Scillion
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Everything posted by Scillion
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I run the beta patch and it makes it to the point where it's patching. At about 15% it just finishes and gives me an error that the program may not have installed correctly. This happens with all beta patches. downloaded more than one. I feel it's some setting in my computer. What could it be? I7 processor Windows 7 64 (happened with vista 64 too) 3 gig I'm not using steam I've never used a beta before Looks like I have one of those bugs that only I have. :(
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Beta patching - no beta file
Scillion replied to Scillion's topic in ARMA 2 & OA - BETA PATCH TESTING
Just to be clear, I don't get a beta folder in my aram2 directory. I thought that was the whole point. :confused: ---------- Post added at 03:27 PM ---------- Previous post was at 03:22 PM ---------- Wow - I now know the problem. Window's 7 (vista also) places an extra Arma2 folder in another location. I was looking in the wrong folder because I needed to get a pbo(ed) mission that I had downloaded by playing a mission on-line. From there I was going up one folder level which was an Arma2 folder. Thx for your help, it got me looking for the folder again. :bounce3: -
Creating Light (will it work?)
Scillion posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I'm using this to create a light on a tower It works fine but I don't have ready access to our server right now Will this work in coop mode on a server with multiple people playing? -
Basic Briefing howto
Scillion replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
for some more info (including how to put a picture in your briefing) http://www.ofpec.com/forum/index.php?topic=33468.0 -
I saw talk about the plane and bombing in other threads. I just used a trigger and the ied script to blow up things as the plane passed over. (I went with easy instead of realistic).
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If I want a lot of a fence I just go back to a mission design that used it at the right angle and copy a whole bunch for my new mission.
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If you want it to land close to you then move the helicopters waypoint to where you are. Put this in the chopper's init line (the crew and chopper group) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">flygroup=group this put this in your trigger Onact section <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[flygroup, 4] setWaypointPosition [position yourname, 0] 4 = 4th waypoint of the chopper Only problem is that if you die then it won't reposition.
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setWaypointType "GETIN"/"GETOUT";
Scillion replied to bibblebabble's topic in ARMA - MISSION EDITING & SCRIPTING
Seems like I read that because you are the leader they wait for you to give the order to get out, and not the script. So you started the game with the squad moveincargo the heli? Then it flies and tries to unload at the waypoint (or transport unload if that doesn't work). If your the leader it kicks you out and waits. If your a follower it kicks everyone out. It expects you to order your men out if your the leader - Thats ok I think - you just hit ~ 4 1. NP - Atleast it's not a problem for me. But if it is a problem then PM me I have an eject script that should throw everyone out. After everyone is out the heli goes to the next waypoint that takes it way out of sight. Ok, you want it to pick you up later. Have a trigger sync for when the town is clear or set your radio for it. Trigger Activation: Radio Alpha and sync it. Now the Heli comes back with a load mission - But wait it doesn't come down so you can get in. Well just order your men into the heli. It comes down and picks everyone up. Maybe you don't like that option. I don't because it looks bad. Well you could make another radio command or trigger with this code in it A trigger could detect the heli and it would fly right down to you. TRIGGER BLUFOR present CONDITION chopper1 in thislist Onact <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">chopper1 flyinheight 0; a=true OK, now sync a trigger with this code to the waypoint Condition <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">({_x in chopper1} count units mygroup == {alive _x} count units mygroup) and a This will check to see that all alive people are in chopper1 Don't forget to put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> mygroup=group thisin your leaders init field. It takes a lot to do some simple things and thats why it's taken a while to get a responce. Answers to questions like this can be found out there if you search but there are so many threads now that it is becoming harder to do. If you still don't get it PM me and I'll send you a sample mission with a group land then being picked up, but tell me exactly what you want to happen. Good Luck. -
I must not understand. You mean? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"><p><a name="OBJ_1"></a><a href="marker:A">Objective A Destroy all enemy units</a> </p><hr> <p><a name="OBJ_2"></a><a href="marker:B">Objective B Destroy all enemy units</a> </p><hr> Edit: OR <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"><p><a name="OBJ_1"></a>Destroy all enemy units<a href="marker:A">Objective A </a> </p><hr> <p><a name="OBJ_2"></a>Destroy all enemy units<a href="marker:B">Objective B </a> </p><hr>
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If you make a Waypoint with the getin option (not move) you must put it right on the vehicle, and yes everyone will try to get in. Then you can make waypoints somewhere else and use the getout to have them exit. Then make other waypoints.
