yskonyn
Member-
Content Count
16 -
Joined
-
Last visited
-
Medals
Community Reputation
0 NeutralAbout yskonyn
-
Rank
Private First Class
-
Thank you for replying, Mynock. But if I use a local variable like _groupname in the unit's init box in Eden, it returns an error that I want to use a local variable in a global setting. I have read and re-read the wiki link you posted, but I find the group handling confusing. Basically, what I want to know is if you can assign custom group names (instead of Alpha, Bravo, etc) to a group to make calling them in a script easier. For example. say I want to have a group called '_Guards', can I assign such a name to a group, so that I can then call _Guards in a script to reference to this group? EDIT: I think I get it now. You do not let a script handle group names directly, as it were, but you first 'store' a group name into a variable and then handle that variable instead! Could you confirm that is correct, please? :) I have used the following code in the group's init box: groupname = group this; hint format ["Guards have been assigned group: %1", groupname]; It returns that Guards are called 'O Guards'. So it seems to be working. However, how would I get rid of the global variables and make them local instead?
-
yskonyn started following Starting out with scripting; groups
-
Hello warriors, I am starting out with ArmA 3's scripting engine, but I have a question about groups or unit names/id's. Namely, I noticed you can give individual soldiers a name, which will make it a global variable. Groups can also have a custom name in the Eden editor, but for some reason I am able to call the infividual units in a script by their name entered into its Attributes page in Eden, but this does not work for groups for some reason. So, for example; I have 2 soldiers who are part of the same group in the editor. One is called soldier1, the other soldier2. Their group is called Guards in the editor and they are assigned to Red (OPFOR). In a script I have no trouble calling functions for soldier1 or soldier2, but every time I want to reference Guards as a group, the script returns an error in-game. How would I go about calling groups in a script, please? Many thanks! Yassy
-
Can't complete insurgent main base
yskonyn replied to Nabla's topic in ARMA 2 & OA - OFFICIAL MISSIONS
I took a LAV-25 myself when going there and after the call they sent another LAV-25 with a few marines as backup. Two LAV-25s are more than enough to waste the APC and the Tank. With only a single LAV-25 you can pull it off. What I did was to fist draw some fire from the position where the reinforcements come from. This will make the Tank stay in camp usually, at least until you wasted the APC. Then I swirled around to the road that leads to the open field leading into the camp. The APC will have spotted you way before you reach the clearing and will start to come to the road. Use terrain to try to get a good aim and keep moving. Once he fires he can quickly finish you off, so stay moving trying to wack him with your LAV. Once he is gone cautiously go to the clearing. I had the luck that the second LAV started to go via the road to the clearing as well so we both could fire at the tank. After the tank is gone it's easy enough. Oh and one other thing; the commander will flee if you don't get him immediately. Think about where you would go if you were him. ;) The game isn't too good at giving hints, but if you're lucky you will run into a seperate encounter at the camp. They're tied. -
*spoiler alert* Manhattan (side) missions
yskonyn replied to yskonyn's topic in ARMA 2 & OA - OFFICIAL MISSIONS
I have no clue. It dud just trigger on my second play through. I never got any the first time around either. Seems like its randomized. -
*spoiler alert* Manhattan (side) missions
yskonyn replied to yskonyn's topic in ARMA 2 & OA - OFFICIAL MISSIONS
On my second play I went for the weapons caches first. All goes well, I let the father have his weapons. I scour around the city for a bit after completing the weapons caches task when I hear a car coming down hi-speed. It takes a few bumps before it finally reaches town and to my amazement it comes right at me! WTF a suicide bomber?? At about 50m it screeches to a halt and the girl from the night mission exits calling me! Now that's a nice surprise! I get some tips after a quick flirt and she tries to drive off again. No something really funny is about to happen. She enters her car, drives into the wall, backs up, gets on the road again, drives into the wall again three times. Then she exits te car, hands above her head (must have hurt herself) and going prone like someone wants to kill her. It takes a few moments to get a grip on herself again. Enters the car for a second time, bumps into the same wall 2 times again before getting her car straight and shoots off. :) (Too bad I got a call from Shaftoe that the baddies got her in the head. I even passed by some militia standing next to her car with her dead body next to it...) Anyway, with business done I want to check out some sentry camps. Some get cleared without me seeing anything, but still Coops calls in that he's cleared a camp... Sometimes even right in the middle of a city. ?? Anyway I decide to pickup Antonia again, but we've been airlifted in so we need a ride. After she surenders I get a call from Battlemage that they've got a scramble mission for me to secure a crash site of a downed helo. I have no choice but to accept. But we also have Antonia with us... What to do? I order 2 and 3 to confiscate a civil car while Antonia, 4 and me use her car. We drive on towards the crash site (hope we don't experience any resistance), haha imagine that: two civil cars with 4 soldiers and a prisoner come to the rescue of the pilot. All seems quiet and I call in that the medevac can come. A BMP arrives after a short while and off they go. Now its time for us to get back to base, switch to a LAV-25 so we have some firepower to fend off the badguys at the LZ. At the LZ I call in the chopper. Still no reply. but after a while the chopper comes anyway, but the badguys stay put. No resistance at all. Antonia gets airlifted and another task done! Yay! This replay goes smooth as silk for now. -
