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eegore

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Everything posted by eegore

  1. I looked up .OGV conversion and the links are either dead, or the converters have changed. VLC does not convert to .OGV anymore for instance and thats what I used to use. Anyone got a current free program that will conver video to .OGV? Thanks
  2. I looked through other threads about this but I am doing something wrong. I'm creating an array of 6 armor units that when any one of them are killed it will send units towards the player. I tried a simple Detected by OPFOR trigger but since I am using a laser designator to call in missile strikes it seems the AI doesn't recognize they are under attack. Array in a game logic init: aa = [aa1,aa2,aa3,aa4,aa5,aa6]; Condition in Trigger: {alive _x} count aa == 0 Activation in Trig: (p1 is player name) BTR1 domove getposATL p1 Nothing happens even if all 6 armor are destroyed. In order to make reinforcements move when only one unit is attacked do I change == 0 to 5? Really all I want to happen is for AI to react when attacked. Again since its a laser designator calling in a spawned missile strike it seems they just don't care. Is there a way to cover all OPFOR in an area similar to a detected by trigger so AI reacts when under assault that doesn't involve naming every unit and putting it into an array? Thanks
  3. I had to chance the code to canmove "false" because sometimes the hit would not be direct and the crew would live therefore the trigger would not activate. I still can't get waypoints to work correctly but at this time for my needs the direct travel for the vehicles to the player is ok. I have some sample missions with spawned units having waypoints that I will probably just copy-paste from and hope it works.
  4. Ahh yeah the way I get the units to follow the player, somewhat, is to just repeat the getposATL p1 command for every piece of armor that gets destroyed. I will have to play with this waypoint method and see if I can figure it out.
  5. I like the waypoint idea but the tutorial only shows how to add it to a group but I'd have to make a separate group for every unit I want to move around. Much easier to just name the units and assign them in an array on a single trigger. I understand your point regarding realism however with the area of the map being used there's a chance the player can complete the mission without ever being seen. I would like the player to have to change position and not lay in one spot. As a workaround I have added an MI-8 helo to fly around and drop flares every 20 seconds once the assault starts. After a few minutes units begin to be alerted of player position (from possibly being spotted from the air) and start to move in randomly. Maybe this helps with realism. Thank you for the reply.
  6. What is in your trigger that detects the plane and continually rearms/refuel/repairs it?
  7. This is to hopefully make a cropdusting script. I want to attach multiple yellow smokeshells to the wings of an AN-2 that are activated by a keypress or action menu. All the info I find is for OFP and therefore is outdated. I can attach gamelogics to a unit just fine but I am having trouble finding the proper smoketrail. Is the proper way to just teleport active smoke to the gamelogice as needed? Will addaction be able to do that? Thanks
  8. It is SP so this should be easier to do.
  9. This is to simulate sex in a car in the classic GTA method. car setvelocity [0, 0, 2]; I am trying to make a loop of this but I get errors. Trig Activ: Car = execVM "carhop.sqf" ~1; loop; car setvelocity [0, 0, 2]; ~1; car setvelocity [0, 0, 2]; ~1; goto loop; Something like that right?
  10. Thanks. I'm always screwing up the .sqf changes. Ive tried to get this to work so I can have a "turbo" on a vehicle: _vel = velocity _vehicle; _dir = direction _vehicle; _speed = 10; comment "Added speed"; _vehicle setVelocity [ (_vel select 0) + (sin _dir * _speed), (_vel select 1) + (cos _dir * _speed), (_vel select 2) ]; But I just don't know enough so I trial and error a bunch of methods. For instance I believe this is a script that I call once I set a variable somewhere that describes specifically what _vehicle is.
  11. This one works both ways. Thanks guys for helping me. http://download.cnet.com/OGV-Convert...-76097957.html
  12. Thanks for that link however the first 23 links provide no useable converter to .OGV. After that I start getting outdated material, youtube tutorials on programs that no longer exist or the much more common conversion From .OGV to other formats. Some of them say fornmatting to .ogg - Theora is the same as .ogv but none of those will play (they all say .ogg when converted) when called from a script in the game. I was hoping someone was currently using a program today that will convert "TO" .OGV format and not the reverse.
