Muzza
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Everything posted by Muzza
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Thanks Draper, all that was missing was the stringtable. ---------- Post added at 09:16 PM ---------- Previous post was at 08:28 PM ---------- I love the script. it rocks! I have just about figured how to create a marker with an M203 flare, i'd like an airstrike on the position of the flare. Assume firing the flare returns 'markm203', a marker. Here is my(draper's) subsequent code for an aircraft automatically swooping in to blow it up. IPfixedAS = true; _grp = createGroup WEST; _spwn = getPos ASpad; _spwndir = getDir ASpad; _marker = createMarkerLocal ["aircraftmarker", position ASpad]; _marker setMarkerShapeLocal "ICON"; "aircraftmarker" setMarkerTypeLocal "b_plane"; _asloc = getMarkerPos "markm203"; _plane = createVehicle ["F35B", _spwn, [], 0, "FLY"]; _plane setdir _spwndir; _plane setVelocity [sin(_spwndir)*200,cos(_spwndir)*200,0]; _pilot = _grp createUnit ["USMC_Soldier_Pilot", _spwn, [], 0, "FORM"]; _pilot moveinDriver _plane; _plane flyInheight 200; {_plane removemagazine _x;} forEach magazines _plane; [_plane] spawn { _plane = _this select 0; while{IPfixedAS} do { "aircraftmarker" setMarkerPosLocal getPos _plane; sleep 1; }; if(true)exitWith{deletemarker "aircraftmarker"}; }; fwp1=_grp addWaypoint [_asloc, 0]; fwp1 setWaypointStatements ["true", ""]; fwp1 setWaypointType "MOVE"; fwp1 setWaypointSpeed "NORMAL"; fwp1 setWaypointCombatMode "BLUE"; _grp setcurrentWaypoint fwp1; fwp2=_grp addWaypoint [_spwn, 0]; fwp2 setWaypointType "MOVE"; fwp2 setWaypointStatements ["true", "IPfixedAS = false;"]; fwp2 setWaypointSpeed "NORMAL"; fwp2 setWaypointCombatMode "BLUE"; _lockobj = "HeliHEmpty" createVehicle _asloc; _lock = getPosASL _lockobj select 2; deleteVehicle _lockobj; nofricgrav = { _b = _this select 0; _vx = _this select 1; _vy = _this select 2; _vz = 0; while {!isNull _b} do { _b setVelocity [_vx,_vy,_vz]; _vz = _vz - 9.8*0.3; sleep 0.27; }; if(true)exitWith{}; }; while {true} do { if (((((getPos _plane select 0) - (_asloc select 0))^2+((getPos _plane select 1) - (_asloc select 1))^2)^0.5) <= 500)exitwith{}; if(!alive _plane)exitwith{}; sleep 0.5; if (alive _plane) then { _b1 = "Bo_Mk82" createvehicle [getPos _plane select 0,getPos _plane select 1,(getPos _plane select 2)-10]; _b1 setDir ((_asloc select 0)-(getPos _b1 select 0)) atan2 ((_asloc select 1)-(getPos _b1 select 1)); _bombfall = sqrt(((getPosASL _b1 select 2)-_lock)/4.9); _bombvelx = ((_asloc select 0)-(getPos _b1 select 0))/_bombfall; _bombvely = ((_as\loc select 1)-(getPos _b1 select 1))/_bombfall; [_b1,_bombvelx,_bombvely] spawn nofricgrav; }; So far all i have is an F35B flyby. I think that the problem is here: nofricgrav = { _b = _this select 0; _vx = _this select 1; _vy = _this select 2; _vz = 0; while {!isNull _b} do { _b setVelocity [_vx,_vy,_vz]; _vz = _vz - 9.8*0.3; sleep 0.27; }; if(true)exitWith{}; }; I dont know what this art of code does, i think it takes variables fed from previous scripts and does something with them, there is a '50' somewhere on the init of the JMB, i cant see how it all fits together. Any help would be great!
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M203 Flare => map marker.
