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bronson

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About bronson

  • Rank
    Private First Class

core_pfieldgroups_3

  • Interests
    just arma,its my wife,family,friends ect ect
  • Occupation
    Im a killing Machine

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    Who Dares Wins
  1. yeh i have the helo animation in already,but thank u heaps for advice.ill try this method out.cheers and happy new year for 2011!
  2. hey guys as the topic says,im trying to create a smokeshell on the roof of the villa so a chopper will land there for a cinematic.ive been using this code in a trigger:lz = "SmokeShellGreen" createVehicle position smokepos;smokepos setPos (getPos smokepos);lz setpos [getPos smokepos select 0,getPos smokepos select 1,10]; (smokepos being the name of an object i placed on the roof) it works but my problem is the created smokeshell keeps falling through the roof and all floors untill the bottom one and the smoke works like normal.is there any simpler way of doing this,ive tried using game logics my only next try is to get a unit to throw it. cheers for any advice Brons
  3. i used eliteness and it worked when i extracted the ones from the common folder,only the missions worked.if need be i can put them up for grabs here
  4. i doubt it could be done with triggers,id say this would have to be done with scripts and using the spawn command or something,not really my area of expertise so to speak but if u do a search im sure u can find a good tutorial on it.
  5. mate this is AWESOME! thank you so much been driving me nuts trying to get this.this way Bohemia Interactive is still makin their money and us editors get to make top missions and learn a thing or two.thanks heaps.
  6. thanks guys thats how i did it,but the cutscene in the first mission of arrowhead doesnt have a cursor and i cant figure that part out,it doesnt matter what mode i have it on easy or whatever. also it still gives me the option to select gear when im locked in the car anyone know how to fix that?
  7. hey guys ive searched around and havent found a answer this,how do i make a player stay in a vehicle or just remove the option for them to get out,and also how to i remove the cursor.i want to make a intro the same as the first mission in arrow head,where u are all in the suv but u couldnt get out but u were free to look around.if anybody knows id be very much obliged. peace brons UPDATE:figured out the no eject part,just need the remove cursor command and remove the option for the player to select gear
  8. never really used the conversation system but i know that if you download the bitools kit it has a fsm viewer that is really helpful,id never used it and was using notepad for fsm's and it made no sense to me lol,glad i got it tho.sorry i couldnt help more
  9. hey mate how did you get it to work? meaning the cursor over the unit,i understand how to get the text to work just not the cursor part.
  10. hey guys ive been pulling my hair out trying to figure out how they simulated the flashbang scene in arma 2,i have managed to find some of the animations but when i switchmove or playmove them the guys just stay there frozen.i was wondering if anybody has made a example mission or tutorial on how to do this,just want a animated hostage rescue scene.thanks to anyone who can help. brons
  11. bummer thought i was onto something :( oh well is there any way to have any sort of text above a units head and follow him?
  12. hey guys as u can see im trying to get the new 3d text thats in the patch 1.56 to follow a unit.i understand on how to get the text to appear no problem,so ive tried attaching a empty object to a unit so when he moves the text follows,well so i thought.every time the unit moves the text dissapears,so i figured that a script that continuosly updates the position of the object attached to the unit would work only problem is i have no idea on how to implement this.any ideas would be awesome. :D thanks to all. -Bronson
  13. hey mate i have thought about this too,and i have a few ideas on how to implement some of the things you need.im not sure how spawn works never really use it but im sure u can find info in it.for the random car explode or attack you can set a unit probabilty of presence to 40% or maybe 50% then it would be kind of random. the animations could work with scripts and triggers.say have a script called point.sqs and in that have the units named how u need them and call animations for them like checkman1 switchmove "zevl5_c0start"; checkman2 switchmove "c4coming2cdf_genericstani1"; checkman3 switchmove "c4coming2cdf_genericstani2"; ect ect and then u will need to make a script called leave.sqs and in that you put: checkman1 switchmove ""; checkman2 switchmove ""; ect ect then go back into the editor and make two triggers one before the checkpoint and one when you are through.the one before calls point.sqs when your team enters the trigger the second trigger calls the leave.sqs that should take care of animations.if you really need more info PM me and ill send you a small demo mission
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