  13. Is there a specific distance you need the convoy to be apart from one another? Also can they all be the same vehicle type? (Urals etc.) If you use vehicles of different speed types (UAZ and Urals together) they will definitely spread out. What are they ambushed by, and how are they supposed to react? Do they need a few combat ready units to jump out and fire back, or do want them to just keep driving?
  14. Along these lines does anyone know of a current .OGV converter? Other threads have dead links or have tutorials for VLC which does not convert files to .OGV anymore.
  15. As far as I know you can't have two separate island cutscenes in one complete mission.
  16. I know I should have this down already but I have a cutscene mid-mission that I can start, but it never ends. Player cameraeffect ["terminate","back"] camdestroy _camera Camdestroy doesn't end the scene and give control back to the player? EDIT: I just figured out the issue is that I don't know how to remove the cutscene text and blackout. The control is given back to the player but the screen is black. titlecut ["Final text player sees","black out",7] ~6 Player cameraeffect ["terminate","back"] camdestroy _camera titlecut ["test text that never shows up","black in",3] exit;
  17. Can you post your mission? If it doesn't have a ton of addons we might be able to see what you are doing more specifically.
  18. FNC means Function. The primary difference is that the function module method requires no scripting.
  19. its vehicle name or type, setdamage 0 "LAV25_HQ" setdamage 0
  20. I assume you are using the Functions Module and a Game Logic where you want the LHD to be? Does your init have this: waituntil {!isnil "bis_fnc_init"}; LHD1 call BIS_EW_fnc_createLHD; I believe what is happening is that the LHD is spawned a little later because you are telling it to "waituntil" the Functions Module is ready to go. If you are using CBA by chance the Functions Module is pre-loaded and you can remove the top line of the above code. Another option is to place Game Logics where you want the vehicles to be an the LHD and simply have them teleport onto the Logics with a 2 second countdown trigger. I'd look into the script provided in the previous post. It shouldn't need any delay to create that LHD.
  21. I don't know how to spawn a vehicle without using a script. However you might look into: allowdamage You don't want the helo pre-placed in the editor because it could fly away or get shot down. I would just place helo allowdamage false and make sure its on the ground until it is called in. Whatever you are using to activate the damage on the helo could also have: helo allowdamage false so its vulnerable again.
  22. If you or your group is moving the scud couldn't the trigger end when you or any of your group enter the area? I can't test it right now but maybe Trig Con: vehicle player isKindOf "Scud" Maybe "Tank" or "Vehicle" will work, I do not know what arguments it accepts.
  23. When you spawn the helo are you naming it? /////////////////////////////////////////////////////////////////////////// //null=["start",west,"UH1Y",300,150,300,"plane_name"] execvm "Spawn_Helo.sqf"; /////////////////////////////////////////////////////////////////////////// ///////////////////////// parameters /////////////////////////// _pos = _this select 0; // spawn position and direction of spawn _side = _this select 1; // side of unit east west guer civilian _type = _this select 2; // type of vehicle _height =_this select 3; // starting height _speed = _this select 4; // starting speed _altitude = _this select 5; // fly to given altitude _name = _this select 6; // [u]Name[/u] "HELO_name" you choose _dir = markerdir _pos; _grpempty = createCenter _side;// create center incase it doesn't exist _vehicle = [getmarkerPos _pos, _dir, _type, _side] call bis_fnc_spawnvehicle; _veh = _vehicle select 0;// vehicle _veh setVehicleVarName _name; call compile format["%1 = _veh", _name]; _vehgrp = _vehicle select 2 ;// group of vehicle _veh setpos (_veh modelToWorld [0,0,_height]); _vel = velocity _veh; _veh setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+ (cos _dir*_speed),(_vel select 2)]; _veh flyinHeight _altitude; Once it is named you could always try placing a trigger with: Helo1 domove getposATL leader group1 If its supposed to fly to the player just replace groupname with "player"
  24. If I have triggers with any time delay at all, they will not play any music. Doesn't matter if its just Min:1 Mid:2 Max:3 the trigger will not activate if I have any music in its "Effects" parameter. Custom or ARMA 2 music will not play. Why is that?
  25. I know why. Its because I am a bonehead and had them on "Timeout" instead of "Countdown"
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