After killing the second in command of the Chedaki in the last mission (which ended the mission telling me that the murderer of Miles and first in command got away??) I am now in base Manhattan. I decided to go for the two contacts first. While I was driving the Humvee down the hill through the forest I suddenly got a message that we've spotted the house of the guy upon approaching the village. Aparently my character knows which house it is while he has never been there, hasn't spoken yet to the villagers AND we're still in the woods. Anyway, right after that I see smoke coming from the village and Cooper calls in that the house has been bombed and that he has seen a guy who didn't seem to pose a threat before. Well as a player I am unable to see anyone or anything at this time. Battlemage orders us to go after the guy, but as I have no clue who or where he is I have no other option than to see what the game will end like. I walk in the village with my mates to check out the situation where I find 4 locals chatting about the russians coming for sure while suddenly I hear a gunshot, 4 runs to a fence and shouts "I got him!". WTF? I run to him, but can't make out a body anywhere. No mark on the map either. The game does not tell me wether the bomber has escaped or wether 4 got him. . . Slightly puzzled I decide to go back to the Humvee and go after subject nr 2, the girl. It's a quarter to 11 so she should be in the local church fairly soon. According to the notes she lives in Govosk (or something) so I drive there. On the way I pass through the bigger city (where she travels to every day) and notice a red hatchback (but didn't notice the church at first) thinking, hey that might be it, but no, she should be in the local church by now (in Govosk) so I drive on. In her hometown (hehe to avoid typing the wrong name again) there a radio message playing. After driving around for a bit I find nothing, but a ravaged church. Thinking she should be here I inspect every nook and cranny, but no Antonia here. Let's read the notes again. On second interpretation they might mean that the church is in the bigger city afterall, but it isn't very clear. Anyway I decide to drive back and that same red hatchback is still there and now I do notice it is in front of a church. Bingo, Antonia is there as well! *sigh* She quickly surrenders and I put her in the Humvee so we can go to the LZ. Once there the call goes to Battlemage, but I do not get a reply. I sit there for a few minutes and a message comes in about lynching going on in villages. Radio silence after that. I decide to exit the vehicle and suddenly Antonia starts screaming, enemies show up, Battlemage gets called again and I scramble back to the Humvee where my mates take care of the incoming bad guys. Antonia died in the firefight. Now after loosing the key Chedaki figure last day, loosing both contacts this day I have a shitload of nagative input from the game. . . I wonder if you can actually succeed in these mission objectives or that the story has been rigged for this outcome no matter what? It feels like I am going southbound in the campaign.
-
How to place soldiers in the lookout towers?
yskonyn replied to yskonyn's topic in OFP : MISSION EDITING & SCRIPTING
Thanks everyone! I am sure one of the solutions for #1 will work! Hahaha! As for #2. I am using v1.42, but the Helo just takes off everytime. Also when I make it flying at start it will only go the the waypoint where it has to pick the player up, but waits in the air! Now how am I supposed to get in it, huh?! LOL. I have made an H for it to land on, but it won't... any ideas why? -
How to place soldiers in the lookout towers?
yskonyn posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi all!! 1# Does anyone know how to place soldiers inside buildings and in the lookout towers? I've seen this done in several campaign missions and I would like to know how to make this come true in the mission editor! 2# The tutorial about the Helo loading procedure does not seem to work. Could someone please explain to me how to make a helo wait for me (Player) to board before taking off? Thanks. -
How to: Delete a trigger or making it inactive?
yskonyn replied to yskonyn's topic in OFP : MISSION EDITING & SCRIPTING
Yes I have used the ONCE option in the trigger properties before, but it did not seem to work at that time, so I never bothered to use it anymore and tried to work it out with scripting itself. I see it does work (have put it in my mission now), but I have one question though: Will a trigger with ONCE in it's properties remain 'on guard' until he has been triggered? Cause with my findings sometimes the effect of ONCE is that the trigger will check the conditions defined for it ONCE at the start of the mission, but then becomes useless, therefore not giving the effect it should...? Thanks! -
Certainly, both useful tips, thanks guys!
-
How to: Delete a trigger or making it inactive?
yskonyn posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi guys, I've probably got a problem which many of you have encountered so I guess any of you will also know the answer to it For example: I create a trigger around a civilian. The trigger checks if there's a unit of West-side present and if so, becomes active. The trigger will command a certain script to start which will handle the cutscene and the conversation. However, if the cutscene is finished, the trigger is of no use anymore and should be deleted because we don't want the cutscene to play again if we accidentally walk in close by the civilian and thus activating the trigger! So how do you make triggers inoperable or even delete em? Thanks guys. -
...air units? I thought I read it somewhere, but I cannot find it back. So how can you place lit flares? Thanks
-
Placing everything from within the Editor?
yskonyn replied to yskonyn's topic in OFP : MISSION EDITING & SCRIPTING
True, but in a version 'for programming dummies' only With a nice GUI, LOL! -
Placing everything from within the Editor?
yskonyn replied to yskonyn's topic in OFP : MISSION EDITING & SCRIPTING
For the record, I am aiming at forests, city blocks, etc. Almost all object are already included now, but I am aiming more at modifying the island itself. -
Placing everything from within the Editor?
yskonyn posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi all, There are already some 3rd party addons which enable you to actually place everything there is in the game in your mission from within the editor, but when is this feature going to be implemented into an official upgrade so mission editors don't need to worry about 3rd party addons installed at pc's of the ones downloading the mission?