Muzza replied to Muzza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks so much. -
Hi, I am trying to make the example mission work I have made example.chernarus, where i have put the airsup file, the init.sqf and the mission.sqm files. I load example.chernarus which has 2 spotters overlooking 4 tanks and a squad. I have no support options, no radio options, i have made sure many times everything is correct, can you tell me step by step how to set up the example mission?
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M203 Flare => map marker.
Muzza replied to Muzza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For the life of me i cannot make this script work.. Can i ask why _ammotype = _this select 4; ? does "_this select 4" not mean "[1,2,3,4] exec onshotsfired?" Sorry to keep bothering everybosy about this, bt being so close yet so far to finnishimg my mission is driving me nuts -
Invisible, mid-air target.
Muzza replied to Muzza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I reduced the number of variables in the script and replaced a part of the scriptand now it works finally! thanks everyone for your help, i have no idea why the original didnt work for me. [10,4] exec fire2.sqs fire2.sqs _salvo = _this select 0 _wait = _this select 1 ~_wait ~2 _ran = random 3 ~_ran _counter = 0 #FIRE ~.2 gun1 fire "D30" _counter = _counter + 1 ~_wait _ran = random _wait ~_ran ? _salvo == 1:goto "End" _salvo = _salvo - 1 goto "FIRE" #END exit -
Hello, I would like to have an artillery gun look although it is firing at a high trajectory at something terribly important far, far away. I have tried to have a game logic ('this setpos [(getpos this select 0),(getpos this select 1),8]') in theory hovering a few feet in front of the gun, and I told the gunner 'this dotarget target1'. On a trigger gunner1 fire "weapon". However i cant seem to ge thte gunner to track an invisible target in the air, any physical target i use fall down with gravity. Does anyon know how to make an invisible, imaginary and targetable thing hovering in mid-air?
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Invisible, mid-air target.
Muzza replied to Muzza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I cant get this to work for me atall, i think it is because the one segment of the script fire.sqf: '_gun fire _weapon' = gun1 fire "D30" Does not work for me. Yet when i activate a simple trigger init: gun1 fire "D30" The gun actually fires! Its the same script which magically doesnt work on this instance, everything else in this script is behaving perfectly. -
M203 Flare => map marker.
Muzza replied to Muzza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have tried repeatedly, with all of my addons off. Whenever i fire a western FlareRed_M203 it tells me 'that was no flare' How can i get the rpt file? ive tried looking for it. -
Invisible, mid-air target.
Muzza replied to Muzza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok H3NRY, I started over, one inc H called hi1 (setpossed up), one m119 called art_1 and [art_1,hi1,10,4,"M119"] exec "fire.sqs" on the init line. Only i saved the other stuff as fire.sqs, not fire.sqf, is that what i am doing wrong? The hint messages tell me that the rounds are being processed, but the gun sits idle. I dont know what to do. -
M203 Flare => map marker.
Muzza replied to Muzza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When i fire a bullet it tells me that was no flare, which is good. But no matter which flare i try with this script it tells me 'that was no flare' and the script is not transported to the #flare section. Try it for yourself with a flare, i may yet be wrong. -
Invisible, mid-air target.
Muzza replied to Muzza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I made an m119 called 'gun1' an empty car called 'target1' saved the script under fire.sqs, and triggered [gun1,target1,10,4,"M119"] exec "fire.sqs" yet this doesnt seem to be working for me. -
M203 Flare => map marker.
Muzza replied to Muzza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks x10^8! I'l try what i want now! -
Invisible, mid-air target.
Muzza replied to Muzza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The gunner looks at for example a hovering chopper just fine using this command. But when told to look at the game logic he strangely just slowly looks around in circles, sometimes changing direction on a low trajectory. I dont know how to make a 'lasertarget' in midair, do you '"las1" = "string" createvehicle position ? There isnt an ammoclassname for the laser designator, jst a magazine. So you cant make a laser the same way you can make an explosion. So how would i make this target for the cannon to aim at? ALSO: gunner1 fire "D30" strangely enough isnt working either. -
A.I. boarding vehicles = Gayest most retarded annoying bug evaar!!
