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psychd

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Posts posted by psychd


  1. Hello all.

    I'm making a Paradrop mission, and I've gotten most of the scripting and such done.

    But I still need one thing; A message/hint showing for all those who fail to jump out of the Osprey in time, where after the option to jump out gets disabled. I simply cant figure this one out, tried a few things, but the hint still shows for those who jumps out in time.

    So how do I fix it, so the Hint only shows for those in the Osprey?

    Thanks in advance.


  2. I'm thinking about buying the following upgrades for my system:

    An Q9550.

    And some OCZ DDR2 PC2-8500 Fatal1ty

    My MB is a Asus P5QL Pro.

    My GPU is a 9800GTX+.

    My PSU is a Corsair VX550W.

    And the things I believe are the bottleneck of my system:

    My CPU E4500

    And some cheap Ram (3GB total) I borrowed after my old ones Died, think they're like 557MHZ or something...

    So anyone got any thoughts about my choice of Hardware?


  3. As for mark-19s, that's exactly why I dunno if to include them or not. Having it can get unbalanced, but not having it can get unrealistic (16+ armed hummvees and not a single one with a mark-19...).

    Well I could think of worse flaws in the realism than missing out on the Mark-19, even though I love realism, I would be willing let go of the Mark-19 for gameplay reasons even though if it means 16+ armed humvees with machineguns only.

    And if it become a bigger dilemma you could make a version with the Mark-19 and one without ;)


  4. 10 minutes to attack 6 targets requiring 12 satchels with no respawn? I like all the individual components, including short engagements, but I don't see how that would work all together.

    I do think he means that 2 satchel charges, placed correctly, will blow up all the targets at once.

    I like the concept though I'm not certain about the recommended lenght of a game, but no doubt playing this kind of map is required to judge this.

    No doubt I'll try this out once the time comes.

    As for the transportation vehicles I dont think that the Humvee with Mark-19 should be available due to the ability to nuke the defenders to hell, might just be me thinking this way, but the Mark-19 is according to me way to good for this sort of gameplay. Where as the Humvee with M2 or M240 (Cant remember if that's the correct names) is more of support unit, able to get covering fire and making the enemies keep their head down. But again, this is my way of thinking.


  5. Well, if the civilian is alive the trigger will trigger instantly, so you'll need more conditions than that to make it true.

    If you want the players (say they are BLUFOR) to pass a certain point and the trigger is set up for that, then you can simply change the condition field to "this AND alive civ1"

    Thank you Inkompetent, your name suits me instead ;)

    I really appreciate your help, never would've been able to do this without you. :)


  6. You can't execute a script in the condition field

    Only boolean conditions in the condition field, and the script-call in the on activation field :)

    So...

    Condition: alive civ1

    On Activation: nul = [] exec "IED.sqs" (not it's only exec. Not execVM. The latter is only usef for SQF scripts)

    Might just be me failing, but I got an error:

    Type Nothing, expected Any.

    Thanks for the help though :)


  7. Hello everyone.

    I'm currently using the IED Script made by Jeevz.

    Located here or check the spoiler just below.

    ; Improvised Explosive Device Script

    ; By Jeevz

    ; v1.2 12/13/06

    ; This script will create an explosion of a

    ; selected size on any object when called

    ; The arguments are [objectName, explosionPower]

    ; Explosion Power will be 1 of 4 choices

    ; Small - Good for Anti-Personnel use

    ; Medium - Will usually disable a Humvee without killing the occupants

    ; Large - Will usually destroy a passing humvee and kill or severly injure all occupants, will disable the tracks and possibly engine on M1A1

    ; Huge - Nothing will survive, I mean... it's HUGE :-)

    ; Example script call --> [theCar, "Small"] exec "IED.sqs"

    ;start script

    _theObject = _this select 0

    _theExplosion = _this select 1

    ;locate the Object to be blown up

    _bombLoc = GetPos _theObject

    _bombLocX = _bombLoc select 0

    _bombLocY = _bombLoc select 1

    _bombLocZ = _bombLoc select 2

    ; Deterimine the ordinance used to create the explosion

    ? (_theExplosion == "Small") : _ammoType = "R_57mm_HE"

    ? (_theExplosion == "Medium") : _ammoType = "M_Sidewinder_AA"

    ? (_theExplosion == "Large") : _ammoType = "M_Sidewinder_AA"

    ? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB"

    civvy1 globalchat _ammoType

    ; Get the explosion size and blow the object up

    ? (_theExplosion == "Small") : goto "SMALL"

    ? (_theExplosion == "Medium") : goto "MEDIUM"

    ? (_theExplosion == "Large") : goto "LARGE"

    ? (_theExplosion == "Huge") : goto "HUGE"

    #SMALL

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _theObject setdammage 1

    civvy1 globalchat "Small"

    exit

    #MEDIUM

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _theObject setdammage 1

    civvy1 globalchat "Medium"

    exit

    #LARGE

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _theObject setdammage 1

    civvy1 globalchat "Large"

    exit

    #HUGE

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _theObject setdammage 1

    civvy1 globalchat "Huge"

    exit

    My problem is the following.

    I want the IED to go off once it passes a certain point, easily done.

    But then I only want the IED to go off if a man (Spotter for the IED) is alive, so that if you shoot him, you wont trigger the IED.

    I've tried setting this

    if (alive (civ1)) then {execVM "IED.sqs"};

    into the Condition Field of my trigger, but then the game crashes upon starting the map.

    Can anyone help me find a solution for my problem?

    And I hope you all can understand me.


  8. I'm making a mission with a convoy, where the front vehicle will explode when reaching a waypoint, leading to an attack on the convoy by insurgents.

    So far I've only been able to do a SetDamage 100 at a waypoint, which will explode the lead vehicle - But well, that just isnt the effect I want.

    What I'm looking for is a way to make an satchel charge touch off once the lead vehicle gets in range.

    Every bit of help will be appreciated.

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