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Everything posted by kylania
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Group Spawn Trigger
kylania replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Download this test mission. It shows how to spawn groups via action menu leading to a script and a trigger without a script. -
Ramp lowering if Waypoint has been reached
kylania replied to Black²'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Holy crap! SOOO COOL! :) Gief mission nao! -
Co-op tutorial
kylania replied to happygharry's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://www.ofpec.com/tutorials/index.php?action=show&id=44 -
Ramp lowering if Waypoint has been reached
kylania replied to Black²'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I checked the Config.cpp from the addon. :) class AnimationSources { class Ani_Ramp { source = "user"; animPeriod = 2; initPhase = 0; }; }; class UserActions { class LAOpenRear { displayName = "Lower Ramp"; position = "pos pilot"; radius = 10; condition = "(this animationPhase ""Ani_Ramp"" < 0.5)&& (alive this)"; statement = "this animate[""Ani_Ramp"",1]"; onlyforplayer = 1; priority = 4.700000; showWindow = 1; }; class CloseRear { displayName = "Raise Ramp"; position = "pos pilot"; radius = 10; condition = "(this animationPhase ""Ani_Ramp"" > 0.5)&& (alive this)"; statement = "this animate[""Ani_Ramp"",0]"; onlyforplayer = 1; priority = 4.700000; showWindow = 1; }; }; -
Ramp lowering if Waypoint has been reached
kylania replied to Black²'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your main problem is the "land on some water". The AI chopper is smart enough to know it can't land in water and therefore will try to land as close as it can to your water spot on dry land. The actual opening of the ramp is trivial. :) Just put a MOVE waypoint before your landing waypoint with CH1 animate["Ani_Ramp",1]; as the activation. Assuming your Chinook is called "CH1". -
How to make an antire squad to "setunitpos"?
kylania replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Or.. . "THEM! KNEEL!" :) -
How to make an antire squad to "setunitpos"?
kylania replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
{[color="Blue"]_x[/color] [color="DarkOrange"]setUnitPos[/color] "MIDDLE"} [color="Blue"]forEach[/color] [color="DarkOrange"]units[/color] [color="DarkOrange"]group[/color] [color="DarkGreen"][b]this[/b][/color]; forEach format: {command} forEach array; The _x is a special "built in" variable. It means "the current value" of the forEach array. The setUnitPos, units and group are all commands. setUnitPos "MIDDLE" is the command that will command the unit to remain kneeling. In this case _x will be the unit each time through the array. units is a command that creates an array of units from a group. The group in this case is a second command, group this, which uses the keyword this. The this keyword in this case refers to the leader who's init field you're putting this. So "group this" ends up meaning "the group of this unit". So units group this means "each of the units in the group that this unit is part of". So the way you'd "read" that in English would be: setUnitPos "MIDDLE" for each of the units in the group of this unit. -
Group Spawn Trigger
kylania replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To be honest, I didn't read the whole thread, just saw 15 lines of code that could be replaced by 1 and offered the method. :) You don't need to name the Function Module, just have it on your map anywhere. The "BIS_fnc_SpawnGroup" thing is a function that's enabled by having the Function Module on your map. I suppose you could include the 3 lines of code i posted in an SQF, or even just from a trigger. To fully use the function module you'll want to have this line in your init.sqf: waituntil {!isnil "bis_fnc_init"}; The spawn group function is very expandable too, like you can specify which units to spawn as well. -
Group Spawn Trigger
kylania replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use Functions, make your life easy! :) Place the Function Module, then: GroupSquad1 = [getMarkerPos "Squad1", East, 12] call BIS_fnc_SpawnGroup; _leader = leader GroupSquad1; [_leader,"TaskB1"] execVM "ups.sqf"; -
Basically the General dude won't complete the first MOVE waypoint till the switch trigger activates, in this case when the group of 4 bad guys losses one bad guy. Quite similar to a HOLD waypoint.
