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Everything posted by kylania
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Questions concerning editor
kylania replied to Sneeper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Both the module and SoccerBoy's script can be configured to only allow it to be used once. Jets can certainly bomb targets, it's a bit more complicated though. There's a few scripts and there's even the SOM module which can call in an airstrike automatically. One of the best is Väinämöinen's Carpet Bombing script, recently updated: http://forums.bistudio.com/showpost.php?p=1408192&postcount=16 It's a bit complicated, but should show you what's involved. :) -
Questions concerning editor
kylania replied to Sneeper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is a built in Artillery Module which can do that, and it's one of the few modules with decent documentation as well. That said, SoccerBoy_TW has made a wonderful Artillery Support System script that works great. You can download it from Armaholic. -
Questions concerning editor
kylania replied to Sneeper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's another important link, the wiki for the Editor itself: http://community.bistudio.com/wiki/ArmA:_Mission_Editor That explains in detail what each option of Triggers and Waypoints does and how it works. Under a Trigger in the middle of the page is a field called "Type". This is usually reserved for two things, End# and Switch. End# will end the mission referring to whatever End# is listed in the briefing.html. Switch type will "release" a HOLD type Waypoint. That's important in many cases for things like synchronized ambushes or assaults or something. "Don't move until the target is in X location" for example. You're right about the F5 button entering Synch mode. To use it just drag FROM one object TO another. A light bright blue line will appear. If you Synch a trigger with a waypoint basically it's saying "Don't complete this waypoint until the trigger activates". I made a demo for someone last night that has a good example of this: Switch Demo Mission The General and helicopter in that example have a MOVE waypoint close to them and a HOLD waypoint right next to it. This means they'll stay still till the trigger (which counts down 10 seconds) activates. Once it does you'll see the General move and the helo spin up to come pick him up. Zoom in close to see the waypoints. -
Some quick questions
kylania replied to Jackael's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
During the briefing click on Units then [Gear] -
dynamic Trigger ?
kylania replied to Thunder666's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Tophe's wondrous Simple Vehicle Respawn script can do that easy. -
Crrc manual ammo refill
kylania replied to Cool Breeze-ICON's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As Cool Breeze configmed, that'll work, but anything you try to put INTO the vehicle during the mission ends up dumped on the ground. We actually overran a little island with satchel bags once because of that. :) You might be able to script something to capture the weapons you had when you started the gear exchange, delete the ones you drop, and refill the CRRC with what it had plus what you lost, but that's a lot of trouble. :) -
Questions concerning editor
kylania replied to Sneeper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There are countless threads already for the stuff you're looking for. Do simple searches like "airstrike" or "radio" and look for them. I'd make you an example, but I'm stupidly busy at work. :P When I get home perhaps. -
Some quick questions
kylania replied to Jackael's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just to point out, that particular description.ext has a lot of extra feature, some of which won't do anything on their own (such as the mission params of weapon respawn and time of day). They need to be referenced elsewhere to have any effect. You can read about all the options for this file on the wiki: http://community.bistudio.com/wiki/Description.ext -
Making an infantryman move
kylania replied to goose4291's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I didn't say anything about markers, you should read links before misunderstanding them. -
Make AI hurt so it must be dragged around
kylania replied to Pexxx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The problem is that they are healable, you wanted them not to be healable right? I'm sure there's a variable somewhere that sets that on or off, but with absolutely no useful documentation about the First Aid modules, I have no idea what it is. Found a thread last night that had some nice variables listed, from Noxxy or someone, but nothing that would turn off the heal me prompt. You could probably rip open the modules and check the code to see if you find anything though. -
Questions concerning editor
kylania replied to Sneeper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There's plenty of airstrike threads on these forums, so search a bit and you'll find many. As for the armor example, there's a recent post called US Support that does that essentially. If waypoints, triggers and scripts are beyond your knowledge, start with something you can handle and build up to them. Don't try to just do advanced things without actually knowing how the basics work. That comref link is vital for you. :) Keep it bookmarked. Really though your best bet it to start small and build up your skills, or search and find a script that works similar to what you want and try to figure out how it did what it does. Most are pretty simple to follow. -
It's part of the "kb" system, you'd use kbTell to make them talk, but there's a lot of background stuff you need to do to make it start.
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Making an infantryman move
kylania replied to goose4291's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
doMove and modelToWorld as a starting point. -
Make AI fly at a certain altitude.
kylania replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes. Be aware though, they'll start out at their default height then fly to the flyInHeight. Also while getting up to the altitude they won't follow waypoints until they are at the proper height. You can use setPos to move them to a specific height quickly however. -
Odd, yeah I had the testing with a sitting helo which must be why I didn't see the black outs you saw. You can change the color too. In the setLightColor [1.0, 0.0, 0.0]; line the numbers are colors, [red, green, blue]. The number goes from 1.0 to 0.0. So for Red it would be [1.0, 0, 0] for Green it would be [0, 1.0, 0] for Purple it would be [1.0, 0, 1.0]. For the factory example I wanted a "dirty yellow" color. So I popped open Photoshop and found a color that was 250, 250, 178. So changing that to a 1 - 0 scale, I set it as [0.9, 0.9, 0.6] (255 - 0 = 1.0 - 0.0)
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In a script or something. You could put that code in the init.sqf file to run it from the start for example. If you were adding it in the helo's init field use this: cabinLight = "#lightpoint" createVehicle position this; cabinLight setLightBrightness 0.00275; cabinLight setLightAmbient[ 1.0, 0.0, 0.0]; cabinLight setLightColor [1.0, 0.0, 0.0]; cabinLight lightAttachObject [this, [0, -3.25, -0.25]]; This works pretty well.
