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kylania

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Everything posted by kylania

  1. I absolutely hate AI and their stupid formations. Here's a rough draft of this concept. Works if the AI are just standing around already in their stupid formation. But once you add in the landing of the helicopter and getting out and fighting against them trying to get back into their stupid formation then timing issues between the leader getting into his spot before everyone else has started to move.. well. I hate AI and their stupid formations. // Eventually these would be replaced by script arguments instead of hard coded. _grp = units SecureTeam; _helo = heli; // Make the helo land _helo LAND "LAND"; waitUntil {(getPosATL _helo select 2) < 2}; _target_pos = getPos _helo; helipad = "HeliH" createVehicle _target_pos; helipad setPos _target_pos; _ang = 0; _rad = 20; //radius bcount = 6; //number of units _inc = 360/bcount; {unassignVehicle _x;} forEach _grp; waitUntil{ {alive _x && (_x in crew _helo)} count (_grp) <= 0 }; hint "all out"; // Attempt to make these morons stop getting into formation sleep 1; {doStop _x;} forEach _grp; // The below works beautifully if they are already on the ground. for "_x" from 0 to bcount do { _a = (_target_pos select 0)+(sin(_ang)*_rad); _b = (_target_pos select 1)+(cos(_ang)*_rad); _pos = [_a,_b,_target_pos select 2]; _unit = _grp select _x; [_unit, _pos, _ang] spawn { _u = _this select 0; _p = _this select 1; _a = _this select 2; _u doMove _p; waituntil{getPos _u distance _p < 2}; _u setDir _a; _u setPos getPos _u; _u setUnitPos "MIDDLE"; doStop _u; }; _ang = _ang + _inc; };
  2. Just add this to your ammo crate script: _crate addWeaponCargo ["USEC_STEYR_A1", 10]; _crate addWeaponCargo ["USEC_STEYR_A2", 10]; _crate addWeaponCargo ["USEC_STEYR_A1_M203", 10]; _crate addWeaponCargo ["USEC_STEYR_A2_M203", 10]; _crate addMagazineCargo ["30Rnd_556x45_Steyr", 100]; _crate addMagazineCargo ["30Rnd_556x45_SteyrSD", 100];
  3. kylania

    Death Cam

    There was some crazy new camera scripts released last night, might try those out: http://forums.bistudio.com/showthread.php?t=87336
  4. No problem, just notice how I found it. You wanted a heli extraction using smoke, so I searched for "smoke extraction" and got that link. Always try to simplify your search strings instead of looking for particular phrases.
  5. AddOns are to be installed as described here: http://www.armaholic.com/plug.php?e=faq&q=18 Using OPTION #2!
  6. kylania

    Revive Script

    This was covered earlier in the thread. Just use a separate revive script for each side.
  7. kylania

    Coding help

    Please search before posting, this topic has been covered multiple times... http://forums.bistudio.com/showthread.php?t=73738&highlight=removeweapon
  8. Please search before posting, this topic has been covered several times... http://forums.bistudio.com/showthread.php?t=81038&highlight=smoke+extraction
  9. Wow, this was fantastic. Further over my head than that artillery shell shot, but still fantastic, great work!
  10. Save that as rescue.sqf and put the following in your hostage's init field: this addAction ["Rescue", "rescue.sqf", 0, 0, true, true, "", "(!(captive _target) && (alive _target) && (alive _this))"];
  11. I have a 'collect evidence' example on my website. Just follow the link. Hostage rescue is pretty easily done by using the following script called via addAction on the hostage: _hostage = _this select 0; _rescuer = _this select 1; _id = _this select 2; _hostage playMove "Stand"; _hostage setCaptive true; [_hostage] joinSilent group _rescuer; _hostage commandFollow _rescuer; _hostage removeAction _id;
  12. kylania