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Here's a demo mission for you which shows how to do what you want using just triggers/waypoints. Basically you'll synchronize a Switch Trigger with the MOVE waypoint in the building. The Switch will have the Condition for how many casualties you wanted first. Then double click the GET IN Waypoint onto the vehicle to tie it to the empty vehicle and he'll continue on. Basically the only problem you had was the GET IN wasn't placed correctly.
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"camera.sqs" problem can someone help please
kylania replied to happygharry's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
moveInDriver command happens instantly. No animation, the AI doesn't even technically know it's in the vehicle for purposes of a subsequent GET OUT waypoint. Either change your trigger to check if he's in the vehicle rather than 5m away, or use something like assignAsDriver combined with orderGetIn instead of the moveInDriver. The other thing to try is moving the Get In waypoint ONTO the vehicle rather than next to it, to tie it to the vehicle. Here's a demo mission that shows that in use. -
Vehicle drop from C130
kylania replied to frattonstation's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Instead of using "ParachuteMediumWest" use "ParachuteBigWest". -
Start the player somewhere else, than teleport them to the starting point at the beginning?
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Paradropping from a c130
kylania replied to sparrow560's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can understand people not searching, I think it's crazy, but I understand it. But not seeing a thread on the SAME PAGE with the SAME TITLE? C'mon, put some effort into it... -
Nvidia Cards- Disabling Physx really works!
kylania replied to Feros's topic in ARMA 2 & OA - TROUBLESHOOTING
I'm getting that same error, except it kills my game client within seconds of that effect starting. -
rabbits placed in the editor die after a few minutes...
kylania replied to pogoman979's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried this out. All the rabbits ran away from me at breakneck speed, even through barriers i put up to stop them. The script as written nearly killed my game client though. -
NVIDIA video card(s) owners read here!
kylania replied to Dwarden's topic in ARMA 2 & OA - TROUBLESHOOTING
I run an iCore7 w/6GB with -winxp and -maxmem=2047 and it's unplayable. *shrug* HT on, off, doesn't matter. Nvidia tweaked, not tweaked, OC'd, not OC'd, old drivers, new drivers, SLI, single card, 8800, 260, 260s... nothing works. -
rabbits placed in the editor die after a few minutes...
kylania replied to pogoman979's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sure they aren't just running away? -
My iCore7 isn't overclocked and I've underclocked my factory OC GTX 260. I've hard set it at the proper amount of RAM, I've run tests and my hardware checks out. I give up.
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My RPT File-always with the same errors
kylania replied to mc sonar's topic in ARMA 2 & OA - TROUBLESHOOTING
That's what I get every time I play within minutes, except there's hundreds of the v-buffer errors. I've checked my RAM, no problems detected, I've tried 5 different video cards and keep getting the same. ArmA 2 is simply unplayable for me. -
onmapsingleclick problem
kylania replied to Chaos's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You have "goTo" and "exit", two things that do nothing in SQF, yet you end every line with ; as SQF needs (in SQS it's a comment marker, so if you are in SQS your entire 'if/then' statement ends at onMapSingleClick '' You're also using ~ which is SQS, you'd want to use sleep #; in SQF. Write it in one or the other format, see if it works. :) -
Basic Briefing howto
kylania replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When you save a mission in the editor it creates a folder under: My Documents\ArmA 2 Other Profiles\PlayerName\missions Any files related to the mission, such as init.sqf and briefing.sqf, would go in the folder with the name you saved it as. For your FIRST mission, skip things like briefings and everything else, make it obvious enough that you don't need it. Learn in small steps and work up to the more complex things. You'll never get things perfect the first time, so don't kill yourself when you don't. :) This thread already lists all the steps you need to make a briefing, if they don't make sense at all now, do more simple missions learning as you go till they do make sense. -
onmapsingleclick problem
kylania replied to Chaos's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You have an odd mix of SQF and SQS there it seems... -
Triggers combined with markers
kylania replied to Doggolainen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No problem, there are plenty of other ways of doing this from briefing tasks lighting up hidden markers to actually creating and destroying the markers are as go along. From a new editors viewpoint I thought having hidden markers where you have objectives so you can see at a glance where the action will be and simply moving/renaming the one visible marker would be easier than creating and destroying and all that jazz. :)