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Posts posted by semedar
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If I add it to the respawn script, if the player dies before destroying the object (Radar), then he will automatically have said AddAction. I want it to be conditional somehow to where it detects if object "Radar" is destroyed first. And this is where I'm having problems with.
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I've got a mission when you destroy an enemy radar, you (player) get the option to use SATCOM
Trigger:
Condition: !Alive Radar On Act: player addAction [("<t color=""#FFFF00"">" + ("SATCOM") +"</t>"), "pxs_satcom_oa\start_satellite.sqf"];
But the problem is: When the player dies and respawns, he looses the ability.
Can anyone help me with my predicament? :D
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_heap addAction [("<t color=""#8A8A8A"">" + ("Take ACU Pack") +"</t>"), "scripts\addBackpack.sqf", ["US_Assault_Pack_EP1"]];
Aye, thanks for the help! :D
Picture:
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Aye awesome this is exactly what I was looking for, thanks! :D
Is there any way you can have the addAction command in-game text be grey? (The part where it says "Take ACU Pack")
I've seen it done in someones Domination mission before, but never figured it out.
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Anyway someone can help me out by having a Backpack Heap dispense backpacks with the addAction command?
Example: Walk up to a backpack heap and a bunch of Add Actions pop up with either "Get US Assault Pack" which in turns removes your current backpack (if any) and gives you a "US_Assault_Pack_EP1". With an option to get any backpack you want.
I've searched and found someone did something similar but I couldn't figure it out since it was heavily embedded in his mission and couldn't port it into mine.
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Lol I also get annoyed by this. -_- I believe there is a script by Mando that you can use..
Edit: Maybe you can set him at careless?
this setBehaviour "CARELESS";
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Sure? I have Win7 and my directory is as follows: C:\Users\Semedar\Documents\ArmA 2\missions
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Like the title says, is there any user made mission for ArmA 2/OA that comes close to this mission? Dynamic Sahrani: SABOTAGE http://www.armaholic.com/page.php?id=2732.
I've searched ArmaHolic and these forums for something similar on where you take what seems to be dynamic missions in a somewhat contract kinda way. Sorry if I'm not making sense right now, it's 5am and still haven't gone to sleep. :bored:
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Did you put it in the right mission folder? Lol OA uses the same ArmA2 mission folder.
Example: C:\Users\Semedar\Documents\ArmA 2\missions\Silent_Woods.Chernarus
Not: E:\arma 2 operation arrowhead\Missions
My ArmA2 OA directory is most likely very different from yours. But only because I have it on my SSD so I doesn't use the whole Program Files folder just straight the the cheese. :rolleyes:
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Alright tried that and when they spawn, they all spawn next to each other.. How can I set them to spawn at a random position and have a min/max number of clones spawn and get deleted after 300 seconds (5 minutes)?
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I'm trying to spawn a unit via a trigger in my mission with:
nul = this execVM "UPS_Woods_Spawn.sqf";
USP_Woods_Spawn.sqf
"Ins_Soldier_1" createUnit [getMarkerPos "UPS_Woods", "nul=[this,""UPS_Woods"",""random"",""nofollow"",""min:"",40,""max:"",50,""delete:"",300] execVM ""ups.sqf"";"]
I've put double quotes on there since I was reading up on trying to figure it out and someone suggested using double quotes.. :confused:
I also tried:
"Ins_Soldier_1" createUnit [getMarkerPos "UPS_Woods", "nul=[this,"UPS_Woods","random","nofollow","min:",40,"max:",50,"delete:",300] execVM "ups.sqf";"]
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Ok it's getting very frustrating for me to figure this out :confused:
1. The script I'm using to spawn a group does in fact work
2. This is the error I get:
I found out it's from the UPS script.
What I'm doing to try to get this script working:
I'm trying to spawn an enemy group from my Init.sqf for now to just test and find how to add a group and make them init the ups.sqf: [this,"marker"] execVM "ups.sqf"
From my init.sqf:
//Spawns Group With UPS [] execvm "ups1spwn.sqf"; Sleep 1; [_grp,"ups1spwn"] execVM "ups.sqf";
From ups1spwn.sqf:
////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: Semedar //exec: [] execvm "ups1spwn.sqf" ////////////////////////////////////////////////////////////////// _grp = Creategroup EAST; _grp createUnit ["SquadLeaderE", getMarkerPos "GrpM", ["GrpM"], 5, "FORM"]; _grp createUnit ["SoldierEB", getMarkerPos "GrpM", ["GrpM"], 2, "FORM"]; _grp createUnit ["SoldierEB", getMarkerPos "GrpM", ["GrpM"], 2, "FORM"]; _grp createUnit ["SoldierEG", getMarkerPos "GrpM", ["GrpM"], 2, "FORM"]; _grp createUnit ["SoldierEMG", getMarkerPos "GrpM", ["GrpM"], 2, "FORM"]; _grp createUnit ["SoldierEAT", getMarkerPos "GrpM", ["GrpM"], 2, "FORM"]; _grp createUnit ["SoldierESniper", getMarkerPos "GrpM", ["GrpM"], 2, "FORM"];
I have a rectangle marker named GrpM to spawn the units there. I'm trying to make them follow the ups script from the init.sqf
So, to summarize:
Does anyone know how to spawn an enemy group and make them init: [this,"marker"] execVM "ups.sqf" And make them spawn with a trigger?
If so, can you post detailed instructions?
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Can anyone help me with making a script that makes an enemy group and have them init the Urban Patrol Script that you can call in with a trigger? :confused:
I'm doing it this way because my mission is big and I dont want a bunch of units already spawned in all over the map when the mission spawns. I want the groups to spawn and follow the UPS script when triggered by BLUFOR.
I tried making egroup1.sqf
ups1 is the marker, _egroup1 is the group name
_grp = Creategroup EAST; _grp createUnit ["SquadLeaderE", getMarkerPos "GrpM", ["GrpM"], 5, "FORM"]; _grp createUnit ["SoldierEB", getMarkerPos "GrpM", ["GrpM"], 2, "FORM"]; _grp createUnit ["SoldierEB", getMarkerPos "GrpM", ["GrpM"], 2, "FORM"]; _grp createUnit ["SoldierEG", getMarkerPos "GrpM", ["GrpM"], 2, "FORM"]; _grp createUnit ["SoldierEMG", getMarkerPos "GrpM", ["GrpM"], 2, "FORM"]; _grp createUnit ["SoldierEAT", getMarkerPos "GrpM", ["GrpM"], 2, "FORM"]; _grp createUnit ["SoldierESniper", getMarkerPos "GrpM", ["GrpM"], 2, "FORM"];
Then after that I tried to call it in but kept giving me errors. Any help would be greatly appreciated. :D
Add Action When Object Destroyed And Keep It After Respawn?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted · Edited by Semedar
Ah! Sweet man, thanks! :D
EDIT:
I tried using the above example but I can't seem to get it to work. =\
I'm using a Save Layout respawn and tried this:
EDIT 2: Hah nevermind ;) User error.