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About joske

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  1. You can also just use this: http://www.ofpec.com/COMREF/index.php?action=details&id=163&game=All in a trigger, and then just use setcaptive false if it returns true.
  2. joske

    ArmA Games Score System (Hints)

    You get substracted points if you kill friendlies, I dont think it entails friendly casualties, the stars I think are a general measure across missions that has something to do with you total score, so for example (this exact count I dont know this is just an example) 1000 points= 1 star 2000 points is 2 starts...etc.
  3. joske

    ArmA Games Score System (Hints)

    You get points by default by killing enemy soldiers and vehicles, and points get subtracted for killing friendly soldiers and vehicles. And then you can get points for completing objectives, but that depends on the mission and if the maker has decided to give you extra points. Also iirc you also get like 1000 starting points.
  4. joske

    MRAP - RG31 Mk5 (WIP)

    very cool, will it have IED resistance like the real one?
  5. joske

    AI Force aim

    This should do the trick. http://community.bistudio.com/wiki/doWatch
  6. This is something I can offer you. http://www.armaholic.com/page.php?id=3404&highlight=CHEYENNE Sadly user made building packs are notoriously problematic in respect to indoor combat, mostly thanks to them almost always having things such as walls you can shoot/walk trough...etc. Your best bet to make something resembling indoor combat would be to build a sort of complex yourself from the objects and buildings already present in the vanilla edition of the game. For that I can recomend you this tool. http://www.armaholic.com/page.php?id=3724&highlight=3DE
  7. joske

    Operation Dead Fox

    Great to see some Arma missions in development, even when its a bit outdated Arma certainly with the huge amount of mods added to it is in its core still a great game. I just find it dissapointing that relatively few solid missions exist that actually give you the opportunity to play it. Also what mods do you plan to use, and will the campaign need queens gambit?
  8. try this chance = random 1; _num = round chance; if (_num == 0 ) then { Phone1 setposasl [874.068,1133.73,413.196]; }; if (_num == 1) then { Phone1 setposasl [960.818,1304.64,384.26]; };
  9. I doubt your taking off problem is related to the combat ai because then the helicopter would start flying around instead of simply hovering over the landing zone. Nevertheless you can try fiddling a bit with the disableai command and see if it works.
  10. The problem with that predetermined pass is that when your helicopter sees enemy units he will go into combat mode, which practically means that he will ignore his waypoints to evade/attack the enemy units. Your best bet for making that predetermined pass is to disableai (I think the target part) the pilot unit in the helicopter.This might allow you to simply manage the helicopters flight using waypoints. http://community.bistudio.com/wiki/driver http://community.bistudio.com/wiki/disableAI
  11. Hmm, I don't really know how to keep the chopper on the ground, I recommend you try a few other waypoint types and see if they work better. You could off course use the get out waypoint to make the pilot get out of the helicopter and then make him get back in when you complete the objectives and are in the chopper. A second possibility is that you let the helicopter fly off when you are dropped off and then make him come back to the landing zone when the objectives are completed by synchronising a pick up waypoint by the chopper (don't remember the exact waypoint name, but its in there somewhere) and combine that with a get in waypoint by the player group which should be put on the chopper and which should also be activated when you complete the objectives (although this would require having a previous waypoint). This should make the helicopter hover over the pick up spot and when the helicopter spots the player group it should land and wait for the group to be in the helicopter before it goes to the next waypoint (although this system can fail sometimes for no apparent reason).
  12. First you would want to check whether the player is in the helicopter, the best way to do this I think is to use a trigger using in vehicle (http://community.bistudio.com/wiki/in_vehicle), in the case of the second trigger you could simply use the system used in the first trigger but use AND (http://community.bistudio.com/wiki/and) so the trigger will check both if the player is in the vehicle and if the objective condition is met. You can make the helicopter wait by synchronising the trigger with the landing waypoint, now this should work for the second trigger. But if you want to let the helicopter start from the ground you might have to do a workaround, although I think a better option would be to let the helicopter start of in the air and then let it land near the players starting position and then simply synchronise the waypoint and the trigger. If you dont want to make the helicopter land at the players starting position you might want to check out ways to temporarily disable the helicopter. http://community.bistudio.com/wiki/disableAI http://community.bistudio.com/wiki/setFuel
  13. This is a script i used to lock a door within a building so it should also work for the bargate object. I adapted it for you so it should be possible to use it with the bargate object. You should name the gate object you wanna close mygate and then simply activate the script (this is in .sqf). If you wanna be able to open the gate simply make a trigger with lock= false in the on activation field. Note that whenever you do use the "open gate" action the gate will start going up and then immediatly close again. lock = true; while {lock} do { mygate animate ["Bargate",1]; sleep 0.01; };
  14. joske

    Arma updates

    You can find the updates you need to apply at this link. http://www.armedassault.com/dwnl_update.html You just need to find the version you have, and then download the patches as indicated on the above page. And yes the newest version is 1.18, but the above page only goes to 1.14 so you will have to download 1.18 from this page. http://forums.bistudio.com/showthread.php?t=89728
  15. ok i dont think there is an undead mod in Arma 1 only in Arma 2 so you should ask this question in either the thread of the undead mod or in the Arma 2 mission editing and scripting area. If this is for Arma 1 could you elaborate more on the spawning system, you could also try this script: http://www.armaholic.com/page.php?id=2010&highlight=BODY+REMOVAL