Medusa
Member-
Content Count
9 -
Joined
-
Last visited
-
Medals
Community Reputation
0 NeutralAbout Medusa
-
Rank
Private
-
There is a simple way. Leave some empty vehicles lying around (so they don't shoot at you or crews bail out), leave their health at full, and then use "vehiclename setdamage 1" to destroy them. They'll smoke! If the explosions are too big, reduce the amount of fuel and ammo that the vehicles have. You can run "vehiclename setdamage 1" when the player character gets within a certain distance of the vehicle ("player distance vehiclename < 10" or whatever), or you can activate the setdamage command at the player's waypoints.
-
You could give the Ural and the grunts 'careless' 'hold fire' waypoint right from the get go, and then load the grunts into back of Ural, and then get the Ural to move. That should work.
-
Sounds and dialog reference needed
Medusa replied to Medusa's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks! That's what I was looking for. But not all is well. (Yeah this can't just work. It's got to give me trouble. ) Some sounds work and others do not! Most mission sounds (MxxRxx) work, a few do not work. But most universal sounds DO NOT work, and only very few work. For example, 'player sideRadio UNIV_r09' works fine, but 'player sideRadio UNIV_r10' does not. Almost every UNIV_ sound does not work. ArmA pauses the mission when the sound is supposed to fire and it spits out the "can't find sound" error message. Strange thing is, I've used DePBO to extract sounds.pbo and all the sounds are there! The two sounds I mentioned above are right there side by side in sounds.pbo, and one works and the other does not. What the??? No I'm not making typos in my missions! I've spent all evening working on this. I'm positive that something really weird is going on... -
I want to use some of the built-in prerecorded dialogs and other sounds in my custom missions. So far I've been finding the sounds by opening the official missions and reading the strings from the files. But that is a pain. It would be pretty useful if there were a reference document with the descriptions and names of the sounds, wouldn't it? Just like there are reference documents for objects and weapons names for example. I couldn't find anything at the ArmA wiki page, and searching has turned up nothing. Helps?
-
I want to use some of the built-in prerecorded dialogs and other sounds in my custom missions. So far I've been finding the sounds by opening the official missions and reading the strings from the files. But that is a pain. It would be pretty useful if there were a reference document with the descriptions and names of the sounds, wouldn't it? Just like there are reference documents for objects and weapons names for example. I couldn't find anything at the ArmA wiki page, and searching has turned up nothing. Helps?
-
Christ... Don 't dismiss his complaint because he posted one bad example screenshot. He said the rifle impact looks like a shotgun pattern. And he said that he tried the demo and the aiming in the demo is fine. Only the retail game is affected. So he knows what he's doing. He has a real problem. He knows it. I know it. Let's all know it together. Now. How do we fix it?
-
I completed it on Veteran with super AI with no casualties, without using any armour. Derek Yeah me to. That mission was tough but not impossible. The trick to fighting a large number of AI enemies in OFP is to stay beyond 350-400 meters and use snipers and machineguns. I usually pick up an M21 (after the mission Contraband obviously), give two of my guys Dragunovs, two guys get PKs, and the rest AKs. And everyone gets an RPG (except the machinegunners obviously). I take out the enemy snipers and emplacement machineguns first (if any) and then keep right clicking on the targets to report them to snipers and PK guys. Just make sure they have a clear line of sight. Tell them to move or change the formation until they can see the enemy. In the mission "Trap", I picked a good spot South-East of Petrovice out of field of view of Soviet armor, about 400 meters from the city. We annihilated the infantry with long range fire. Some T72s and BMPs approached our position and they were promptly greeted by a salvo or RPGs. I called in the tanks (radio alpha and bravo) when there was literally nothing live left in the city save for a single T80. We could have taken it out with RPGs too, but I didn't want a "failed" mark on the debriefing for failing to call the tanks.
-
How to complete a waypoint without reaching it?
Medusa posted a topic in OFP : MISSION EDITING & SCRIPTING
I'm sure this is really simple but I can't seem to get it to work. I tried searching and experimenting for hours. I have a search-and-destroy waypoint that the unit (west sniper) may not get to. So if the sniper is a human and doesn't quite get to the waypoint (can't see it in veteran mode obviously), the waypoint stays "current" even when the sniper completes his mission. The next waypoint is helo extract (synched LOAD and GET IN). AI helo refuses to pick up the sniper and fly him back to base because he never got to the previous waypoint. Yes I know how to force the helo to land and pick the guy up, but I'd rather do this correctly. I want to force that waypoint to "complete" (as it were) and the unit to advance to the next waypoint when a certain enemy unit is dead. I tried the obvious, replacing "this" in the waypoint condition with "not (alive enemyunit)" but the waypoint still stays current until the unit gets to it. This has got to be simple! -
I need to place a parachute on the ground in my downed pilot mission. Regular parachutes (objects > empty > parachute, all 4 of them) disappear when they touch the ground. It makes sense I suppose, their 3D models always depict a deployed canopy. It would look silly on the ground. One of the parachutes is called ParachuteG (G for ground?) but it behaves the same as the others. Any way to do this with 1.91, without resorting to add-ons?