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Everything posted by kylania
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Mortar shoots... nothing?
kylania replied to Inkompetent's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it a range thing perhaps? Is your target too close? -
Campaign post process?
kylania replied to VolvoJocke1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's all just scripts. You can pop open the missions.pbo and extract them to use in your own missions. The blur intro thing is simply this in your init.sqf: "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 7; -
Flying AI wont transport unload under fire.
kylania replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I guess you could attachTo a few AI in the doors with M240s or something, not sure how well they'd respond though? -
Flying AI wont transport unload under fire.
kylania replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What I'd really like is for the PILOT to not be affected by fire but the GUNNERS to do their thing during a hot LZ insertion/extraction. :) -
What kind of power supply do you have that only has 1-2 power lines? Or do you have like 14 hard drives or something?
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dynamic Trigger ?
kylania replied to Thunder666's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
triggerName setPos getMarkerPos "markerName"; -
Dropping off a tank once waypoint reached?
kylania replied to konyo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Through the power of scripting! Without knowing exactly how the rope works, not sure we can tell you exactly, an example mission would be helpful, but assuming you're using attachTo follow up by using detach command to release the tank. Probably use a trigger or waypoint to call a script to do all that. Or better yet if it's players, you can use an action on the helotank to begin the release process. Might build in safety checks (even on the condition of the action) to check that it's close to the ground and the helo isn't moving too fast. You'd probably add this action when it gets hooked up. -
PROTIP: For people with the steam version that frequently are going in the A2 dir
kylania replied to oktane's topic in ARMA 2 & OA - GENERAL
Good tip. In Windows 7 I ended up making a folder with shortcuts to the various folders I needed, then adding that folder to my taskbar and changing them to Icons only. Got one button for my missions folder, one for my RPT folder, one for my main Arma 2 install and one for my Arma 2 dedicated server install. -
Scripting files help
kylania replied to Jackael's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Switch is a "Control Structure" and Case is part of how it works. If and forEach are also control structures, they work kind of similar. Lets say you have a stoplight. And you wanted to know what to do based on what color it is. You know the colors are Red, Yellow and Green. You can use the switch command to decide what to do. We'll pretend that stoplight_color is a variable that contains the current color of the stoplight. switch (stoplight_color) do { case red: { hint "Stop!"; }; // this closes case red: case yellow: { hint "Slow!"; }; // this closes case yellow: case green: { hint "Go!"; }; // this closes case green: }; // this closes the switch () do You can do this same process with three if statements as well: if (stoplight_color == "red") then { hint "Stop!"; }; if (stoplight_color == "yellow") then { hint "Slow!"; }; if (stoplight_color == "green") then { hint "Go!"; }; forEach is another common structure used to "walk" through an array and do the same thing to each element of the array. For each "walkthrough" _x is the magic variable for the current element. {hint _x} forEach ["red","yellow","green"]; That would produce three hints, one for "red", one for "yellow" and one for "green". It would be so quick though that you'd only see green. :) -
A newbie question for multiplayer editing.
kylania replied to catintheengine's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For your trigger make it's OnAct the following: guy setDamage 1; Under Effects click on Annoymous and scroll down to select: ZoRA - AK74 Then group the trigger with the guy you wanna kill. Once he enters it you'll hear a single gunshot, and he'll drop dead. -
Scripting files help
kylania replied to Jackael's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Change it to briefing.sqf. SQF and SQS are similar, but different. :) You also appear to be missing a }; on your very last line. You need one to close the Case statement and one to close the Switch statement. The indentations help you see that: something { something else { }; }; Notice how each { has a matching and closing }; -
A newbie question for multiplayer editing.
