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Everything posted by cobra4v320
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Secondary Ops Manager Module Discussion
cobra4v320 replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can call in any secops mission you want by using these in a radio trigger: ["ambush", true, som1] call BIS_SOM_requestSecOpFunc; ["attack_location", true, som1] call BIS_SOM_requestSecOpFunc; ["rescue", true, som1] call BIS_SOM_requestSecOpFunc; ["defend_location", true, som1] call BIS_SOM_requestSecOpFunc; ["patrol", true, som1] call BIS_SOM_requestSecOpFunc; ["escort", true, som1] call BIS_SOM_requestSecOpFunc; ["destroy", true, som1] call BIS_SOM_requestSecOpFunc; ["search", true, som1] call BIS_SOM_requestSecOpFunc; ["trap", true, som1] call BIS_SOM_requestSecOpFunc; Under the SOM Module put this in the init line: this setVariable ["settings", [[], true, nil, nil, false]]; Oh and make sure you name the SOM Module - som1 -
@BelgarionNL Just put this into a trigger and you will have recon. [["aerial_reconnaissance"], player] call BIS_SOM_addSupportRequestFunc;
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Accelerated time affecting time only?
cobra4v320 replied to Alex72's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Put this skiptime 4 into the on Act. line of a trigger. Activation Radio Alpha - repeatedly Everytime you call radio alpha the time will skip 4 hours ahead. Just change the 4 to how ever many hours you want. Hopefully that answers your question. -
here you go try this thread out http://forums.bistudio.com/showthread.php?p=1381094#post1381094
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music?
cobra4v320 replied to TechnoTerrorist303's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Massi64, Not really sure what you mean, if you put playmusic "track" into the activation field and true in the condition field it will start right away. If you want to fade the music after a certain amount of time then use this Have not tried this yet but this might work for you http://www.armaholic.com/page.php?id=6688 -
Attach Bunker to Object ID
cobra4v320 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to attach a tower bunker to the top of the main gate at devils castle. Using the below command will work but the front of the bunker is tilted downward and does not look right. Basically the ground below is not level. this setpos [(getpos this select 0), (getpos this select 1), 10.4] I cannot figure out how to use the attachto command with Object Id's, or if there is a way to set the pitch of an object. Any help would be appreciated. -
Attach Bunker to Object ID
cobra4v320 replied to cobra4v320's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Taurus, doesn't exactly work like an attachto command but this is very helpful. :D -
Attach Bunker to Object ID
cobra4v320 replied to cobra4v320's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks F2k Sel, That did the trick. To place a tower bunker level on top of the main gate at devils castle use: this setpos [(getpos this select 0), (getpos this select 1), 10.48]; this SetVectorUp [0,0,10]; My other question is can you attach objects to map object id numbers? -
How to add a search light to a pu truck
cobra4v320 replied to MuteAssassin's topic in ARMA - MISSION EDITING & SCRIPTING
create a searchlight and put this in the initialization line this attachTo [truck,[0,1,-.8]]; this action ["lightOn", this] create a truck and name it truck -
Gloppy you can cleap up two of your triggers by using these: Activation Radio Alpha - set to repeatedly [["artillery_barrage","tactical_airstrike"], player, [[RIPPER, [1,2,3,4,5,6,7,8,9]]]] call BIS_SOM_addSupportRequestFunc; Activation None - this is so it pops up at start of mission. [["artillery_barrage","tactical_airstrike"], player, [[RIPPER, [1,2,3,4,5,6,7,8,9]]]] call BIS_SOM_addSupportRequestFunc; For both use your same condition field som1 getVariable "initDone" The other option would be since you are not specifiying the type of vitual artillery you are using you could use this and just delete the artillery module and virtual pieces: [["tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc; If you would like to specifiy what type of artillery you are using use this, you will actually need two virtual artillery pieces and place this into the artillery module: vm = this spawn {waitUntil {_this getVariable "ARTY_INITIALIZED"}; {[_x, "M252"] call BIS_ARTY_F_SetVirtualGun;} forEach [unitname, unitname];}; "m252" change this to the artillery you want
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Creating group with BIS_fnc_spawnGroup
cobra4v320 replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can anyone tell me why this does not work? [getMarkerPos "spawn1", side player, (configFile >> "CfgGroups" >> "East" >> "ru" >> "[color="Red"]armor[/color]" >> "RU_TankPlatoon")] call BIS_fnc_spawnGroup Figured it out and the differnet group should be: Infantry Air Mechanized Motorized armored -
Need help with halting an aircraft untill trigger
cobra4v320 replied to CombatComm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try this here http://forums.bistudio.com/showthread.php?t=80146 -
artillery that doesnt kill the player
cobra4v320 replied to ColeMinor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this allowdamage false -
how do i radio in units?
cobra4v320 replied to Darkblade9116's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The AI will always go to the first waypoint. Syncronize your radio trigger to the first waypoint. Then you create another waypoint of where you want the helicopter to move to, and so on. -
Tip for Runway at Balota
cobra4v320 replied to jakerod's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's how I do it: Place a gamelogic close to the object you want have destroyed, give a unique name like "obj1234". Use this command: position obj1234 nearestObject 1234 setDamage 1 In above example 1234 is the ObjectID you want to have destroyed. -
how do i call in units with radio?