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Try this, it's what BIS used in the campaign for that effect: _cabinLight = "#lightpoint" createVehicle position heloNameHere; _cabinLight setLightBrightness 0.00275; _cabinLight setLightAmbient[ 1.0, 0.0, 0.0]; _cabinLight setLightColor [1.0, 0.0, 0.0]; _cabinLight lightAttachObject [heloNameHere, [0, -3.25, -0.25]];
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Mission.sqm help
kylania replied to Roe-31stMEU-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In a quick skimthrough you're missing a closing }; after: description="1st Rifle Squad - 1 Bravo Automatic Rifleman"; -
Basic Briefing howto
kylania replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's probably best to simply give the Officers an addAction to initiate a spawn, but if you wanted to use the briefing you can use a trigger with the following condition to check when they accept the task: taskState tskObj1 == "ASSIGNED"; Just make sure you only assign that task to the officer, with something like this: waitUntil { !isNull player }; // all hip now ;-) if (officerUnitName == player) then { tskObj1 = player createSimpleTask["Spawn: Whatevercity"]; tskObj1 setSimpleTaskDescription["Spawn units in Whatevercity.", "Init Whatevercity", "Active"]; }; -
Here's an example mission for you: Demo Mission Load it up (copy the extracted FactoryNight.chernarus folder into your Mission Editor folder under My Docs), see how dark it is (March 27th, at 3:20AM) then use the action menu to turn the lights on. Walk around the factory to check the coverage. There are two scripts in the folder, one is the lightsOn.sqf which creates the lights, moves them into place and lights them up. The second script is nightlight.sqf which only lights things up. You can use that to pre-place a light, then in it's init string put: nul = [this] execVM "nightlight.sqf"; Here are the two scripts: lightsOn.sqf: ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: 1ID-CPL. Venori ////////////////////////////////////////////////////////////////// _lamp1 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"]; _lamp2 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"]; _lamp3 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"]; _lamp4 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"]; _lamp1 setDir 5; _lamp1 setPos [11465,7487,3]; _lamp2 setDir 5; _lamp2 setPos [11454,7478.5,3]; _lamp3 setDir 192; _lamp3 setPos [11447.1,7486.95,3]; _lamp4 setDir 110; _lamp4 setPos [11480.5,7465.5,3]; { _light = "#lightpoint" createVehicle [1,1,1]; _light setLightBrightness 0.01; _light setLightAmbient[.9, .9, .6]; _light setLightColor[.9, .9, .6]; _light lightAttachObject [_x, [0,-0.1,0]]; } forEach [_lamp1,_lamp2,_lamp3,_lamp4]; hint "Lights on!"; nightlight.sqf: _target = _this select 0; // Create a small local light and attach it to the object. _light = "#lightpoint" createVehicle [0,0,0]; _light setLightBrightness 0.01; _light setLightAmbient[.9, .9, .6]; _light setLightColor[.9, .9, .6]; _light lightAttachObject [_target, [0,-0.1,0]]; Now, to find the locations for the lights I used an addon called Editor Dude. It's mostly used for movie making, but it has a nice action menu option for "Show Position". I just walked up to likely wall spots, wrote down the number it gave me, then kept playing around with positions till I got it into the spot and facing I wanted. Kinda sucked to be honest. :)
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F2 Mission Development Framework (BAS f for ArmA 2)
kylania replied to fer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You're gonna end up having to run loadLoadout.sqf every respawn anyway. Basically what that's doing is saving the weapons you had when you died and giving them back when you respawn. I used a similar code, but took the Evolution method of checking for the "check gear" animation state to save the weapon loadout and just run the load script when you respawn. That way there's no 'save loadout' action taking up space on your action menu all the time when you basically only need it once. -
There's the search light, or just make the light small enough and attach it to something and tada, light source. What specifically are you trying to do, that would help guide us to the most appropriate solution.
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2 Questions on how to...
kylania replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'll work up an example mission of this for you so you can see how it works. ---------- Post added at 06:03 PM ---------- Previous post was at 05:38 PM ---------- Here it is: Demo Mission Either kill him right away, or wait 10 seconds and watch what happens. Check out the three triggers and see how they work. When you have questions, let me know. :) -
2 Questions on how to...
kylania replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Three triggers: One that checks if the general is dead, Type End1 to finish the mission successfully. One that has a 30 minute countdown, when it activates it deletes the first trigger and sets in motion the helo. One that is at the landing location that checks for the presense of the leader and if it detects it ends the mission with End2 (marked as a failure in briefing.html) What happens if they kill him after the 30 minutes? If that's a partial victory make the second trigger change the first trigger to an End3 ending marked as partial victory in the briefing.html instead of deleting it. I would also suggest changing the names of your units. Keep them simple like grigori for the leader and wagon for the helicopter. In the Description you can certainly keep the names longer, but the "name" of an item is internal and never seen by the players but used in code and by the engine. -
Crrc manual ammo refill
kylania replied to Cool Breeze-ICON's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The problem with this is that with that vehicle, and others (like AAVs) can HAVE cargo, but can't have cargo placed into them manually. So you can start with the vehicle fulled, but can't put stuff in it. The ammo/weapons just end up on the ground nearby.