kylania replied to catintheengine's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Quite easily. Best way would probably be a trigger synched with that character. -
Scripting files help
kylania replied to Jackael's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Welcome to the wonderful world of scripting! You should definately download the Guide that Pete linked and read it to yourself every night before you go to bed. :) Scripts are just text files with commands in them in the same folder as the mission that, as you understand, you can call from within the game. init.sqf is special. It's a script that's run by all clients as soon as they connect to the game, so things that run at the "start of the game" should be in there. That's probably the image you're talking about. If you've turned OFF "Hide Extensions" but selected "Always use Notepad to open this file" for an *.sqf file then it's OK for it to have the Notepad icon. You should be good. In the mission editor on the left side near the middle top there's a drop down that says "Mission". If you change it to Intro or Outro it'll "clear" the mission. That's a blank slate that you can use for intro or outro stuff. Usually though you'll wanna learn camera scripting first. That's in the guide Pete linked. -
Create Waypoint On Map Click!
kylania replied to mattxr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Name your group TROOPS or whatever then: troops_moved = true; hint "Click where to move the troops!"; onMapSingleClick " _wp1 = TROOPS addwaypoint[_pos,0]; [TROOPS, 1] setwaypointtype ""Move""; _mk1 = createMarkerLocal [""mytroopmoveto"", _pos]; ""mytroopmoveto"" setMarkerType ""waypoint""; troops_moved = false; "; waitUntil{!troops_moved}; onMapSingleClick ""; -
How do you get injured in Editor missions? Have squad heal?
kylania replied to WMike20052's topic in ARMA 2 & OA - GENERAL
http://community.bistudio.com/wiki/First_Aid -
I like the mountains personally. I also like the lack of grass around the unit's feet in the lower picture. :)
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few questions about a mission I'm making
kylania replied to Staker's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1. Yes, with animations. Also this might help: Synch a First Aid Simulation module to the soldier then put this in his init: removeAllWeapons this; this setUnconscious true; 2. Using BIS_ARTY_F_SetVirtualGun. See http://community.bistudio.com/wiki/Artillery_Module for more details. 3. Might try this. The main Dialog Wiki is kind of helpful, but still confusing to a novice. :) -
High Command already allows this, as does simply being a squad leader. Is this meant to move another group of AI not under your control or something? Or: Name your group TROOPS or whatever then: troops_moved = true; hint "Click where to move the troops!"; onMapSingleClick " _wp1 = TROOPS addwaypoint[_pos,0]; [TROOPS, 1] setwaypointtype ""Move""; _mk1 = createMarkerLocal [""mytroopmoveto"", _pos]; ""mytroopmoveto"" setMarkerType ""waypoint""; troops_moved = false; "; waitUntil{!troops_moved}; onMapSingleClick "";
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Wait until loaded?
kylania replied to xclusiv8's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Usually naming won't matter too much, but this is a special case of a variable with a _ in front is a "local" variable and can only be accessed within a limited scope (usually the script it's part of). It can't be used in global only areas, like a trigger condition field. -
Enable Backpack?
kylania replied to TheSensor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
\o/ /me calls Xeno a cab -
Need expert for a simple spawn script
kylania replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
%6 should, but the others are fine without. Yup, sure is! Glad it's working out for you. :) I had a few ideas for improving this I might try to work out this weekend. -
Very confused about briefings
kylania replied to mpatton's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make sure you have the briefing.html in your folder too. -
Need some help with an idea for satchel charges
kylania replied to Jackael's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
TOUCHOFF unitOne action ["TOUCHOFF", unitTwo] Soldier 'unitOne' plays the action animation. UnitTwo's satchels are "touched off". UnitTwo must be within range (300m) of his satchels to touch them off. Example: player action ["TOUCHOFF", AIunitname] To make an AI set a bomb, use unitName fire "Pipebombmuzzle"; -
Selectable classes in-game?
kylania replied to Darkhalo288's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Are you sure they were actually changing class and not just picking a set of weapons based on a "class" title? -
Helicopter Mission
kylania replied to PorkyJack's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahh I see. Well, you can do it with scripts using commands like assignAsCargo and orderGetIn and the like.