cobra4v320 replied to Darkblade9116's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The AI always moves to the first waypoint even though it is sync to a trigger. Create an empty helicopter, create a pilot, put a "move" waypoint by the pilot. Then you would create a trigger activated by radio alpha, you would then synchronize this (click and drag) to the first move waypoint of the pilot. Create another waypoint for the pilot this time "getin" over the empty helicopter. Then you would create another waypoint "load" in the area where you would want to pick up your units. The leader of the unit you would want a "get in" waypoint and synchronize it to the "load" waypoint. Then you would create another waypoint "move" for the pilot. That should get you started and is the most basic way to do it. You could also try this: http://forums.bistudio.com/showthread.php?t=74166. -
Attaching moveable map markers to units?
cobra4v320 replied to Meatball0311's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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Smoke my wreck!
cobra4v320 replied to Journeyman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sgt Hawkins This command will attach it to the top of a HMMWV. this attachTo [car,[0,0,0]]; This command will attach it to the hood of a HMMWV this attachTo [car,[0,1.7,-1.1]]; All you have to do is play with x,y,z x is left and right y is front and back z is up and down Let me know if this helps :cool: -
Script wanted, "Trip Flare"
cobra4v320 replied to Lunatic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
flare = "F_40mm_xxx" createVehicle [(position entername) select 0, (position entername) select 1,YYY] Note: YYY is where you would set the height of the flare. xxx is where you would put one of the options below. White = white flare Yellow = yellow flare Red = red flare Green = green flare -
Spawning bombs in the air
cobra4v320 replied to Apocca's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
when you set true as the condition line of the trigger it is going to go off at the start of the mission. If you only want a certain vehicle to set it off then just group the trigger to the vehicle itself. -
How do i make an explosion? is there any remote explosives?
cobra4v320 replied to thedudesam's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can also try these: Huge car bomb or IED bomb = "Bo_GBU12_LGB" createvehicle GetPos bombcar; bombcar setdamage 1; Large Car Bomb or IED bomb = "Sh_105_HE" createvehicle GetPos bombcar; Medium Car Bomb or IED bomb = "M_Sidewinder_AA" createvehicle GetPos bombcar; bombcar setdamage 1; Small Car Bomb or IED bomb = "R_57mm_HE" createvehicle GetPos bombcar; Here is a carbomb script that will blow up the vehicle and flip it in the air, call using [nameofvehicle] exec "flipied.sqf" _hmv=_this select 0; _bounce =0 _dam= getdammage _hmv; _pos= getpos _hmv; _bang= "Sh_105_HE" createvehicle _pos; @getdammage _hmv > _Dam; _deg=10; ? _hmv iskindof "tank": goto "big" ? _hmv iskindof "truck": _bounce =3.4; ? _hmv iskindof "truck": _dfact =3.4; ? _hmv iskindof "motorcycle": goto "bike"; _hmv setvelocity [velocity _hmv select 0, velocity _hmv select 1, (6.4-_bounce)]; _dfact=1 _vehicle=typeof(_hmv); _side=Floor(random 10) ?_side < 4.5: goto "Left" #loop _hmv setvectorup [sin(_deg),0,cos(_deg)]; ~.01 _deg = (_deg + 2.7); ? _deg < (180.5/_dfact) : goto "loop" @not alive(_hmv) _pos= getpos _hmv; _bang2= "Sh_120_HE" createvehicle _pos; exit #left _hmv setvectorup [-sin(_deg),0,cos(_deg)]; ~.01 _deg = (_deg + 2.7); ? _deg < (180.5/_dfact) : goto "loop" @not alive(_hmv) _pos= getpos _hmv; _bang2= "Sh_120_HE" createvehicle _pos; exit #bike _dir = getdir _hmv _dir2 = (getdir _hmv) - 30 _sped = speed _hmv _ms = (_sped * 3.6); #throw _crew = crew _hmv {_x action ["eject", _hmv]} foreach (_crew) {_x setvelocity [(_ms/10) * cos(_dir2 + (random 60)),(_ms/10) * sin(_dir2 + (random 60)), 12]} foreach (_crew); {_x setunitpos "down"} foreach (_crew); ~.2 _hmv setvectorup [-1,0,0]; ~.05 _hmv setvelocity [(_ms/8) * cos(_dir + 90), (_ms/8) * sin(_dir + 90), 8]; #tumble exit #big _hmv setvelocity [velocity _hmv select 0, velocity _hmv select 1, 2.4]; exit -
Group + trigger help
cobra4v320 replied to Gaffa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To define a group you would do groupalpha=group this in the group leaders init field To check if a group is alive {alive _x} count units groupnamehere == 0 The 0 would mean everyone is dead. -
AI pickup with chopper
cobra4v320 replied to fhreed's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Create an empty helicopter, create a pilot, put a "move" waypoint by the pilot. Then you would create a trigger activated by radio alpha, you would then synchronize this (click and drag) to the first move waypoint of the pilot. Create another waypoint for the pilot this time "getin" over the empty helicopter. Then you would create another waypoint "load" in the area where you would want to pick up your units. The leader of the unit you would want a "get in" waypoint and synchronize it to the "load" waypoint. Then you would create another waypoint "move" for the pilot. That should get you started and is the most basic way to do it. You could also try this: http://forums.bistudio.com/showthread.php?t=74166. -
Trigger activated by condition and precense
cobra4v320 replied to Howard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
make your first trigger name it T1. In your next trigger in the condition field put triggeractivated T1, then you would put whatever you want activated in the activation field. -
aircraft start height
cobra4v320 replied to WoodenSpoons's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this setpos [getpos this select 0, getpos this select 1, 100]; this flyinheight 100 Just like Nuxil said change the 100 to your needs.