Jump to content

kylania

Member
  • Content Count

    9181
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by kylania

  1. That functionality is built into the Communications menu and SOM transport stuff. Might wanna pull those scripts apart and see how BIS did it.
  2. kylania

    Mobile Spawn

    Ahh, yeah, that's one of the first ArmA2 things I wrote. :) I need to revisit it. heh
  3. What kind of buildings? the Warfare ones are under Empty objects.
  4. Correct, compositions can work just fine. Objects don't. That was the question. :)
  5. kylania

    Mobile Spawn

    Swedda, yup sure do. You can also respawn with current weapons or what you started the map with.
  6. Never be afraid to ask a question as long as you've given an honest attempt to find the answer first. :)
  7. kylania

    Mobile Spawn

    If you're using Norrin's Revive Script there's options for a mobile spawn point. It's not teleport though, you just can end up there if you respawn.
  8. Pretty sure there's a still a problem with these modules where EACH JIP player spawns his own set of ambient whatevers. That's how on one map we ended up securing an airfield completely covered in chickens. :)
  9. ... search before posting. It's all caps, it's got pretty stars, it's stickied... maybe a marquee font would help? http://forums.bistudio.com/showthread.php?t=71899&highlight=place+unit+building http://forums.bistudio.com/showthread.php?t=72525&highlight=place+unit+building http://forums.bistudio.com/showthread.php?t=77393&highlight=place+unit+building http://forums.bistudio.com/showthread.php?t=78288&highlight=place+unit+building http://forums.bistudio.com/showthread.php?t=68498&highlight=place+unit+building http://forums.bistudio.com/showthread.php?t=81363&highlight=place+unit+building
  10. This won't happen without scripting, since RPG is used against ground targets, not air. If you want AI to fire at a chopper without scripting simply give them an Igla. As for the effort to reload 8 members at the touch of a button.. {reload _x} forEach [s1,s2,s3,s4,s5,s6,s7,s8];
  11. Why not upload the mission you are having trouble with, if not the ArmA1 version as well?
  12. There's countless threads about this kind of thing, you should search. After a quick search I found a thread entiled "AI Paradrop from C130J". You can find it too! :)
  13. kylania

    Waypoint missing

    To delete the plane, in the 2nd MOVE waypoint put the following: {deleteVehicle _x} forEach crew planeName; deleteVehicle planeName; Just make sure you have the waypoint far enough away that the plane doesn't just disappear in front of the player's eyes. As for the waypoints I had a similar mission and did away with Waypoints for the player entirely. I just used TaskDestinations. This way it lets the player decide where to roam while knowing his final destination and I don't have to worry about synching waypoints and other nonsense for what's essentially just roadsigns for the human player.
  14. Yes, after 1.03 you don't lose briefing any longer after respawn. If you do use something to readd briefings you end up with duplicated tasks and notes. :)
  15. Example: Player searches the forums for key words he was going to use for his post title, but instead of making a new thread he finds this one: http://forums.bistudio.com/showthread.php?t=78235&highlight=find+item+pick+trigger Complete with an example mission that shows how to pick up items and trigger an objective to complete.
  16. How do you have an old ArmA 2 mission with an init.sqs that can't be modded?
  17. First in the 3D mission's mission.sqf file we'll find the code that makes the bar gate, as shown here: Then we'll find the code in the 2D mission's mission.sqm as shown here: The thing to note is that the coordinates for the two files types are different. So we'll copy the 3D codes and transfer them to 2D format. From 3588.6072, 3780.9563, 1.97..blah to 3588.6072, 19.0734, 3780.9563 We also need to change it's setDir of -209 to an Azimuth of 151 (360 - 209). Plugging that into into the mission.sqm and you get the gate pretty close to where you want it and aimed the right direction. Just push it back a bit in the 2D editor (to the right side of the road) and you end up with this: Which ends up in game looking like this: So there ya go, messy, long, annoying, but kinda works. :) Hope that helps.
  18. I was asked how to transfer items from 3D editor to the 2D editor, so here's a really rough method of doing so. Note that this isn't easy, it's not quick and it's not perfect. :) You're usually better off just making it in the 2D editor first. So, here we have a solder and a bar gate in the 3D editor's 2D mode, looks perfect doesn't it?: In game it looks like this: Yuck! So we hop into the 3D editor to place it. In 3D mode we move it all nice and pretty and get this: Looking good! We'll save that and take a look at the code for the two mission in my next post. :) (silly 5 image limit)
  19. kylania

    Respawning AI

    Spawn them via a script and just keep running the script according to your needs.
  20. The best way to spawn armor and group it with you is via the new function, BIS_fnc_spawnvehicle. First place the Functions module on your map somewhere, then replace the On Act of a new trigger with the following: veh = [[(getPos player) select 0, ((getPos player) select 1) + 50, 0], 0, "M1A2_TUSK_MG", group player] call BIS_fnc_spawnVehicle; That'll spawn a tank 50m away from the player and add it to their group. This is a bit more complicated, but it's easier than trying to create a vehicle + crew then getting them all into the vehicle and the players group. :)
  21. Copied right out of my test mission. Odd.
  22. You're in luck! The voice of Serious Sam is looking for work! :) http://www.bluesnews.com/cgi-bin/board.pl?action=viewstory&threadid=100963
  23. 1) Make all the AI playable. They'll respawn per your description.ext rules if they are. To enable respawn of playable units, make a file called Description.ext and save it in your mission folder. Then put this text into it: respawn = "BASE"; respawnDelay = 5; Then place a marker called respawn_west where you want them to respawn. 2) Spawned AI won't respawn I don't believe, but here's how you can "order" throwaway AI: Make a Radio Alpha trigger, Repeatedly with this as it's on Act to spawn a Rifleman: unit = group player createUnit ["USMC_Soldier", position player, [], 10, "FORM"]; Make a Radio Bravo trigger, Repeatedly with this as it's on Act to spawn a Corpsman: unit = group player createUnit ["USMC_Soldier_Medic", position player, [], 10, "FORM"];
  24. The best solution is to have live admins on the server. :)
×