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kylania

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Everything posted by kylania

  1. kylania

    Tank commander separate view

    Is this hosted anywhere I don't have to sign up for "something" in order to download it? :)
  2. Place the APC, place the units, group them units with the APC and change their Special to "In Cargo" instead of "In Formation" or "None". Or just place a Group of Motorized infantry.
  3. _truck and _mortar are local variables, while the addaction will be on a global scale when it's run. Either hard code it with names of the truck and mortar or use format to replace those variables with their values.
  4. That code is from the config, so has extra quotes and stuff you don't really need. To start it with both sides closed, use this in it's init: this animate ["door_1_1", 1];this animate ["door_1_2", 1]; this animate ["door_2_1", 1];this animate ["door_2_2", 1];
  5. Every time I've used it it was 2 Harriers. They did 2 passes, dropping 1 bomb each on each pass, then they disappeared.
  6. kylania

    STEAM troubleshooting

    Not seeing more than like 40 servers online right now. What's up? :) I KNOW my unit's server is online, people are on it.
  7. kylania

    Where did the good servers go??

    I'm in GA and my friend is in AK and we both can only see like 40 servers, period. There's something wrong with the game server browser.
  8. Those are some pretty interesting instructions. :) The SecOps module will give you missions regardless if the ACM is on the map or not. If you want to stop the missions and keep only the support, put this in your SecOps Module init: this setVariable ["settings", [[], true, nil, nil, false]]; As for the laser marker and the air strike not working, it depends if they can see the laser marker target or not. You mark a target location by "looking" at something AS you call in the attack. You'll see your cursor change to a (><) type thing, whatever you're clicking on as you call in support becomes their target. If you than paint something with a laser marker they'll attack that instead, if they can see it. In tests open field targets the LM target was always attacked. However if the target vehicle was difficult to see, in woods or a building or something, sometimes only one of the planes saw it and the other attacked the default location.
  9. kylania

    Timer?

    Open the Intro mode of the Editor. Place your player anywhere. Create a file initintro.sqf as follows: cuttext ["","black in",10e10]; enableenvironment false; createcenter sidelogic; _grp = creategroup sidelogic; _logicFnc = _grp createunit ["FunctionsManager",position player,[],0,"none"]; waituntil {!isnil "bis_fnc_init"}; _showtime = [ [2009,10,9,4,30], //--- Start time [2009,10,9,5,10], //--- End time 50 ] call bis_fnc_showTime; waituntil {_showtime}; sleep 4; endmission "end1"; Be aware your players running Steam 1.03 might run into this error.
  10. Sure, just enter group mode and drag from the APC to your player to add it to your group. To ensure the order within the group though? I think it's by rank then by the order in which it was placed on the map maybe? Never really bothered with the order so not sure. :)
  11. Yup! Also the 10 in the last line there is how big a fire it'll be. 2 will be almost just smoke, 4 would be a small fire but a lot of smoke while 10 is a lot of fire and smoke.
  12. Last link has the best info, the codes for the ArmA2 airports.
  13. You can add the same effect to your Hell Chickens as well.
  14. If you're not completely familiar with scripting for OFP/ArmA/ArmA2 and you're not using ArmA Edit you're Doing It Wrongâ„¢. ArmA Edit even comes with a wizard for adding custom sounds into the description.ext file for you. You don't even really need to know what you're doing, click a few buttons, point at some sounds, save a file and done. So yes, if you're not a code and script freak you really should be using the extra tools the Community has made for you. There's plenty of tools built into the Editor that make it far and away the best game editor of it's type, but if you want to extend it you're gonna have to use 3rd party tools or know your sh*t. :) Pretty much every editor system like this is exactly the same. Read this if you insist on handicapping yourself by not using 3rd party tools: http://community.bistudio.com/wiki/Description.ext Actually, read it anyway, it's vital knowledge for mission builders. :) There's probably an Alpha sound somewhere in the client, you can use the description.ext to allow you to access it. What you're trying to do isn't Basic at all though. Use sideChat or something, but custom voice sound files... not basic.
  15. Erm, I did. The second post in the first link explains how to use it. 3rd post includes the other line of code you need. Those two posts are about as clear instructions about this subject as you're going to find...
  16. http://forums.bistudio.com/showthread.php?t=76113&highlight=land+airport http://forums.bistudio.com/showthread.php?t=79747&highlight=land+airport http://forums.bistudio.com/showthread.php?t=83707&highlight=land+airport http://community.bistudio.com/wiki/landAt ...
  17. This thread has some information about making fires and keeping them burning using BIS_Effects_Burn http://forums.bistudio.com/showthread.php?t=84167&highlight=BIS_Effects_Burn and http://forums.bistudio.com/showthread.php?t=79138&highlight=BIS_Effects_Burn
  18. kylania

    Warfare = Airport

    I assume you've read the Warfare 1 - Editing Guide? I don't know if it's changed much between Warfare 1 and Superpowers or whatever it's called, but that's a start. Personally I dislike Warfare and avoid it at all costs. So know nothing of editing it. :) You might want to send [ASA]ODEN a PM. He's modified and released an ArmA2 version of Warfare and might have some ideas. He's active in answering questions here about it as well.
  19. kylania

    Tunguska issue

    Tunguska's weapons are: [u]Name[/u] [u]Weapon Class[/u] [u]Magazine Class[/u] [u]Ammo Class[/u] Cannons: [b]2A38M [/b] [b]1904Rnd_30mmAA_2A38M[/b] B_30mm_HE Rockets: [b]9M311Laucher [/b] [b]8Rnd_9M311[/b] M_9M311_AA
  20. Terminology and off topic posts do make this search a little difficult, but a search for: remove unit group does come up with some good results. You should book mark two pages, one is this forum itself: http://forums.bistudio.com/forumdisplay.php?f=93 and the other is the Command Reference at the biki: http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 Usually the commands make sense, so by poking around the biki you can find some answers. :)
  21. Personally I'd do this as a campaign, three seperate missions really. Since as Xtriaden said, you can't change the type of respawn mid-mission like that. That said, you could probably get around this via some tricky usage of eventhandlers. Start the mission with respawn enabled and tied to the MHQ. However start your player with an eventhandler KILLED that runs a forceEnd command to end the mission. Once they are at the second stage remove the EventHandler and let respawn work normally. For the third stage, probably just readd the EventHandler again?
  22. Welcome to the forums! Can you describe why you want to remove the ability to respawn after X event? That might help give us some idea of how to do what you're trying to do.
  23. When you complete a task you'll want to use the Multiplayer Framework to mark it as complete using the "per" thingie. http://community.bistudio.com/wiki/Multiplayer_framework I however still have no idea how to do this. :) But I think that's how...
  24. That's better looking than ArmA1 for sure, but I absolutely love the new ArmA2 dialog style as seen in CameraScript. Hopefully people start to use that as a standard. :)
  25. By searching before posting? [unit1, unit2] joinSilent player;
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