends) and what I want to happen is have a roadside bomb go off, and then the civilians open fire on the opfor. And then the enemies fight back. After which the opfor reinforcements come in and then the Bluefor special forces unit flies in on a littlebird to help fend off the opfor.
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so I will have to name all the tanks, and then make a trigger that upon activation does triggerAttachVehicle for each vehicle and its corresponding vehicle? Ok right now I am crashing the other players at the start of the map though.. Here is how I have my trriggerattach vehicl set <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">enem1 triggerAttachVehicle [enem2] enem1 is the name of the trigger right now, enem2 is the name of the vehicle I am attaching it to.
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Id also like to note that it doesn't crash when the triggers aren't their. So could some one tell me what the flaw is in my triggers thats crashing the server?
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Only thing I could think of is maybe using the carbomb script over at This Place and edit it to your liking. I know there is a way but I cant seem to find IEDs or Roadside bombs on the search function, IED brings up 100s of posts.
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bump!
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Well right now what I am working on is the Civilians are walking around town, and when my spec op guys walk into the area, all of the civilians will pull out their rifles (actually using the addweapons command). And I get the Civilians to shoot the opfor, but the opfor don't fight back. also, is it possible to make roadside bombs?
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Making your solder start with item upon respawn?
kocrachon replied to JoeDeath's topic in ARMA - MISSION EDITING & SCRIPTING
addweapon doesn't work for respawning players. He knows how to add a weapon, his issie is making it be on the player as they respawn, not when he starts. -
Heres my triggers. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">enem2 setTriggerArea [7, 7, 0, true]; enem2 setTriggerActivation ["VEHICLE", "NOT PRESENT", false]; enem2 setTriggerType "NONE" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">enem3 setTriggerArea [7, 7, 0, true]; enem3 setTriggerActivation ["VEHICLE", "NOT PRESENT", false]; enem3 setTriggerType "NONE" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">enem4 setTriggerArea [7, 7, 0, true]; enem4 setTriggerActivation ["VEHICLE", "NOT PRESENT", false]; enem4 setTriggerType "NONE" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">enem5 setTriggerArea [7, 7, 0, true]; enem5 setTriggerActivation ["VEHICLE", "NOT PRESENT", false]; enem5 setTriggerType "NONE" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">exfil setTriggerArea [20, 20, 0, true]; exfil setTriggerActivation ["WEST", "PRESENT", false]; exfil setTriggerType "END1"; NewWP = (group B1) addWaypoint [getMarkerPos "banana",0]; [group B1,3] setwaypointtype "JOIN"; (Group B1) setcurrentwaypoint [group B1, 3]; [group B1,3] synchronizeWaypoint [[group S1,5]] B1 is the name of a blackhawk that is currently stationed at a base that will take off with that last trigger, and it will fly to my extraction point, which has a marker for its pos named banana. It will fly to that waypoint, and it will join my group. Now it crashes all but 1 person. So I am wondering why its doing that. Is it I have too much crammed onto one trigger or what?
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Also I was wondering, how do I make a militia? Right now I have a civilian team... and they open fire on the opfor, but the opfor just sits and watches them. I even tested it myself. I spawned myself as a civilian in the editor, shot up a team of 30 and non of them shot at me.
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Well the mission takes a long time, it would run out of fuel before the mission ends, so I have it fly to base, and since it uses the land command, it shuts off its engine to save that fuel as well.
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So I have a dedicated server machine that I am trying to host my coop maps with, but for some reason my missions dont work right, for example, my helicopter wont land and unload its cargo. When I host it on my machine as a player/client, it works. But the server that is dedicated to hosting doesn't. Anyone able to help me out. Then, if we all eject from the helicopter, after that it will continue on with its way points.
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Ok I tried doing a seach on this but I kept getting a bunch of topics that did not cover this. Anyways, I have a helicopter that is sitting in holding pattern, and I was wondering what command I use to make it move out of hold, I have waypoint 1 as the hold waypoint, then a 2nd waypoint as a move waypoint, so what do I type it to make it move onto its next waypoint.
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Well I changed it up a little bit. For now what I have (haven't tested it my dedicated server host isn't available right now) is my blackhawk has 1 waypoint, and its scripted with the land script. After that when the infantry unit reaches a waypoint just a short distance from it, it sets off a trigger that creates a waypoint that sends the blackhawk home to land again. So I will just have to use triggers to keep making waypoints.
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hmm, well I was wondering, is it the unload waypoint that has issues working? Because if so can't I just scrip the land command, and then set a switch trigger to make it go to its next waypoint? now the things like #drop, whats that (told you I was a noob)