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kylania

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Everything posted by kylania

  1. kylania

    Sound Of War v1.0

    Nope, but it's an easy fix with NotePad. I'm liking this sound mod so far, but the A-10 was unplayablely loud inside. Not sure I'm a fan of the M4/M16 sounds and as unique as the SMAW is I miss my whoosh. Tank sounds were neat though, especially the 'echo' if you happened to be far away thing.
  2. Anyone have any functional demos of how these RE commands work? The framework wiki just confuses me. :)
  3. The M1A1 has Driver, Gunner, Commander. The M1A2_TUSK_MG has Driver, Gunner, Commander and Loader. The Loader is really just an extra crew-exposed M240 "gunner".
  4. If there's no enemy units on the board, you need to create a Center first or else enemy groups can't spawn. However, in that Esec1 case, you could replace that entire script with a single Functions module and single line of code: Esec1 = [getMarkerPos "Hostile zone 2", EAST, ["T90", "T90", "T90", "T90", "BMP3", "BMP3", "BTR90", "BTR90", "BTR90", "GAZ_Vodnik", "GAZ_Vodnik", "KamazReammo", "BRDM2_INS", "BTR90_HQ", "GAZ_Vodnik_MedEvac"]] call BIS_fnc_spawnGroup; Even spawns with full crews and everything. However since it's all spawning at the same location, you end up getting a pile of fail. :) More info here: http://forums.bistudio.com/showthread.php?t=74006 ---------- Post added at 04:33 PM ---------- Previous post was at 04:17 PM ---------- That's the old Operation Flashpoint method of createVehicle, you can also use the createVehicle array in ArmA2: _heli = createVehicle ["ah1z", (getMarkerPos "spawn1"), [], 0, "NONE"] createVehicle (array)
  5. You should write a script that spawns the planes and their waypoints or whatever. Then have a trigger that detects if they are destroyed and runs the script again. Trying to use the empty vehicle respawn for this kind of thing isn't really worth it.
  6. The vehicle respawn script is for empty vehicles, not respawning flying vehicles. :)
  7. Briefings stay after respawn, you don't have to rerun them, that will only double them up. His problem is that he's not actually respawning, he's using TeamSwitch (respawn 4; though he's missing the closing ; in the description.ext) into AI which never got the briefing in the first place. If your version 0.2 reruns briefing.sqf each respawn, you're just gonna double up tasks/notes for everyone else to fix the rare problem of those few that use TeamSwitch. :)
  8. That message does come up, but it's in the error report file. :) Maybe put Map Needed: see www.blah.com for details in your server name or something? Custom AddOn Public servers are not really popular, especially if the addon is some obscure island and not something more commonplace like ACE or LittleBirds or something like that. I know I won't download a whole new island just to play on some server.
  9. You don't have to use the Scripted Waypoint since the On Act field can do the same thing at any kind of Waypoint. Can you post the rest of your script? First glance you might wanna use: if ((dayTime >= 19) || (dayTime <= 5)) then But it would help to see the rest.
  10. kylania

    Removing Diary Entries

    Depends on how you're using the two, diary vs task. I've used Diaries as the "overall situation", the background to the mission and maybe some high level goals or extra information for the soldiers. Static stuff basically. Tasks are the actual objectives. Those are goals that can be added, removed or changed depending on the flow of battle. During an invasion (task) you're not going to suddenly not want to invade anymore (diary). During a sabotage mission you might not want to sabotage anymore (tasks), but you're not going to forget the reasons for you being there (diary)
  11. _smokePot = "Fuel_can" createVehicle (getPos player); [_smokePot, [0.4,0.8,0.4]] spawn { _sh=_this select 0; _col=_this select 1; _c1=_col select 0; _c2=_col select 1; _c3=_col select 2; sleep (3+random 1); _source = "#particlesource" createVehicleLocal getpos _sh; _source setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20, [0, 0, 0], [0.2, 0.1, 0.1], 0, 1.277, 1, 0.025, [0.1, 2, 6], [[_c1, _c2, _c3, 0.2], [_c1, _c2, _c3, 0.05], [_c1, _c2, _c3, 0]], [1.5,0.5], 1, 0.04, "", "", _sh]; _source setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10]; _source setDropInterval 0.03; _source2 = "#particlesource" createVehicleLocal getpos _sh; _source2 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 0], "", "Billboard", 1, 20, [0, 0, 0], [0.2, 0.1, 0.1], 0, 1.277, 1, 0.025, [0.1, 2, 6], [[_c1, _c2, _c3, 1], [_c1, _c2, _c3, 0.5], [_c1, _c2, _c3, 0]], [0.2], 1, 0.04, "", "", _sh]; _source2 setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.2], 0, 0, 360]; _source2 setDropInterval 0.03; }; Then just delete the _smokePot object when you want it to stop.
  12. Please post how you solved it in case others have the same problem. :)
  13. I've been noticing that export to MP has been getting a little funky for me too. Sometimes it won't overwrite other times even when it does it will run some strange cached version instead. I've taken to saving in the editor, exiting ArmA2, deleting both the MPMissions and MPMissionsCache versions, THEN going back in and exporting. Seems to work better.
  14. That's weird since it's working in our MP mission? I'll be the first to admit I know jack about MP scripting, but what I posted is the code we're using. Odd. You're using the second post's code right? From post #9?
  15. kylania

    Liberation!

