Jump to content

Untermensch

Member
  • Content Count

    12
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About Untermensch

  • Rank
    Private First Class
  1. Untermensch

    CoC Command Engine X

    First of all, thank you for this work, it is awsome! Secondly I would like to get some help with the description.ext. I'm having problems to add a East side and having two commanders fighting each other. Any chance of getting some instructions to do this? I have read the manual and the forum but couldn't find the info. Thanks for your help
  2. I got this on one trigger's "on activation" which is activated via radio: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hint "Click on map to select teleport destination"; onMapSingleClick "player setPos _pos; onMapSingleClick """"; hint ""Teleported!""" It works fine but I would like to make it to activate using an Action. The problem is that when I copy the code above and make a script gives me an error. So If I make the trigger to activate with BLUFOR. on activation: this exec "teleport.sqs" and I drop the code above in "teleport" doesn't work. Please help!
  3. Nice scripts Winters, I'm using it for my mission and it works very well so far! btw, I forgot to mention that the 81mm mortars don't make any noise.
  4. Untermensch

    Addaction for a specific unit

    Thank you LoyalGuard, that's more clear now. What I was doing was to change "this select 2" by "this select 200" that's when I got huge distances from the unit
  5. I need desperately a way of making addactions to be triggered only by a specific unit. I'm using MrMurray's artillery script but I would like to change the way the artillery is call. Currently it can be order by anybody that is in the trigger area. I would like if possible to change that to be available only to the spotter . That way I will be able to make the trigger to cover the entire island and the menu will show "call artillery" all the time only to the Spotter. (no need to go to the radio which is soooo 20th Century ). This is probably a question has been answer ad nauseam but I couldnt find the information. Another thing is: This setPos [ getPos this select 0, getPos this select 1, (getPos this select 2) -1] Honestly, I've done my homework and I'm improving my scripting abilities but, I can't make sense of that. The last number (-1) is the height that's clear but....why if I tried to change the other values the unit ends up thousands of meters away? Is it a x,y,z coordinates or something else? Thank you all
  6. I'm still confuse about how many javelin a stryker pltn carries and if carries anything else such as LAW's. I guess it depends of the situation and what the Pltn plans to find ahead of them but there must be some standard number of Javelins and LAWs I guess..... Anybody fresh from the US ARMY with the answers?? Thank you
  7. Thank you for the link, I didn't know about it, It clarifies things a lot.
  8. Hello all, I'm doing a multiplayer mission and I would like to use the same OOB as in real life for BLUFOR only (since SLA doesnt exist in reality I won't bother with that ) I got one Stryker rifle Platoon and one MBT Platoon, according to my research a stryker Rif Platoon has 1 mortar Stryk carrying HQ Plt + 2 Wpn teams and 3 M2 Stryk. carrying 1 rifle squad each. My questio is....Are snipers, mortars and medics embeded in this platoon or are they independent? How many snipers would be realistic to give to an attacking force of this characteristics? Which units do I need to remove or add to make a realistic Stryker Pltn?? For each stryker Squad I get one medic....Is this realistic? Which are the weapons used by these squads? Another thing is the number of RPG's that normally are in use in one MP mission which I believe is unrealistic. How many RPG's have one AT soldier? I have decided for my mission to give each AT soldier ONE RPG and store some more in the Strykers. And finally the Abrams Pltn....Is there any other unit I would need to add to the MBT Pltn to make it more realistic like maybe a Humvee patrol? Thank you for your help
  9. Untermensch

    Displayed Timer

    Thank you all for your help I actually find a way of going round it with a trigger but this way looks much better
  10. Untermensch

    Displayed Timer

    the loop inside the function runs until mission time reaches the given value (600 seconds in this case)... Regards, zap Is there any way of adding some random time when the countdown finishes? I will be great if someone can tell me how using Zaphod's script. What I need is the counter to add random time with a maximum of 20% increase. so in 100 sec can be MAXIMUM 20 sec but it can only be 1 or none. Thank you
  11. Untermensch

    Political Change

    Oh well, nevermind....not good to start discussing politics my first day registered so I edit
  12. Hello....This is my first post here so b nice ok?? I am creating a mission for ARMA, it represents a BLUFOR assault on a OPFOR defensive line and to do this I wanted to make OPFOR tanks dug-in only showing the turret and a bit of the hull of the tank. (that will make them more hard to destroy hopefully) I used getpos with a negative value for the height....it works fine for mg's and AT guns (I hope to make it harder for the attackers to hit these this way since the sandbags don't work very well protecting anything and if they do, to shot becomes impossible). Unfortunately, the tanks go to ground level as soon as the AI gets in them..... Do you know of any way of going around this problem? Thank you
×