Muzza replied to BF2_Trooper's topic in ARMA 2 & OA - TROUBLESHOOTING
As rediculous as this thread is, there is a point. Me and my squad run up to a humvee. "ALL, GET IN THAT CAR" "ROGER". I get into the driver seat. "2: NEGATIVE" 2 wanted to be the driver, as it was logical when the order was given that 2: driver, 3: gunner; 4...: passangers. When the player enters the driver's seat 2's job is then impossible, and the player needs to manually reassign number 2, which always feels utterly unnessesary. If when someone else, such as the player boards the position of the vehicle 2 was told to generically 'get in' to, should 2 not be reassigned to the next available slot in the vehichle? How many times has a player shouted 'gogogo! for razor team to board star-force-21 as his team runs to an extraction point, only to be held up as Sykes stubbornly refuses to board the waiting chopper, claiming that he wanted the crew commander seat? Seriously BIS, change this, it was one of the first 'aww they still havnt changed that' moments i had when i first tried arma2. -
Loading old vanilla Arma maps in Arma 2 with CAA1 - Just Wow - Performance & Beauty
Muzza replied to p75's topic in ARMA 2 & OA - GENERAL
This mod is amazing, Sehrani for the first time to me looks amazing. Thanks guys! Shame there arnt many missions around to use them. -
Is there absolutely nothing to play online except these 'one side' and 'marines 0.8' style missions? A new player is spawned into an airfield full of hot hardware and is immediately dissapointed when he finds out he cant use any of it, because that is for high ranking players only. Then yo eventually work out that the objective hasnt got anything to do with an airfield atall, but a town that is typically >5km away. In a weeks playing only a very few times has there been an easy way of getting to where the action is. Where there has been a regular chopper service, and i admit being inserted as a large group of players then battling it out is very exhilerating. The rest of the time the choppers have been busy carrying dead hardware back to base (what an utter waste of time and resources) that could easily just respawn; and in the more-often-than-not absence of an MHQ you can be left waiting 10 mintes for a means of transport to arrive. Why do people play these missions constantly? If people want to play a mission where they can take one objective, then another, then another, couldnt we cut out the middle man? Could there not be a briefing HUD where you can choose gear, and choose a position outside of a sensible radius of the town where you can deploy, simultaniously? It would save the sheer level of clumyness that inevitably arises when players have to traverse half of the map, all arriving at different times, with the slowest hardware and the poor bastards who end up having to walk because their parachutes have run out then arriving last when most of the objectves have been done anyway? When the town is taken everybody has the option of getting back into the HUD and rearming, with say a 60 second timeout before everybody spawns around the next objective? Why not turn a level of precision and feelgood teamwork that so rarely arises in these missions where valuable time is wasted all too often into something that automiatically happens on every objective. So that when you join a server of 30 players, you are actually attacking the town with 30 players.
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Well once i emptied an M249 around the cockpit of an Mi17 as it flew towards me, so it circled round and blew me to hell, which i frankly deserved! Thats about it in terms of instand air death though.
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As an M249 SAW addict the new PK doesnt even come close :P, USMC
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Single Player Mission: Airbase-Palenie.
Muzza replied to Muzza's topic in ARMA 2 & OA - USER MISSIONS
Ok i have vid clips but i need a video editor to paste them together, what is recommended? cant find anything with search function so thaught i would bump the thread instead! -
Firstly yes i do know. Sometimes to paradrop it says 'need 10 ponts first', and the only way to get those ten points is a very long run... and other times it tells me that it has a half-hour cooldown time. which is great if you are team-killed as soon as you are inserted. I can see how the MHQ idea is supposed to work, and i am sure most of the time players have set it up properly, just not in my short experience. An angry user 'screaming 'what has my team done with the MHQ?!' springs to mind. How about 10 minutes after death for a plane to respawn? or 15? or whatever? or can a player spend some of his hard earned points on it's reencarnation? Doesnt that sound more fun and less time-and-chopper-wasting than sending someone to get it. My point is that people do not have a massive amount of time to play games online. And that time would preferably be spent as a 'combat' simulator; not a 'waiting' or a 'fustration' or 'logistical support' one. The effort that it takes to get to an engagement zone completely outwieghs the diffuculty of accomplishing the objectives involved. It kills time. I am a notoriously stubborn individual. A pole at work once told me i could never learn polish, I po chodze ne universitet uczowac sie po polsku juz moge z movic niedobze! I have tried the editor and managed to pull off a singleplayer mission, you can find it here. http://www.armaholic.com/page.php?id=6509 THat was mostly out of sheer subbornness. I'd love to try a multiplayer mission next. Oh, and berzerk is great. just great. I can never get as much as a kill but its fun nonetheless.