    Place the 6 units on the map somewhere out of the way. In the Leader's Init field put this: reinfGrp = group this; Then in your OPFOR NOT PRESENT liberation trigger put this in it's OnAct field: hint "You've liberated the town!"; {[_x] joinSilent group player; _x setPos getPos player} forEach units reinfGrp; That will make each unit of the pre-placed group join the player's group and "teleport" to where he is. Keep in mind, this is the "no scripting" method. A better way would be to create a script that nicely spawns the units as you need them and all that jazz, but this will work. :)
  16. kylania

    Mobile Spawn

    Yeah, I've got no problem with that, use away! It's odd that it's floating though, on my screen it's slightly into the LAV_HQ.
  17. You're trying to call local variables (_grp2) in a global setting (trigger statements). You need to refer to them from the start globally so that when looked for by the trigger it knows what you're talking about. Here's your script re-written to use BIS functions, BIS_fnc_spawnVehicle for the helo and BIS_fnc_spawnGroup for the AI to drop. Less lines of code (even including the 4 "config" lines :p), and it deletes the helo after the drop. It also checks for when the helo hits the trigger, not just BLUFOR. Just make sure you place a delete marker for it to fly to and place the Functions module on your map somewhere. _startPoint = "createPos"; _dropPoint = "jumpPos"; _deletePoint = "deletePos"; _groupType = "USMC_FireTeam_MG"; _grpHelo = creategroup west; _chopperSpawn = [[(getMarkerPos _startPoint) select 0, (getMarkerPos _startPoint) select 1, 150], 270, "MH60S", _grpHelo] call BIS_fnc_spawnVehicle; chopper = _chopperSpawn select 0; dropGroup = [getMarkerPos _dropPoint, side player, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> _groupType)] call BIS_fnc_spawnGroup; {_x moveInCargo chopper;} forEach units dropGroup; _wp = _grpHelo addWaypoint [getMarkerPos _dropPoint, 0]; _wp2 = _grpHelo addWaypoint [getMarkerPos _deletePoint, 0]; [_grpHelo, 2] setWaypointStatements ["true", "{deleteVehicle _x} forEach crew chopper; deletevehicle chopper;"]; _trg = createTrigger["EmptyDetector",getMarkerPos _dropPoint]; _trg setTriggerArea [100, 100, 0, false ]; _trg setTriggerActivation ["WEST","PRESENT",false]; _trg setTriggerStatements ["chopper in thislist", "{unassignVehicle _x; _x action ['EJECT', vehicle _x];} forEach units dropGroup;",""];
  18. Wow, Benny, impressive work!
  19. Kocrachon, I have some land on the moon I'd like to sell you.
  20. kylania

    no grass

    Looks good, yeah.
  21. kylania

    no grass

    In your mission's init.sqf: setTerrainGrid 50;
  22. Here's a little something to keep your player on his toes. It'll spawn a LGB explosion 50-60 meters from them in a random direction wherever they are. So it'll follow them. :) _bombcount = 5; for "_x" from 1 to _bombcount do { _distance = (random 10) + 50; _direction = random 360; _destination = [(getPosASL player select 0)+((Sin _direction)*_distance), (getPosASL player select 1)+((Cos _direction)*_distance), getPosASL player select 2]; _effect = "Bo_GBU12_LGB" createVehicle getPosASL player; _effect setPosASL _destination; sleep 4; }; 50m minimum seemed to be the closest I could get without outright killing a foot soldier, but close enough to put the fear of god into them. However, anything that happens to be 50m away from this guy should be very afraid. ---------- Post added at 09:31 PM ---------- Previous post was at 09:28 PM ---------- This'll do it nicely: _bomb = "Bo_GBU12_LGB" createVehicle getPosASL tank;
  23. For everything else in this thread you have to do somewhat brain breaking stuff. For my 4 lines of text you don't. :) 1 minute from opening the editor to driving away in your newly parachuted HMMWV. Place your unit, place the functions module, place a Radio Alpha trigger with the following code in it's On Act, preview and drop. Done. dropSupplyPoint = getPos player; player setPos [dropSupplyPoint select 0, dropSupplyPoint select 1, 150]; [player, "LAND"] call BIS_fnc_supplydrop; player setPos dropSupplyPoint; Here's a video to show you how easy it is: <object width="560" height="340"><param name="movie" value="http://www.youtube.com/watch?v=lj1vhDoSUlI&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=lj1vhDoSUlI&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object> For AI paradropping, try something like this.
  24. Do you want them to kill you, or just come close to it?
  25. While it's still only SinglePlayer, Gatekeeper by JDog is pretty cool.
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