Jump to content

ssm4862

Member
  • Content Count

    63
  • Joined

  • Last visited

  • Medals

Everything posted by ssm4862

  1. http://blogfile.paran.com/BLOG_988833/201201/1327042226_arma2OA%202012-01-20%2015-48-41-23_conv.jpg.jpg http://blogfile.paran.com/BLOG_988833/201201/1327042226_arma2OA%202012-01-20%2015-48-41-23_conv.jpg.jpg Q1 : I want to fix enemy's view direction. (See photos) but, dowatch, lookat, glanceat command used not resolve. What should I do? http://blogfile.paran.com/BLOG_988833/201201/1327044887_arma2OA%202012-01-20%2016-33-17-56_conv.jpg.jpg http://blogfile.paran.com/BLOG_988833/201201/1327044887_arma2OA%202012-01-20%2016-33-17-56_conv.jpg.jpg Q2 : see photos. In the building Room. I want to enemy's move(recycle) in the desired direction. What should I do? Thanks for any help as always.
  2. What is the name of the object the camera(Video)?
  3. no. camera script. I want camcorder(camera) object name.
  4. sorry. post modify. T_T ---------- Post added at 11:57 AM ---------- Previous post was at 11:50 AM ---------- sorry. post modify. T_T ---------- Post added at 12:00 PM ---------- Previous post was at 11:57 AM ---------- sorry. post modify. T_T
  5. Hi everyone. Please answer my question. Q1 : When it detects enemy(AI) player kills the hostage. enemy name : Terrorists1, Terrorists2, Terrorists3 Q2 : The AI field of view is fixed in the desired direction. Thanks for any help as always.
  6. Hi everyone. I found a visual guide which had the buildings with their classnames and everything, but There are too few resources. I want Widely buildings classnames. I'm having a pretty hard time with the different buildings since their are a lot. Thanks for any help as always.
  7. Camera at the end of the script, I want to Delete all objects + all Game Logic in the range of triggers please help.
  8. ssm4862

    artillery error

    demonized sorry, I do not understand
  9. how i make the enemies shooting artilleries at my base for example? The following script does not work. /* artillery example based on marker size. By Demonized Place functions module on map. Place artillery module on map, name it in name field (in this example its art1) Place a virtual artillery on map and synchronize it to artillery module. Place more virtual artillerys and group them to first one (above) 3 total is used in this example. Place a empty marker, name it: target_marker, make it rectangle, any size but keep it same sides, meaning size should be 100 100 or 399 399 as dispersion is based on a square size. Place this in init.sqf: // starting artillery. artillery = false; _null = ["target_marker",art1] execVM "arty_test.sqf"; Start the whole thing with radio trigger or something similar with this in on act: artillery = true; Pause the whole thing again with another trigger or something similar with this in on act: artillery = false; */ _targetMarker = _this select 0; _batteryLeader = _this select 1; _size = 200; // dispersion used if not using markersize. _debug = true; // display help player sidechats if true, if false, no player sidechats. _barrageAdjust = 20; // this is how much area size is deivided n to get amount of shells / barrage, set to lower to get more shells, higher to get less shells. // is function module active?, if not wait for function module to be activated. waituntil {!isnil "bis_fnc_init"}; // this checks if you have triggered the radio trigger to activate artillery barrages. waitUntil {artillery}; if (_debug) then {player sidechat "Artillery is starting, it will take a minute until first shells to arrive"}; while {true} do { // get the size of the marker and use that as dispersion value, firing all over inside marker area. _sizeM = getMarkerSize _targetMarker; _size = (((_sizeM select 0)+(_sizeM select 1))/2); if (_debug) then {player sidechat format["size of area is %1",_size]}; // determine amount of shells based on total area size / _barrageCnt - 500 big size makes it 25 shells / barrage. _barrageCnt = _size/_barrageAdjust; // waituntil artillery is ready to fire again. waitUntil {([_batteryLeader] call BIS_ARTY_F_Available)}; if (_debug) then {player sidechat "artys are ready"}; // this will define what type of arty it is, in this case its d30 artillery. [_batteryLeader, "D30"] call BIS_ARTY_F_SetVirtualGun; // Virtual D30 // make the shells spawn in the air if true, if false they can hit mountains if placed badly. [_batteryLeader, true] call BIS_ARTY_F_SetShellSpawn; // set the size/dispersion of fire area. [_batteryLeader, _size] call BIS_ARTY_F_SetDispersion; // this will do the actual firing, 1 second between each arty unit in group total area size / _barrageCnt pr barrage. [_batteryLeader, (getMarkerPos _targetMarker), ["IMMEDIATE", "HE", 1, _barrageCnt]] call BIS_ARTY_F_ExecuteTemplateMission; waitUntil {_batteryLeader getVariable "ARTY_ONMISSION"}; if (_debug) then {player sidechat "The battery is on a mission"}; waitUntil {_batteryLeader getVariable "ARTY_COMPLETE"}; if (_debug) then {player sidechat "Artillery is rounds complete"}; // check if it can continue else wait until it can continue. if (!artillery) then { if (_debug) then {player sidechat "Artillery is barrage is paused"}; waitUntil {artillery}; }; };
  10. Do you know how i make the enemies shooting artilleries at my base for example?
  11. Hi. I can create a simple mission. simply asks. I set the trigger in the range, I want to bombing example, Ally exist in some place to set the trigger, I want to bombing. please help me. please.
  12. this link "Sorry - no matches. Please try some different terms." and Is not the way I want.
  13. Hi. I can create a simple mission. there's simply asks. I set the trigger in the range, I want to bombing (arty,mortar). Of course, I'm not doing, the enemy is doing. Without radiochat, using only the trigger. The script is good. please help me. please.
  14. Hi. I can create a simple mission. I set the trigger in the range, I want to bombing. Of course, I'm not doing, the enemy is doing. I want script. please help me. please.
  15. How bombing the trigger in the range ? bombing sound include.
  16. How bombing the trigger in the range ? bombing sound include.
  17. I can create hostage rescue mission. I want add Hostage motion ex) AI(Hostage) Hands behind his head or Kneeling on his knees Will appropriate motion? (switchmove, playmove)
  18. what is fix car switchmove action? + Note that I'm lying.
  19. "OFP" there was a goldAddons. Arma2 GoldAddon Does exist ? Arma2 Addons too little
  20. example. Player AI is killed. I killed the AI player's name on the screen I want to look. What should I do? help me please.
  21. Hello. Is a good day. How to easily build a house? do not use add-on. ex) house object : Land_A_BuildingWIP
  22. Hello. It's a good day. There's simply asks. How to make the house easier? "mission.sqm" How do builders through the file, Is there a better way?
  23. For example, objects do exist. The Objects Is "IED", IED is a three exist. Remove the IED, the camera script does not work, If you do not remove the IED, and I want to work the camera script. Please help.
  24. Hello. It's a good day. There are some asks. I want to make explosives script. If you do not remove the explosives in time, and I want to explode. If you remove the explosives go off in the time limit I'd like to avoid. (+ player addaction.) Do you could help? Please help. :bounce3:
×