    Ammo Crates

    To fill a ammo crate with custom weapons, you can use a script like this: ///////////////////////////////////////////////////// // // US Weapons Ammo Crate Fill Script. // // Called from an ammocrate's init field via: // nul = this execVM "ammo.sqf"; // ///////////////////////////////////////////////////// while {alive _this} do { // Remove the stock items from the crate clearMagazineCargo _this; clearWeaponCargo _this; ///////////////////////////////////////////////////// // WEAPONS ///////////////////////////////////////////////////// // Main Battle Rifles (MBR) _this addWeaponCargo ["G36a", 100]; _this addWeaponCargo ["G36C", 100]; _this addWeaponCargo ["G36_C_SD_eotech", 100]; _this addWeaponCargo ["G36K", 100]; _this addWeaponCargo ["M1014", 100]; // Combat shotgun _this addWeaponCargo ["M16A2", 100]; _this addWeaponCargo ["M16A2GL", 100]; _this addWeaponCargo ["M16A4", 100]; _this addWeaponCargo ["M16A4_GL", 100]; _this addWeaponCargo ["M16A4_ACG_GL", 100]; _this addWeaponCargo ["M16A4_ACG", 100]; _this addWeaponCargo ["M4A1", 100]; _this addWeaponCargo ["M4A1_HWS_GL", 100]; _this addWeaponCargo ["M4A1_HWS_GL_camo", 100]; _this addWeaponCargo ["M4A1_HWS_GL_SD_Camo", 100]; _this addWeaponCargo ["M4A1_RCO_GL", 100]; _this addWeaponCargo ["M4A1_Aim", 100]; _this addWeaponCargo ["M4A1_Aim_camo", 100]; _this addWeaponCargo ["M4A1_AIM_SD_camo", 100]; _this addWeaponCargo ["M8_carbine", 100]; _this addWeaponCargo ["M8_carbineGL", 100]; _this addWeaponCargo ["M8_compact", 100]; // Submachineguns (SMG) _this addWeaponCargo ["MP5A5", 100]; _this addWeaponCargo ["MP5SD", 100]; // Light Machineguns (LMG) _this addWeaponCargo ["MG36", 100]; _this addWeaponCargo ["Mk_48", 100]; _this addWeaponCargo ["M240", 100]; _this addWeaponCargo ["M249", 100]; _this addWeaponCargo ["M8_SAW", 100]; // Sniper rifles _this addWeaponCargo ["DMR", 100]; _this addWeaponCargo ["M4SPR", 100]; _this addWeaponCargo ["M8_sharpshooter", 100]; _this addWeaponCargo ["M107", 100]; _this addWeaponCargo ["M24", 100]; _this addWeaponCargo ["M40A3", 100]; // Pistols _this addWeaponCargo ["Colt1911", 100]; _this addWeaponCargo ["M9", 100]; _this addWeaponCargo ["M9SD", 100]; // AT & AA _this addWeaponCargo ["Javelin", 100]; _this addWeaponCargo ["M136", 100]; _this addWeaponCargo ["SMAW", 100]; _this addWeaponCargo ["Stinger", 100]; ///////////////////////////////////////////////////// // AMMO ///////////////////////////////////////////////////// // LMG ammo _this addMagazineCargo ["100Rnd_556x45_BetaCMag", 100]; _this addMagazineCargo ["100Rnd_762x51_M240", 100]; // also for Mk48 _this addMagazineCargo ["200Rnd_556x45_M249", 100]; // Sniper Rifle ammo _this addMagazineCargo ["20Rnd_762x51_DMR", 100]; _this addMagazineCargo ["10Rnd_127x99_m107", 100]; _this addMagazineCargo ["5Rnd_762x51_M24", 100]; // MBR ammo _this addMagazineCargo ["20Rnd_556x45_Stanag", 100]; _this addMagazineCargo ["30Rnd_556x45_G36", 100]; _this addMagazineCargo ["30Rnd_556x45_G36SD", 100]; _this addMagazineCargo ["30Rnd_556x45_Stanag", 100]; _this addMagazineCargo ["30Rnd_556x45_StanagSD", 100]; _this addMagazineCargo ["8Rnd_B_Beneli_74Slug", 100]; // Combat shotgun // SMG ammo _this addMagazineCargo ["30Rnd_9x19_MP5", 100]; _this addMagazineCargo ["30Rnd_9x19_MP5SD", 100]; // Pistol ammo _this addMagazineCargo ["15Rnd_9x19_M9", 100]; _this addMagazineCargo ["15Rnd_9x19_M9SD", 100]; _this addMagazineCargo ["7Rnd_45ACP_1911", 100]; // M203 ammo _this addMagazineCargo ["1Rnd_HE_M203", 100]; _this addMagazineCargo ["1Rnd_Smoke_M203", 100]; _this addMagazineCargo ["1Rnd_SmokeGreen_M203", 100]; _this addMagazineCargo ["1Rnd_SmokeRed_M203", 100]; _this addMagazineCargo ["1Rnd_SmokeYellow_M203", 100]; _this addMagazineCargo ["FlareGreen_M203", 100]; _this addMagazineCargo ["FlareRed_M203", 100]; _this addMagazineCargo ["FlareWhite_M203", 100]; _this addMagazineCargo ["FlareYellow_M203", 100]; // AT & AA ammo _this addMagazineCargo ["Javelin", 100]; _this addMagazineCargo ["M136", 100]; _this addMagazineCargo ["SMAW_HEAA", 100]; _this addMagazineCargo ["SMAW_HEDP", 100]; _this addMagazineCargo ["Stinger", 100]; // Items _this addWeaponCargo ["Binocular", 100]; _this addWeaponCargo ["NVGoggles", 100]; _this addWeaponCargo ["ItemGPS", 100]; _this addWeaponCargo ["LaserDesignator", 100]; _this addMagazineCargo ["LaserBatteries", 100]; // Grenades & Satchels _this addMagazineCargo ["HandGrenade_West", 100]; _this addMagazineCargo ["SmokeShell", 100]; _this addMagazineCargo ["SmokeShellGreen", 100]; _this addMagazineCargo ["SmokeShellRed", 100]; _this addMagazineCargo ["SmokeShellYellow", 100]; _this addMagazineCargo ["SmokeShellOrange", 100]; _this addMagazineCargo ["SmokeShellPurple", 100]; _this addMagazineCargo ["SmokeShellBlue", 100]; _this addMagazineCargo ["PipeBomb", 100]; _this addMagazineCargo ["Mine", 100]; // Restock time. 1800 = 30 minutes. sleep 1800; };
  13. Use Norrin's revive script which allows up to 4 (6 using mobile options) selectable respawn points.
  14. Psycho, make sure you're using ArmA2 1.04 and scripts designed for 1.04. That duplication of tasks came from the fact that previously ArmA2 didn't keep track of tasks after you respawned, so everyone built in scripts that would re-add them after you died. However now that that bug has been fixed tasks stay, so anyone using older player written code which added the tasks back will need to remove that function to stop the duplicating.
  15. Play around with setPos muttly. In their init field: this setPos [getPos this select 0, getPos this select 1, 10]; Adjust the "10" above to find the proper height you need.
  16. It's instant, but not everything that happens ends up in it. Also if you're FTPing it down or it's in use you might not see the whole file.
  17. To use functions like arraypush you need to have the Functions Module on your map somewhere.
  18. I posted a teleport script the other night: http://forums.bistudio.com/showpost.php?p=1446692&postcount=6 Searching is your friend.
  19. Here it is! Sorry for the delay. Radio Alpha and Bravo work from the start. Blow up the car with your SMAW to enable Radio Charlie. Demo mission
  20. Place the Armor Platoon. Give them a MOVE waypoint directly in front of them. A few meters past that put a HOLD waypoint. Then put a 3rd waypoint, Search and Destroy, where you want them to attack. Then place a Trigger, with Condition: !(alive planename) Enter Synch Mode (F5) and drag a line from the trigger to the HOLD waypoint. Don't need OnAct or anything.
  21. You'd want to assignAsCargo and orderGetIn instead of moveInCargo. moveIn will 'teleport' them into the helo, probably not what you're looking for.
  22. Synch the trigger with a HOLD waypoint the platoon has stopped at. When the trigger is activated, the platoon will move to their next waypoint, probably the marker.
  23. Doh, totally forgot.. again. I do that a lot. I think, I dunno I forget.
  24. It's controlled by how you call the script. The init field of the C-130 will have this option: nul = [this,"CAR"] execVM "mountOnC130\mount_vcl_init.sqf"; To allow tanks only just change "CAR" to "TANK". To allow both to be carried, and a lot more, try "LAND".
  25. One problem might be this "debug console". There isn't one by default, which means you're running something else. Try it stock with no addons. You shouldn't need to script anything, this stuff is just part of the game.
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