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Uzii

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Everything posted by Uzii

  1. I have to be honest, I have only touched the campaign because I was forced into it on MP by some clanmates. I hated A1's campaign, and I only played an hour or so, so in A2 I just skipped it totally ;)
  2. Sit on top? I haven't seen this, is it in the campaign? Or do you mean turned out, with the top half of their body showing?
  3. The closest to what you described is the FR (Force Razor?) Assault troops, the two in the top right of the page linked above. There are only two variants, the Rifleman and Grenadier.
  4. No, not if it was just this time, but its not. Its nearly every question. But, do what you like, eventually no one will reply to simple stuff you ask. I'm off to edit...
  5. Well, there is a search bar ;) Just try to put in words specific to your problem, and select the forum section it will most likely be in. For your end trigger question: Searching in "ArmA 2 - MISSION EDITING & SCRIPTING" with the words "end", "mission" and "trigger" That search yields this: http://forums.bistudio.com/search.php?searchid=148639 9th Thread down: http://forums.bistudio.com/showthread.php?t=77843&highlight=end+mission+trigger Second post down Edit: Also, try searching the ArmA editing forums for some of the simpler questions. There isn't much difference when it comes to the low level stuff, the editor works in the same way.
  6. No, he is talking about you I'm afraid. Many, many of the questions you've posted and we've answered can be found by either searching/googling/or playing in the editor for a bit. How did you miss the Ammo boxes? They have an entire category to themselves.
  7. (getDammage (position objective1 nearestObject 376489) > 0.8) Objective1 is the trigger's name itself, and the object ID's can be seen when you zoom in and had the IDs button enabled.
  8. Just to clarify, the classname is the vehicle that is dropped from the c-130. Here is an example line I am using: nul=[getpos drop1,"USOrdnanceBox",225] execVM "dropspawn.sqf"; drop1 is an invisible H object, and the USOrdnanceBox is the smaller one containing explosives.
  9. Just post one thread with all your questions. That's what most people do. That way, you will probably get all the answers. If you speak to one person chances are they won't know everything.
  10. Check all the men in the BLUFOR category. There is 'Men' which has most of the units, then there is 'Men (FR)' and 'Men (Navy)', being the Spec Ops and Navy personnel respectively.
  11. It probably is just that, the simplest thing. Check you've got the file name dead right, and in the right format, with the " " on either side. Here's the one I've got working: in sitdown.sqf _this setBehaviour "SAFE"; _this disableAI "ANIM"; _this action ["SITDOWN",_this]; sleep 5; waitUntil{ if(animationState _this != "amovpsitmstpsraswrfldnon")then{ sleep 8+random(3); _this action ["SITDOWN",_this]; waitUntil{animationState _this == "amovpsitmstpsraswrfldnon"} }; behaviour _this != "SAFE" }; _this enableAI "ANIM"; Now in the init line of the unit: nul=this execVM "sitdown.sqf"; Ah, now I see, I typed in the wrong init line. That one should work. Sorry for the wrong info ;)
  12. 'this execVM "scriptname"' isn't quite right. I think I used something like null = [] execVM "scriptname" Try that.
  13. Uzii

    Can tanks be rearmed?

    Ah, right, that would explain it. Adding to a vehicles ammo if they are totally empty seems to be a real trouble, even setvehicleammo 1 doesn't work if its completely empty, but setting it to zero works fine. How strange. Thanks for the replies.
  14. In a mission I've added some tanks with zero ammo, and an ammo truck near by, to rearm it, just like A1. But for the life of me I cannot work out how its done. I've tried; Same side tank and ammo vehicles, empty and occupied, T-90, T-72, and the Abrams... none of which work. And its not how close I am... I'm practically ramming them, and trying it from every possible angle. Did they take this out in A2, or have I missed something? Also, I did search, but it was fruitless.
  15. Outstanding, thank you for this, its much appreciated.
  16. There was a good script/addon/mod thing... called Yommies for ArmA. Very good, it allowed you to place zombie spawn areas and make your own missions around them. Just needed a bit of bug clearing, sadly though, I haven't seen it around ArmA 2 yet.
  17. I dunno about the strange behaviour, I haven't used it much yet. As for the init.sqf, read the readme, it didn't need to be in there ;) Don't worry though, everyone has made an easy mistake, even the pros.
  18. Then you've mistyped something. Delete it all and start again, new group and new marker, then retype it in, or even better, ctrl+c and ctrl+v it in from here, you won't mistype it then.
  19. Ok, make a group, or unit, then paste this into the group leader's init line: nul=[this,"ups_gorka"] execVM "ups.sqf" Then make a marker, as big as you like, icon, rectangle or ellipse, and name it ups_gorka This name because it is straight out of my mission. UPS for urban patrol script, and gorka because thats where the marker is. The maker is an 'Empty' marker, and the size is 200 by 100. But you can name it anything really. Now just make sure the ups.sqf is in your mission folder (the mission you have the marker and unit in). Now start it up.
  20. It needs to be a rectangle or ellipse. Then it will show an area, as opposed to a symbol. Though saying that you can use the markers, I'm using the empty marker because I don't want a huge coloured square on the map to tell players there's an enemy patrol or two. But it does look strange in the editor having a huge 100x200 empty symbol :P
  21. On the first waypoint, on the SPEED dropdown menu, select limited.
  22. http://www.armaholic.com/page.php?id=6053 I guess thats the one. Haven't used it yet, but its supposed to be very good. Might get it now while I'm there...
  23. Make the last waypoint a 'CYCLE' one... and place it near the Leader's starting position, or another waypoint. The closest one is where he will pick up the patrol and continue.
  24. OK, I can't figure this one out. I've put the long line of code in an .sqf and execVM it in the init.sqf. But how do I get it on a unit, the init field won't accept the "this spawn sitdown". Cheers for the continuing help.
  25. I can't remember exactly, try it with brackets: m2 setmarkerpos (getpos h1) Edit This is it "marker_name" setmarkerpos getpos object_1;
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