bana
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Everything posted by bana
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I am trying to create a moving train for a cutscene intro. - I have attached a civilian car to the locomotive (low enough to move) - I have set waypoints for the car along the railroad track (close together) - Set the car to "careless" Whatever I seem to do with waypoint settings, the car doesn't stick to the tracks. It will move in a snake like fashion on and off the tracks from one waypoint to another. Any suggestions as to how to make it move in a straight line along the tracks? Cheers
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How do I give a player a weapon on start?
bana replied to t1337Dude's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Firstly, the quotes are in the wrong place and should be as follows unit addMagazine "magazinename"; unit addWeapon "weaponname" The second is your magazine and weapon names are wrong. Should be; unit addMagazine "7Rnd_45ACP_1911"; unit addWeapon "Colt1911" A list of weapons and magazine classnames can be found at; http://community.bistudio.com/wiki/ArmA_2:_Weapons -
Thanks for the suggestions guys. I'm still having problems trying to get it to work. I would have tried doing a lot of getPos/setPos in a script but my maths is no good. that's why I'm trying attachTo. I've yet to try a tracked vehicle. Not giving up on this challenge yet.
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Two ways you could go; 1) overload the NVGs by creating as strong and brief light source at the site of the explosion by creating a marker then using light = "#lightpoint" createVehicle (getMarkerPos "ILspawn"); 2) temporarily remove the NVGs from the unit's gear and then readding it back after a set time eg; unitName removeWeapon weaponName; sleep (whatever value you want); unitName addWeapon weaponName;
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Wouldn't that stop the drivers ability to pilot the boat" Try; unit disableAI "Autotarget" or if that doesnt work you could try on the driver; groupName setCombatMode "BLUE" You would have to put the boat driver in a seperate group to the passengers
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Ramp lowering if Waypoint has been reached
bana replied to Black²'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not being any good at scripting (I failed COBOL I - sheesh it's as close to English as a language can get), I will hazard a guess as to how you scripted the extraction video; (Excluding Cam scripting); - Action Anim_Ramp - Put an invisible H about 0.5m - 1m above the water (or action AutoHover & Flyinheight 0.5/1) - An attachTo the back of ramp - An attachTo further up the ramp - Possibly a 3rd AttachTo - Maybe a few "Sleep" commands to smooth things out - Fly to new waypoint and close Ramp More than one attachTo moving progressively inside the Chook would allow smoother viewing. JDog, the icing on the cake would be for the operators to "getOut" of the zodiac and moveInCargo of the Chook. -
Ramp lowering if Waypoint has been reached
bana replied to Black²'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
JDog, excellent work and an excellent reenactment of that youtube vid of special forces doing it. The only thing missing is the Chinook's Load Master jumping out of the way at the last moment. Well done. Awesome. -
I am trying to make a cutscene at the beginning of a mission where the camera is a soldiers point of view. The soldier will be inside a moving Blackhawk. I have searched and the closest I have come up with is how to follow a moving vehicle with an exterior camera. Does anyone know how to place a camera in a vehicle? Thanks.
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Thanks guys, I give this a crack over the next few days and let you know.
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Yes, it was Cambodia, not Thailand. Aussies also fought in the Rhodesian War, but as individual soldiers in Rhodesian units, not as Australian units.
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If you are thinking of creating two missions and linking then into a campaign, this BIKI entry should help Campaign Description.ext
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if this is occuring for a group of more than one helo, try setting there speed to FAST. If you use LIMITED or NORMAL, they will wait for others in their formation to catch up. Once caught up, they will slow down to avoid getting too close. Leading to one or more being too far apart. If this is occurring with a singe helo, see if it is near one of its waypoints. They always "nose up", ie buck, to slow down before moving to the next waypoint. Hope these suggestions help.
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yes, the Maori battalion was known to do the Haka before battle against Rommel's Afrika Korps. They have ceased to exist and Maori (sing & plur) are now fully integrated with the Pakiha (Anglos) I wonder if anyone is doing any Maori faces to go along with Plasman's reskins. It would make an awesome combination.
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Last I remember, the Kiwis only had 2 regular Infantry battalions. Don't know how many reserve infantry battalions though.
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Yep, and don't forget the penguins The old NZ Maori Battalion is legendary, and their artillery proved to be some of the best gunners in the world after long Tan. My hat's of to Plasman for giving them the recognition they deserve.
