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Uzii

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Everything posted by Uzii

  1. When on the trigger screen, there is a dropdown menu above the condition. End1 -> 6 will end the game. As for the other Q, I'm not really sure what you mean, but if you it to activate the next waypoint, you need to 'synchronise' the waypoint and the trigger by dragging a line between them.
  2. Yes, but don't use getmarkerpos, just getpos. That works for objects, like the hidden H.
  3. So where does the above code go? In the init, or a .sqf?
  4. Easiest way I find, is put the type/colour/symbol marker you want on the very edge of the map (in game map doesn't scroll right to the edge so the player won't be able to see it). Now, with the trigger that completes the objective, write first "MARKER_NAME_2" setMarkerPos getMarkerPos "MARKER_NAME_1"; That will move the green marker on top of the red marker, the you want to delete the red marker with deletemarker MARKERNAME_1;
  5. Uzii

    Sniper range

    Setpos is one way, but if you want it on a static range, then use the squares on the map. One small square is 100m I believe, the large squares you see when you zoom out are 1km.
  6. When creating a new unit, on the Side drop down menu, choose empty. Then select what type of empty vehicle or object. As for the group thing, hit F2 and click and drag away from the unit you don't want in a squad. Edit: Its quite surprising that you've managed to get scripts and the ACM working, but haven't seen the empty vehicles selection, or is this more complicated than I think it is :S
  7. Ah, the one I posted was to check if a task was completed, say after 3 tasks are done, it would then show the fourth. In a trigger: taskCompleted task1 AND taskCompleted task2 AND taskCompleted task3; Then in the activation field: [] execVM "FOURTH_TASK.sqf" But what you need is at the bottom of the first post: TASK_NAME setTaskState "SUCCEEDED" That will 'tick' it off the tasks menu on the map screen, then you add the hint line you have after it, and it will hint the task is completed, and tick it off. I think... ;)
  8. http://rapidshare.com/files/251176119/starting_weapons.txt.html Thats one I use, its got pretty much everyone weapon/item/ammo in. Just needs to be copied over to your Description.ext. I haven't actually tested this one, but it'll save you time either way.
  9. Here's a good list of pretty much all the weapons and Ammo: http://www.armaholic.com/page.php?id=5843 Just check out the .sqf and copy them over.
  10. This sounds obvious , and I've probably missed it somewhere, but how do you check if a task is completed? I've tried a trigger: succeeded=(taskstate task1aa) But it doesn't work. It looks wrong but I couldn't get it to accept anything else. Edit: It was easy in the end.. just missed this one on the wiki: taskCompleted task
  11. Uzii

    Spawning an empty vehicle

    Name the humvee, h1 say... then in the init line of each of the squad members: this moveincargo h1 You can also use this for the driver and gunner moveingunner moveindriver There is probably a way to start a whole group in cargo, but the above way works a treat.
  12. Told you a pro would be along to give you a better one soon ;)
  13. Set the squad leader's probability at whatever % you want with the slider bar (half way = 50%), then name him: s1. Now, in the 'Condition of Presence' line for each of his squad members type: alive s1 Now, if the squad leader spawns in (50/50 chance) the rest of his squad will do the same...
  14. I'm from England, and ! means 'not' in scripting... I think. So !alive means when the unit is not alive, and alive by itself refers to the being alive.
  15. It doesn't refill, but here's a script for all the weapons and ammo in a crate. http://www.armaholic.com/page.php?id=5843 You could just up the quantities to 100 of each. Hope that's what you are looking for..
  16. I'm only a noob too. But if you want something that will work, copy that exactly, brackets, !alive... everything. One of the pros can probably give you a more streamlined version... but that works... (!alive 1) AND (!alive 2) AND (!alive 3) AND (!alive 4) ...etc.... Edit: It basically means, if unit 1, 2, 3, and 4 are not(!) alive, then the trigger activates.
  17. Name the units and then in the condition for an empty trigger... (!alive NAME_OF_UNIT) AND (!alive NAME_OF_UNIT) AND (!alive NAME_OF_UNIT) etc... (replace the NAME_OF_UNIT to correspond with each of your named units). There might be a quicker way using group and triggers... but this way is the one I use.
  18. I've got an ammo script to add weapons and ammo to ammo crates, vehicles and what not, things that already have space to contain them. Now, how would I go about adding gear space to objects that normally don't have any... say the 'Backpack heap' object. I've tried adding the gear action, but I think I need more than that. Thanks for any help...
  19. Ok, I didn't understand a word of that so I think I'll leave this one. Way out of my league. Thanks for the reply though.
  20. I'm having problems with starting in a steerable parachute. I can get players starting in a normal parachute, in mid-air, with no problems. I've also got them in mid-air in a steerable parachute (moveingunner, took me a while to figure that one), but here is where I encounter a problem. The parachute nose dives downward and crashes straight into the floor. Whatever I try to do doesn't correct its downward fall. I've tried starting the parachute 'Flying' and 'None' with its starting position hundreds of metres up... but nothing corrects this uncontrollable descent.
  21. Right, I'll have to keep it at that then. I've tried changing a lot of the values but the only difference I can get out of it is how late it arcs up and turns away. But whatever I set it as it never manages to get close enough to the drop point to release the cargo...
  22. Yep, thats the one.. just tweaking it now... 1 not high enough, 10 too much... Cheers for the response. Edit: How would I go about spawning in the C-130 further away from the drop zone? I've doubled its spawn in distance: _npos = [(_pos select 0) + (_vdir select 0) * -3000, (_pos select 1) + (_vdir select 1) * -3000, 300]; But it arcs upwards then turns away before it reaches the drop point. I couldn't see any other lines which would help this problem, but I've doubled up some random position numbers to see if I can get it with trial and error, however to no avail. Any further help would be greatly appreciated.
  23. Awesome script, just one problem, though its probably the wrong thing to use this for; I placed a US Special Weapons crate as the drop vehicle, but when it hits the ground it just sinks right through. Can this script work for Ammo Crates, or only vehicles?
  24. Uzii

    Custom face textures in ArmA 2?

    Name it face.jpg and put it in "My Documents\ArmA 2 Other Profiles\**YOUR USERNAME**". Then select Custom face on the Edit Profile page.
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