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joske

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Everything posted by joske

  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    Great to see some Arma missions in development, even when its a bit outdated Arma certainly with the huge amount of mods added to it is in its core still a great game.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
  16. joske

    A couple of scripting issues

    1) I am pretty sure it is impossible to actually spawn a "live" satchel charge from the editor but what you can do is make the unit in question place the satchel once the mission starts. you can do this by placing a waypoint (on the spot where you want the satchel) and in the on activation field place: Unitname fire "pipebombmuzzle" to make the unit set off the satchel place another waypoint from where you want the unit to set the satchel off and put this in the activation field: Unitname action ["TOUCHOFF", Unitname] If you want the player to do this and make him start with the active satchels you can try to first make the ai unit place the satchels and then switch the player over from another unit. http://community.bistudio.com/wiki/selectPlayer 2) I am also pretty sure there is no way you can delete actions that are present by default (vehicle actions etc) what you can do is make a trigger with as a condition the in vehicle commandhttp://community.bistudio.com/wiki/in_vehicle with a ! to check if the player is not in the vehicle something like this : !(player in heli) And the in the on activation line something like: player moveInCargo heli This should have the effect that every time you try to jump out of the heli you get automaticaly put back in.
  17. I dont think this is for Arma 1, so if that is the case head over to the Arma 2 part of the forum.
  18. joske

    PMS Rifle Typ 98 Beta

    It seems that this is supposed to be an Arma 2 addon instead of an Arma 1 addon, otherwise i dont think you would reference to chernarus in the readme file i guess. (this is the Arma 1 part of the forum) Nevertheless i was more or less intrigued by the shape and bareness of the gun (a bit like a de lisle carbine from ww2), and decided to try this gun in Arma 1 and guess what, it worked. now there are still some bugs and areas of improvement in the design, but seeing how you said we shouldnt report any bugs to you i wont sum them up.(if you want the bug report just say so) So i hope you will be able to complete this addon (and maybe make it work for Arma 1), because i think i really like the odd shape of this gun, so good job. On the other hand this gun made me think about the possibility of using/converting Arma 2 addons to Arma 1.
  19. um, ok these are a few possible causes i can think of possible causes: -you are not in waypoint mode -you did not select the group leader of the unit ( make sure you keep this unit selected because if you single click on the map you wil deselect this unit, so its possible that after some mindless clicking you deselected the unit) -you are either double-clicking too slow or too fast, maybe try out some different clicking speeds -you have a problem with your mouse, does your mouse work all the time when doing other stuff on your computer. -i also sometimes get the problem where the waypoint doesnt want to set, but in general i click around a bit, select another unit, go to unit placing mode and then go back... and generally after a few seconds it works again. -are you by any chance using an illegal copy or a no-cd crack because if that is the case this might be related to FADE piracy protecion, although i doubt this because FADE shouldnt affect the editor.
  20. well i tried to do this myself and i didnt really come far, and for Arma 1 this would indeed require quite a bit of mathematical scripting i presume. but hey, maybe this will get you something http://community.bistudio.com/wiki/weaponDirection
  21. joske

    MAF Mod - WIP

    so if i get this correctly you will be re-doing OFP missions in Arma with MAF mod.
  22. There are alot of mods that improve AI performance for Arma. Here are the links to a few of them: -ECS: http://www.armaholic.com/page.php?id=2910&highlight=ECS -ACE: http://www.armaholic.com/page.php?id=4443&highlight=ACE -SLX: http://www.armaholic.com/page.php?id=3121&highlight=SLX -Warmod: http://www.armaholic.com/page.php?id=8565&highlight=WARMOD And this should fix the AI seeing through the vegitation but i think its already included in many of the mods i mentioned above. http://www.armaholic.com/page.php?id=2314&highlight=TREES
  23. place your player unit on the map, then place another unit and go to empty and select mines.
  24. - the paa file should be the title image. - im not sure what the prefix thing means. - the init.sqs is a script that automatically activates when the mission starts, and in this case it seems that they used it to create a sort of mini-intro. - the outro.sqs is a script that most likely activates when you finish the mission and most likely will activate the outro video-thingy. - the handsup.sqs seems to be used to make a unit drop his gun and put his hands up, so i would check how this script is activated in the mission (probably using a trigger). -the description.ext file is another one of those default files (like the init.sqs), only this one isnt a script,and it is used to define some stuff and it is used mostly for multiplayer missions i think. the respawn thing means that if you are killed you will take control of any remaining ai unit and if there is no remaining ai you will be taking control of a seagull. the onloadmission thing defines the name of the mission (in this case this might be some code of BIS to make the mission show up differently from user created missions). Those next three things define the mission as a coop (which helps with filtering the mission online), and the minimum and maximum amount of players. And about all the other things in it i am not sure what they mean. - the bombing.sqf file is another script (function actually, its a different programming language then the sqs files) , the bombing.sqs file seems to do the same as the bombing.sqf file, they are just written in different programming languages. Your guess that they have something to do with the targetting of an ags-30 might be correct, again i would recommend you checking out how they rae activated. And here's some further reading, http://community.bistudio.com/wiki/Description.ext and taken from the bohemia interactive wiki (too small a text to post the entire link) Note: you can also use a init.sqf instead of init.sqs
  25. joske

    Spotters

    im not sure if this is excactly what you are looking for but it cant hurt to try it out. http://www.armaholic.com/page.php?id=2969&highlight=SPOTTER ps: im not sure if this will work on multiplayer, also you should check the forum thread on ofpec but ofpec is currently down.
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