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Everything posted by kylania
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Hope you enjoy ArmA2! :)
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How to pause a trigger and resume.
kylania replied to derringer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ack, sorry! Here's the link to Armed Assault Editing Guide - Deluxe Edition - English version by Mr-Murray. :) -
How to pause a trigger and resume.
kylania replied to derringer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Unless it's changes, I thought most camera scripts were still done in SQS? Either way, use sleep 5; for 5 seconds of pause in an SQF or ~5 for 5 seconds of pause in an SQS. I know the great ArmA cam tutorials had lots of ways of pausing and timing the camera, check out Mr Murry's guide. -
I have horrible mouse stuttering on the menus, but not in game or the Editor. It's only when a menu is up, as in game loading, or dialogs within the game. Other times the mouse is smooth. This is with the full game.
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Easy artillery??
kylania replied to CapitanStratos's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
One one as in one one explosion or after one use it no longer appears on your Communications menu? If it's still on there saying 'Active' it means it's waiting for you to tell if it the hit was good and they should commit, or if you wanted to cancel the mission I think. -
Turning off all street lamps
kylania replied to Ludovico Technique's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Place a GameLogic where in the middle of your city and add this to it's init: {_x switchLight "OFF"} forEach ((getPos this) nearObjects ["StreetLamp",200]); Change the "200" to whatever range you want. -
Trigger Question
kylania replied to Redfield-77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Add in EventHandlers for the shilkas that setPos random villagers +10000m in the air when the shilka is killed, then have triggers that check to see if those villagers die, and if so createUnit a chicken on a remote island. Then have a area trigger there that once 3 chickens are in the zone the mission ends. Slightly more complex, but far more rewarding I feel. -
Easy artillery??
kylania replied to CapitanStratos's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You are missing a ; after execVM "briefing.sqf" in the first line of your init.sqf. :) It should be: execVM "briefing.sqf"; Had a feeling it would be something simple like that. :) -
Activating a trigger on bridge destruction
kylania replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I swear I tried that, but it was at 3am, so who knows! :) -
Activating a trigger on bridge destruction
kylania replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You're quite welcome. I know there's a method for referring to it via it's id number (961831 in that bridge's case), but can't for the life of me remember how. :) -
Well done Rocket, superb work as always! :)
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Activating a trigger on bridge destruction
kylania replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Place a GameLogic on the bridge called bridgeMonitor. Then create a Trigger with the Condition of: !alive nearestObject [bridgeMonitor, "House"]; -
ArmA 2's Artillery Module
kylania replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is why I won't use the VOPSound pack. I hear it breaks things in Single Player too. A SOUND mod shouldn't do that. -
Easy artillery??
kylania replied to CapitanStratos's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can you zip up your mission and upload it somewhere. Because it should be working as you just described it. -
Basic Briefing howto
kylania replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, this new briefing thing seems overly complicated. While it seems to have more flexibility, without some kind of wizard or tutorial in the editor it's very clumsy to use. -
Easy artillery??
kylania replied to CapitanStratos's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make sure you have your SOM module named "SOM". -
Easy artillery??
kylania replied to CapitanStratos's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, looking through both the Artillery Module and SOM module I'm not really seeing anything to limit how many times you can use it. There's probably a SOM value for that, but since the documentation is non-existent, I'm not sure. You could setup a variable to keep track of how many times it's fired and remove the option after that perhaps? -
Template Waypoints
kylania replied to jch5pilot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think that's a bug, there was another post about it last week. No one seemed able to save the waypoints, even with the full game. -
Set seat position in vehicle
kylania replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is the player grouped with the heli? Actually, even grouped it works, just if you're the leader the heli starts where you were instead of where you placed it. If you place a Rifleman someone on the island, and put player moveincargo [plane1,1]; in it's init field, then you place an MH-60S (flying!) over the water somewhere and call it plane1 and Preview your mission, your rifleman will end up in the backseat of the heli. -
Editing MP & SP maps?
kylania replied to Akatora's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You need to unPBO a mission file to get the editable folders/files out of it. Download something like Arma Unpbo Tool. -
Putting objects on tables
kylania replied to magicpanda's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's how to do that: How to Collect Evidence -
Easy artillery??
kylania replied to CapitanStratos's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You don't need the Radio Command. You can do it from the init.sqf, just have to wait for the SOM module to load, try this (assumes your SOM module is named SOM: init.sqf: waitUntil { not isNil { SOM getVariable "initDone"} }; waitUntil { SOM getVariable "initDone" }; [["artillery_barrage"], player, [[]]] call BIS_SOM_addSupportRequestFunc; -
Set seat position in vehicle
kylania replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can place the Troop on the ground anywhere in the Editor, and as long as you have the "moveInCargo" thing in it's init field, it'll start the missions in the heli. -
Trouble getting started
kylania replied to Banniskirk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yup, some missions won't even need the init.sqf actually. It all depends on what you're going to be doing with scripts and such. I'd highly suggest getting ArmAEdit. It's a neat text editor that'll color code your SQF files for you so you can catch syntax errors and look at pretty code. -
Or just, Print Screen. :) Then paste into your favorite picture editor program.