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Just found a little script to do that the other day. Paradrop.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _heli = _this select 0 _jumper = _this select 1 _aunits=units _jumper _i=0 _j=count _aunits #HERE (_aunits select _i) action["eject",_heli] unassignvehicle (_aunits select _i) _i=_i+1 ~1 ?_j>_i:goto "HERE" exit Put this in a trigger or waypoint's Onact section <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[Chopper_11, squad_11] exec "paradrop.sqs" Where chopper_11 is the name of the chopper and Squad_11 is the name of the group to exit the chopper.
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How to make alternative objectives
Scillion replied to monkeyboy27's topic in ARMA - MISSION EDITING & SCRIPTING
Try this make your waypoints like this To the Heli To the lsland where they need to take the heli to win To the first waypoint they should follow if the heli is destroyed then the other waypoints that finish it out should the heli be destroyed. Ok - make a trigger in it's condition field put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if ((damage heli) > .6) It won't fly after .6 damage or so. Now choose SWITCH for the triggers TYPE section Now snychornize the trigger to the waypoint that would take the heli back to the island. This will cause that waypoint to be skipped. You can also put Hints and other communications in here to tell them there is a change of plans. -
Problem 1. Maybe try some kind of fade in . Or start the players just out of site of them. If your using a camera just show some out of the way place first, give them time to die. Problem 2. I don't know Problem 3. Name yourself Fred Put this in the init section of the leader of the moving group<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> group1=group this Make a trigger - BLUFOR detected by East. Or whatever you wanted to check for. It can take some time to get the trigger boundries set to detect you right. Try not to overlap trigger boundries if you can. in the OnAct section put<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[group1, 2] setWaypointPosition [position Fred, 0] The 2 in [group1, 2] is the waypoint number (it may be 1 in your case) Problem 4. Put in init of civilian.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">removeallweapons this; this addweapon "nameofweapon"; this addmagazine "nameofmagazine";this addmagazine "nameofmagazine";this addmagazine "nameofmagazine";this addmagazine "nameofmagazine"; The name of all the weapons and ammo can be found HERE Problem 5. I haven't looked into the camera deal yet. It was much easier in OFP for simple camer work, it was in the trigger. Sorry
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Have you tried this in a trigger. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ({_x in heli1} count units mygroup == {alive _x} count units mygroup) LOOK HERE for more info
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I sent you a PM as I was unable to find the scripts with the search. To many hits as it were.
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Chopper Insertion Problems
Scillion replied to rick rawlings's topic in ARMA - MISSION EDITING & SCRIPTING
If you blow up one of your own country's vehicles then your guys will kill you thinking that your the enemy. If you blow up a bunch of enemy stuff they don't care. I see that now - been doing some testing. OK - Here are my (not the best) workarounds. 1. One way would be to have the pilots hiding away from the chopper. Have trigger detect a blufor soldier near and give a message saying - Explosives being applied to craft. Then Timer set for 30 seconds. Then have the IED.sqs script blow it up in 30 seconds. 2. Have in you mission to hit it with one AT round. Have a trigger detect the damage (which one AT won't destroy it normally). Then have IED.sqs finish it off. 3. This is the most realistic but hardest to pull off. Have a OPFOR man enter the helichopper then exit and walk far away. I tested this and it seems to make the helichopper a valid target. Good Luck -
Chopper Insertion Problems
Scillion replied to rick rawlings's topic in ARMA - MISSION EDITING & SCRIPTING
Are you putting a green heli down in the editor. (it means the heli comes with pilots)? Or, are you putting a empty and damaged heli down. Then putting pilots down next to it? -
I've had good luck with the patch. Seems to be about the same in most ways. Little better frame rate. Load times seem faster. AI seem to run and attack me better. I ambushed 4 of them. Killed one and two of them ran two different directions and one fell to the ground. Then they all circled out of my sight and came up on me. One threw 3 grenades but I had cover. They all attacked well. Oh, and try using a joystick with the new motorcycles. Otherwise they drive poorly.