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Single Player Mission: Airbase-Palenie.
Muzza replied to Muzza's topic in ARMA 2 & OA - USER MISSIONS
The paramedic spawns a medic in a parachute right above the player, but if the wind carries him off you'll lose him. Just a joke feature but my friend hates getting hit in the arm then being useless, so it gives him one 'healing point' as it were. Yea the paratroopers should drop there, seemed appropriate at one time but they get minced. So, Keep the javelin? Did anyone use the mortar? How did players 'walkthrough'? -
Basic Briefing howto
Muzza replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I spent SOOOOOO long reading this thread trying to create a briefing. After many hours i finally made one, my problem was that i saved my notepad briefing.sqf, with the 'type' box set to '.txt. not 'all files'. So i hope that can help some other peoples problems out there. However when i 'export to single missions' the scripts and briefing disappear. I have tried to put the init.sqf and briefing.sqf next to the PBO file in Bohemis Interactive>Arma 2>Missions, and it still isnt recognised. What do i do? -
...on the 7th attempt of manhatten. Spoilers.
Muzza posted a topic in ARMA 2 & OA - OFFICIAL MISSIONS
I am so unbeleivably pissed off i can hardly find the words to express myself. Again i am attempting to take out the main base camp, again with no artillery support. Again i am trying desperately in the woods to find an outdated anti-tank weapon to get an impossible shot through the vegetation at a t72 that instantly kills a member of my squad a few seconds after every time i reload. Again callsign boomerang told me they would attack on my order, when actually they drive senselessly into tank fire of their own accord. I have completely, utterly had enough of this game. My third attempt of manhatten was sucessful, i lured the infantry of the main camp to the woods where i awaited and when i was done 4 m1a2 tusks drove past the frint of the camp finnishing the rest, i assumed that they were callsign boomerang. All i had to do was search the safehouse. I was told to RTB, but i searched the safe house anyway for that ground breaking evidence, which i was told to retun to base with. When i returned the game ended and the final evidence was not collected. I was unbeleivably angry because i then had no option to reload a previous savegame. So i tried again. And again. And again. And again. Each time the game fails, breaks, and tortures the player who is at the mercy of what game mechanic will dissapear next. A mixed radio conversation of 3 intermixed dialogues as the player is unable to issue commands to his team for 1 minute in the middle of a crossfire? -done. A bug where as soon as the player changes to a non-leader character commands are given for each member to enter vehicles randomly dispersed across the map? -ruined one attempt. A playthrough where no radio contact is had atall between the player and command, breaking the langusina escort? -ruined another. I love ArmA, but i have honestly never been so dissapointed by a game in my life. I eagerly await BIs response to the campaign, the last i heard was 'we are still ironing out a few things befroe release' -
My 1.02 manhatten is broken beyond all beleif. I cant arrest the man, he runs, my team are follwing him guns on his back, and if i dont stop them my team lights him up when he goes for his gun. No option of arresting him. No starforce, ever. No artillery, ever. No radio contact with command, ever. I complete objectives and then there is just silence. I aprehend the woman and she doesnt follow me, i dont radio it in and i amnt given an LZ. so several objectives still to do, no way to physically do them.
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The human eye is better than any screen resolution, so you can zoom to simulate the level of detail a human eye can get anyway.