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Is their any way to change the default tactical formations in ArmA? for example; - using Aussie "vee" formation (ie 2 scouts single line, followed by rest of section in "vee") - increase distance between units (ie 1 "visual distance") - SASR 5 man diamonds & Assault Troop 4 man diamonds. I have tried doing the Aussie "vee" by putting 2 scouts in one group (eg Blue), setting them to column, directing them to next waypoint, and then following behind in a "vee" or "delta". but it is very kludgy and I've had limited success. While it is a start, I still can't increase the spacing (double would be nice) Any ideas?
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no worries mate
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The patch is a "flying" kangaroo over a Boomerang. The bend in the middle of the boomerang is downwards. It has probably been adopted for better recognition among the locals. After all, everyone knows were a kangaroo is from. It would also save confusion between the Aussie and kiwi flags.
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For the explosions, try the IED script by jeevz IED.sqs This will give you anything from a grenade to an explosion that will take out a couple of buildings. For the fire try; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname action ["FIREINFLAME", firename]
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Looks good Plasman. After all, you Can't have ANZAC without NZ. One little critique, while the Steyr's are well modeled, the colour of the butts are woeful. They should be closer to a washed out olive drab. If you didn't texture them, please disregard. I do agree with Ironsight, tone down the DPM slightly and it will look unreal. At the moment the uniforms look as though they have just come out of the quartermaster's. That aside good work, and I'm glad to see someone has not neglected out trans-Tasman cousins.
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sinking a chopper into the ground
bana replied to kiwi1234's topic in ARMA - MISSION EDITING & SCRIPTING
Try this, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos [getpos this select 0, getpos this select 1, (getpos this select 2) +x] Stick this in the helo's init field. In this example the "x" is the number of meters you want to place the object vertically. For your purposes change "+x" to -0.25 to -1. Adjust the number "x" to your liking BTW if you use a positive number, you can stick objects on roofs of buildings. -
Well, I've tried scripting a group of helos to approach conga line fashion and wait their turn before deplaning troops. No luck. I've tried the following 2 methods; 1) set all helos save the 1st to Autohover 2) set all helos save the 1st to velocity 0 It appears that the remainder of the group ignores these commands and does what the leader is doing. Treating the convoy as individual units (as per Novusordo) would probably solve the problem. However, you would need to lock WPs for the remaining helos until the previous helo left the helipad. It would be a lot of stuffing around with distances and OnAct/OnDeact fields in WPs. Still testing.
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I've already tried it. Out of 6 attempts trying it, the UH60s still end up doing a barn dance until they hit each other. I'm currently working on a script to solve the problem, but my scripting skills suck. If I can get it working I'll post it here. In case any top gun scripters are interested, I'll outline my thoughts; - Make sure the helos are flying in a column and not too fast or too high on the approach to the Unload wp and helipad - In the activation field for the Unload wp, call your script. script is along the lines of; -Count the number of helos in group. -When helo1 below 2m, set speed to 0 for all other helos bar the first helo. -When helo1 is above 6m, Set Helo1's speed to Full. -Set Helo2's speed to limited, but keep the remainder at 0. -Increment helo number by one. -Loop until all helos have dropped off their troops (actually there is gprobably going to be more than one loop) Make sure the troops have a wp to go to so they clear the LZ and don't obstruct later helos from landing You may have to play around with distances between both the helos themselves and between the the Unload wp and helipad. Now I am going to teach myself loops.
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I have personally have demolished a reinforced concrete wall with an L1A1 (Aussie semi auto version of the L2A2). The wall section was approx 2mx2m and at about 100m. 8 rounds was all it took. The AK 47 required a few more rounds but did the job admirably. Both were using ball. The 5.56 from an M16 wasn't in the ball park. Using iron sights on a bolt action rifle I have a reasonable chance of hitting a target the size of a dinner plate using 7.62 at 800m. No such luck with the 5.56. In a cross wind, the 7.62 stays truer in flight when compared to the 5.56 While I understand the choice of 5.56 for personal firearms, it still amazes me that for support weapons, the fullbore weapons like the M60 and MAG58 are being replaced by 5.56, eg the Minimi (or SAW as the Americans call it).
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Don't forget to do a Aussie AFV crewman and pilot. the helmets stay unchanged. It is a shame BIS haven't released any tools and people have to be content with merely reskins. otherwise I'd be asking for the following; Aussie M113 w/ Cadillac T50 Cage turret (.30 & .50 MGs) aka LRV Aussie M113 w/ Scorpion turret (76mm gun) aka MRV (or FSV) Aussie M113 stretched (6 road wheels). An extra 2 troops in back. All 3 being in Aussie camoflage and the first 2 also in "mud cam" I would also get rid of the US packs and replace them with the relevant SASR or Aus standard issue packs. Last but not least, i'd be asking for crewmen/Infantry in black berets. To be used as AFV crew or Assault troopers.