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rejenorst

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Everything posted by rejenorst

  1. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    What I am currently working on: -Small urban combat mission for Zargabad. -Random enemy locations with a concentrated enemy sector. -House Patrols with Units moving around various house positions and also changing houses on occasion. -Smaller number of AI 10-12 friendlies (not including Reinforcements), and apprx 50 enemy ai + 15 civilians (Alice Module). Am hoping to keep CPU requirements down while making the mission challenging enough. Early progress: 11cdRjC_mZI Am hoping the mission plays/pans out the way I am hoping for.
  2. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Hi Cameron, Cheers for the feedbacl :D I think I've made it so that the fail trigger for using non silenced weapons is turned off once you have the hostage secured (untied), it's not a perfect setup and I wasn't sure when exactly have it turned off as by the time you get near the hostage its pretty much near the end of the mission. Also for the backpack I think there are 2 types of clips (not 100% sure) SD and non SD (I managed to use 4 of the clips in the backpack but some of them I couldn't use as you mentioned.) I didn't want to make the mission overly difficult for players because ARMA2 AI is often unpredictable and it was my first hostage based mission so I wasn't sure whether the AI would remain consistent on average.
  3. Hi I am attempting to modify my building patrol script(s). Basically I am looking for a way to check if a unit has a target in his LOS (line of sight). If he doesn't the script will tell him to displace to another position. Is it possible to find an accurate way to check if a unit has a target LOS? I know we there's no LOS commands so am hoping to try another way, possibly through target command(s). EDIT: Closest I came to anything useful was here: http://forums.bistudio.com/showthread.php?t=74790&highlight=los
  4. A very basic script to check the nearest building's classname and number of building positions: Add this to the player's init: Copy this into a text file and save it into your mission directory as build.sqs: This will tell you the closest building's classname and the number of building positions available (BUPOS). Remember that whatever number it gives you, you will have to -1 when telling units to enter the building. So if a building has 10 positions then position 1 is ( unit domove (house buildingpos 0)) whereas position 10 would be: ( unit domove (house buildingpos 9)). Hope this helps for quick reference to find out what a building class name is along with whether or not it has available building positions for AI to use.
  5. That's pretty damn cool! Cheers man! I might use that at some point.
  6. Cheers man, my script wasn't really intended for release or anything, it was just something I needed to make for a urban patrol script mission. This script is also not intended for use in missions but just for location scouting etc so SQS is fine unless you really want to make a mission with it.
  7. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Thanks Zonker :) You have to get within 5-10 meters of number 8 to make the difference hehe.
  8. Awesome! THANK YOU! works like a charm.
  9. rejenorst

    Hostage kill

    Yep that's correct. In the editor it allows you to change the friend/enemy status for resistance. I've noticed that if you make resistance hostile towards either opfor or Blufor then the civilians will react to the independant side as an enemy (Ie: they get scared when you go near them by going prone etc). I don't know if this helps when using dotarget and dofire command on civs but I thought it did when I was making the hunted mission. Alternatively you can put setcaptive true on the hostage, then close the game and go into your mission SQM file and find the unit you placed and make his group and unit side west. That used to work in ARMA but nor sure about ARMA2. BEWARE though if you click on the hostage in the editor after doing this then the unit will turn into a rifleman. So do whatever you have to the hostages and place them exactly where you want before editing the Mission sqm.
  10. rejenorst

    Hostage kill

    I think, but don't quote me on this, is that the enemy units will not fire on civs unless you set them being an enemy of independant/resitance side (which you can do in the editor). I am not a 100% sure on this but have a play around with that and then use the dotarget, dofire command.
  11. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Cheers man :) You've made my day :D I always enjoy reading your detailed feedback as it gives me some idea of whether I am on the right track.
  12. I set the team on careless by default but also had a behavior menu so that you could quickly press buttons which would change the setbehaviour code for the team. Careless stops the pilot from reacting to enemies and therefore stops him from changing altitude and flying this way or that. You can set it to aware and or back to careless while ingame so that he does or doesn't use evasive manuevers. A keystroke system would be cool but I haven't tried doing it yet, the code would be a bit more complex I'd imagine. For the the altitude I had buttons with different heights which would use the flyinheight command. Implementing a player switch would also be good. For the altitude I am planning to put buttons in along the lines of +50, +10, +5,-5,-10,-50 etc instead of preset heights or along with preset heights.
  13. rejenorst

    Hostage kill

    What side are the hostages? If their civilian and the hostage takers east then: civilian setFriend [East, 0]; East setFriend [civilian, 0]; After the hostage is dead you should change this back to 1. If you have any civilian structures around placed by the map editor then there's a chance the AI might fire at those structures or units. Otherwise try dotarget and then dofire.
  14. I thought I'd post this for anyone wanting to make user defined laser targets for onmapsingleclick commands. This is a very basic script that requires the use of an ammobox with hideobject this in the init. This is mainly useful for targeting buildings. This script is only for the laser and therefore you would have to do your own onmapsingleclick triggers. Note: delete everything in bold! Also script assumes an ammobox is in the mission with the global name laserm. The result can be seen here (with added secondary explosions when an another ammo box inside the building detects a hit.): 25pM3i3J3Y8 If anyone wants to unpack my mission (hellfire) you are welcome to use the dialog and its attached scripts for quick apache gunner missions. I code in SQS but the scripts are pretty small and in some cases no scripts are attached to the dialog controls. You can convert them to SQF pretty easily. http://www.armaholic.com/page.php?id=14584 If you can reference my website as credits would be great but its not required: www.rejenorst.com
  15. For the laser I used (delete everything in bold): And if you want to extract and unpack the mission for the dialog you can get the mission here: http://www.armaholic.com/page.php?id=14584
  16. He doesn't really have to be in your group as far as I know but I would have to double check. There are some parts where the coder would have to change the code. As for the scripts themselves, I code using SQS so might be more effective for someone to reverse engineer what I've done and turn it into SQF script(s). SQS is laughed at by SQF coders *shakes fist*. You can try out the mission in my Rejenorst's mission thread and see the short comings/benefits. Someone with better coding knowledge then me might be able to make a more accessible/packaged script(s). Anyway if anyone wants to unpack my mission pbo and use bits and pieces of it for their own mission/scripts they are welcome to, as well as the radio sounds I made for it. Just reference my website www.rejenorst.com and I am happy. The laser itself is attached to a hidden (hideobject) eastern ammo box (otherwise the laser dissapears within 8 seconds.) I then use setasl command to have the box sit on top of the houses rather than inside otherwise the laser target is obscured from the helicopter targeting system. Anyway hope this helps any helicopter mission makers. Cheers.
  17. Well I just added the ability to tell the pilot what height/behaviour/combatmode to use, ability to set a waypoint for the pilot and to set a laser target. All fairly basic except the laser designator which took a bit of experimenting but which is also fairly simple once you have the command needed.
  18. You can also give the gunner the ability to place the laser marker wherever:
  19. If possible the campaign might be playable as both. I made one mission were you could play as either and used a dialog screen for giving commands to the pilot from the gunner pos. If you can do something along those lines would be cool. I for one usually prefer gunner pos.
  20. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Hi Jan! Thanks for the feedback! :) It's my first mission using the KSK, I tried to get some idea as to what the KSK do by watching some documentary's. I haven't made any other KSK missions yet but will hopefully make another one in the future.
  21. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Cheers man :) EDIT Added Armaholic mirror: http://www.armaholic.com/page.php?id=14682
  22. I am trying to find a way to tell which way the player's camera view is facing. I don't want to use getdir as players will often use mouselook/freelook.
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