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Chopper Insertion Problems
Scillion replied to rick rawlings's topic in ARMA - MISSION EDITING & SCRIPTING
Glad to help. I can't get my men to shoot at me after blowing up a Heli. My suggestion is to put an empty heli at the start of your mission that you can practice blowing up. When you blow it up without them attacking you(which should be the first time). Move that heli in place of the other one. Delete the other. At least that will help you find where the problem is. Good Luck -
try this in your scripts or just from the editor. Where bob1 is the name of the man to do the move sit bob1 playMove "AmovPsitMstpSlowWrflDnon" die bob2 playMove "AdthPercMstpSrasWpstDb_8" Here are a bunch more Wiki Moves Section
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Chopper Insertion Problems
Scillion replied to rick rawlings's topic in ARMA - MISSION EDITING & SCRIPTING
You say your using the editor but not using triggers? The triggers are part of the editor. They are easy to use. Step by Step: 1. Place your men: 2. Find the leader: He's the one that all the blue lines are going to: 3. Double-click the leader: 4. put this code in his init area: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mygroup=Group This 5. place a chopper: Make sure it's not part of the first group: If a line attaches it to the first group remove it by selecting groups on the left side of the editor, then drag a line from the chopper to empty space. 6. Double click chopper: Name it heli1 7. Make sure the chopper is selected: Make your first waypoint right next to the chopper: Make another waypoint right next to the first one: 8. Double-click the first waypoint: (leave it as move) 9. Put this code in the Onact section of the first waypoint: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">heli1 flyinheight 0 (push ok) 10. Double-click the second waypoint and put this in the Condition section: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">({_x in heli1} count units mygroup == {alive _x} count units mygroup) and this in the Onact section: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">heli1 flyinheight 100 11. Now make more waypoints to go the other places you want to go: -
Chopper Insertion Problems
Scillion replied to rick rawlings's topic in ARMA - MISSION EDITING & SCRIPTING
Not sure how your doing your triggers but here goes. Make your first waypoint a MOVE. Set it very close to the chopper. In it's Onact put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Heliname flyinheight 0 (or 3 if you want it just above the ground) Make your next waypoint the load or whatever you want. P.S. Make sure you set the height back up when time to fly somewhere. Someone want to show a script that tells you when everyone is loaded? If you blow up an empty helichopper then your men could care less. So your doing one of two things. Your not putting an empty heli down or your men are a little too close when you let it blow. Edit: to try to answer second part of question. -
Those symbols seem to be attached to certain structures. The structures are mostly unique type buildings. As for the sound, I'm pretty sure it's a conflict with the sound card. I saw where you posted in the troubleshooting section, can't add anything to it. I have the LTB ac97 surround sound head phones. They use the USB for power but plug into the mother's sound out ports. NP.
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The AI will try to use roads. You must manage them closer. 1. Make much smaller destinations. 2. Choose his F# (like F2 to pick him) and point where you want him to go. If your in gunner position you can hit your Keypad enter then choose F2, then pick a spot that you can see with the pointer. I would use a combination I think. I would direct him to a place where I can then give him a longer command once I know which way he will go. As far as a tutorial I haven't seen one. There are a lot of people who would help you I'm sure. If you have any questions just PM the people here who answer questions alot. It's a learning curve and after all that I have played and scripted I still don't know a lot of it.
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In the mission you can radio a plane to bomb something. Only the AI doesn't take off from the airport but about 60% of the time. Why? How do you fix this? Can you creat or put a plane and AI in flight without take off? If the plane takes off the bombing run works fine but I wish it would take off or not take off. I really don't like it might take off.