-
Content Count
9181 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by kylania
-
Create Empty Object Problem
kylania replied to seedo81's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yup, or you can just change to "Non-Playable" -
Cover team helicopter rescue - Is this possible?
kylania replied to sasha013's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could probably adapt the code from this post to set positions for the cover team to move to. -
Opening Interior C-130 Ramp
kylania replied to MH6's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Completely unrelated, but I love your sig mchide. :) Hopefully they'll fix this for some upcoming patch, since it seems an easy enough fix. -
know type of dead soldier
kylania replied to kaiowa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can do something like loop through all units of a side and add the EH that way. -
Opening Interior C-130 Ramp
kylania replied to MH6's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Basiclly it's because the interior view is an entirely different model from the outside view. When you make a model you have different levels of detail (LoD) and some of them are special, like the 'cargo' or 'driver' view. These are models that detail what you can see from that position. Often times they are not the entire vehicle at all, but only what you could see by turning your head. -
BIS_fnc_spawnCrew, CreateVehicleLocal and Dedicated Servers
kylania replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, your isServer check is telling the script to run on every client EXCEPT for the server. Which is the opposite of what you want. You're also trying to use exitWith to exit a script, which it's not designed to do, it exits a code block. Try this: [color="SeaGreen"]if (isServer) then {[/color] _obj = _this select 0; _pos = position _obj; _dist = 10; "SearchLight_RUS" createVehicle _pos; _grp = createGroup east; waitUntil {!isNil "bis_fnc_init"}; _list = _pos nearObjects ["LandVehicle", _dist]; { if (count crew _x == 0) then { [_x, _grp] call BIS_fnc_spawnCrew; }; } forEach _list; [color="SeaGreen"]};[/color] -
How can I know in what team a unit is?
kylania replied to dontknowhow's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why are you trying to manually create a team assignment method when it's built into the game already? Press BACKSPACE to enter menu mode. Press F4, F5, F6 to select units 4, 5 and 6. Then press 9 for Team and 1 for Assign Team Red. Their unit numbers will turn red so you can tell at a glance what team they are members of. You can also do it all from the Spacebar Communications menu. Just Spacebar then Team. That will allow you to issue context sensitive commands to a team. -
Adding a light 'billboard'
kylania replied to MH6's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You need to play around with the positioning in lightAttachObject. It's also not as a prominent as the wing tip lights, but if you get it just right you can see the light source created this way. -
how to make it wait
kylania replied to {USI}_Zombie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The above added code will wait till the map is closed before starting HALO. -
How to get a UH60 to carry + drop off a vehicle?
kylania replied to TraumaPony's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Please search? :D If you're talking about AI doing all of that, not gonna happen. Using liberal application of attachTo and setDir and setPos you can kind of get players to do it though. It's a subject that's been covered in dozens of threads already though. You should start there. -
Whats wrong with this??
kylania replied to Helepolis989's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You'd want to use addAction to get a scroll wheel option for this on the vehicle. In the helo's init put something like: this addAction ["Attach vehicle","attach.sqf"]; Then have attach.sqf look for proper vehicles and whatnot. There's been a few threads that explain how to do this. -
setPos a Trigger?
kylania replied to gossamersolid's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Both solutions are too good for 'em! Set their velocity downwards at 600! :) Fly too high and whoosh into the ground. -
:rolleyes: I love when people say "I paid money for something I don't understand and now I'm angry about and am going to blame others since I'm confused!"
-
Trouble Getting New Param System to Work
kylania replied to GeneralCarver's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try this maybe: http://www.ofpec.com/forum/index.php?topic=34186.0 -
setPos a Trigger?
kylania replied to gossamersolid's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe run it via a script rather than trigger? -
setPos a Trigger?
kylania replied to gossamersolid's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Are you trying to activate a trigger only by air units? There's been some threads about that lately you can search for. They were about only ground units trigger it, but same idea. :) -
\o/ Glad I could help. It's always nice saving people a 5000m run :) Another method for this is via "teleport". Using the following script for example on a flag pole near your respawn_west to teleport to respawn_west2. That way they can respawn to base, rearm or whatever, then teleport forward to your second marker. // Teleports a person to the marker. You can place this marker anywhere on the map. // // To use: Add this script as an action on an item via it's init field. EG: // //this addAction["Dest Description","teleport.sqf",["markerName"]]; // //this addAction ["Teleport - Talon","teleport.sqf",["FOB_Talon"]]; //this addAction ["Teleport - Base","teleport.sqf",["Base"]]; //this addAction ["Teleport - Airfield","teleport.sqf",["Airstrip"]]; // Get the destination. _dest = (_this select 3) select 0; // Get a random direction _dir = random 359; // Move the person 15 meters away from the destination (in the direction of _dir) player SetPos [(getMarkerPos _dest select 0)-10*sin(_dir),(getMarkerPos _dest select 1)-10*cos(_dir)];
-
How can I know in what team a unit is?
kylania replied to dontknowhow's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_team = [url=http://community.bistudio.com/wiki/teamName]teamName[/url] unit; The possible team values are: "MAIN", "RED", "GREEN", "BLUE" and "YELLOW". -
I did... In the onAct of your trigger put the code I posted above. Change player to whatever object you want it to move to. Change "markerName" to whatever the name of your marker is, "respawn_west" I imagine?
-
"markerName" setMarkerPos getPos player;
-
Unless I missed it, support for the following is missing: header class: class Header { gameType = COOP; minPlayers = 2; maxPlayers = 30; }; and the legacy param1/param2: titleParam2 = "Number of Revives:"; valuesParam2[] = {2000,1000,20,10,7,5}; defValueParam2 = 1000; textsParam2[] = {"No Revive","Infinite","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"};
-
Using intel as an objective
kylania replied to Black1ron's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What is wrong is that it's too tiny to read. heh :) -
Delaying the Radio Call
kylania replied to froggyluv's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I got a demo mission at home which shows how to add a trigger from another trigger, I'll post that tonight. -
Is this in the preview or from playing a mission from PBO? Don't think Preview will display the debriefing, but you can get it to display the Briefing by using Shift-Preview to start the mission.
-
Delaying the Radio Call
kylania replied to froggyluv's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can "disable" a radio option via this command: 3 setRadioMsg "NULL" So in the init.sqf you'd use the above code to turn off Radio Charlie then during your dialog you'd turn it back on via: 3 setRadioMsg "Move Saboteurs to the City"