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burdy

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Everything posted by burdy

  1. Okay so I tried The Garrison Script, and it works with spawning the units in (They spawn, move to marker, then on act they warp.) now the problem is - some of the buildings in I44 don't have hospos, which means I would have to use the init. to get them in a house. How would I give the units there default Init's?
  2. Hello, how would I setpos for only the players in the trigger and no one else? Currently I have a trigger that is Blufor activated once, and the on act is player setPos (getMarkerPos "m1") the problem is, if any player/playable is in the trigger, everyone warps to the marker m1. So how would I make it so only the player that walks into the trigger gets warped?
  3. I'd say 100-150 Range. I was thinking of a way to place them into a building after they spawn in, would it be possible to set pos and setspeed0 etc for a spawned, named unit?
  4. Okay so I got around to testing it a bit more.. I narrowed down the issue. Its from the AI Spawned in the map (Hand placed into buildings and what not) - so now the question is, how could I spawn in the units in there hand placed positions through a trigger/script of some sort? I looked into Murklor's script for editor based ai spawning and the AI would not spawn in a setpos and ran all over the place/ignored the setspeed commands and stuff. So how could I either A) Get Murklor's script working with the commands I use, or B) What is an alternative to this?
  5. Disabled them, planes had the same effect. Didn't get to try mando's script clean tonight, will try tomorrow... But, the issue was also here before mandos, where the planes would rubber band like crazy in air (bit different then what is in the video but basically it was intense rubber banding where 5 feet forward = 4 back.)
  6. I will try the first suggestion when I get home, as the initial problem with the planes is the main problem. I will try disabling those, but, a lot of those are essential in keeping FPS playable for everyone. Most of the triggers that activate with the planes are over the AO. I believe the issue could be linked with mandos, but the issue continues after the script completes which I do not get
  7. Some AI Cache script I got off a forum post, you'll see in the mission, name escapes me.. And yes im using the built in reduce function for DAC. I have not - and when I mean before its activated, is that I set all the DAC zones as [x,1,0] (or however there disabled) so they dont enable till we fly over.. It does run off the bat on the init, so maybe that needs a little delay?
  8. Hello, is there anyway to make the AI takeoff from a custom airfield (Placed in editor)? I am trying to use mondo's script.. but to no luck.. Heres what I put in my init [niceman_2_1, false, 30, 170, 350, 10, 0.11, [getMarkerPos "taxi",getMarkerPos "takeoff"], 0, 1, 3, true, ""]execVM"mando_takeoff2.sqf" Any help would be appreciated.. Thanks! Edit - Solved - missed the space between VM and the Script.. Simple mistake :P
  9. I googled the issue for a couple of hours - the reason I made the thread is because the instructions and all examples had the script the way I copy and pasted it. And if you look up how to get AI Planes (Not Helis) to take off from custom airfields, there is very little.
  10. Hey, i'm making a mission based off of the Normandy drops and there are 67 players names s1-s67. Basically Im looking for a script that selects a few of them to be randomly picked to lose there primary weapon at a trigger I specify, so that when they drop, they are missing there primary gun. Any help would be appreciated. Thanks!
  11. Thank you! Edit .. Adding the > did not work.. However, I simply deleted the line completely out of the script and that seemed to do the trick.
  12. Hello, I am using mondo's takeoff script to launch some C47's into the air. The script goes nul = [niceman_1_1, false, 10, 60, 300, 10, 0.11, [getMarkerPos "taxi5", getMarkerPos "takeoff3"], 0, 2, 2, true, ""]execVM "mando_takeoff2.sqf"; The first "2" you see in the script, tells the plane to takeoff when that many people are detected in the plane. The problem is; the plane wont takeoff if you have more then 2 in the plane. so the question is, how would I tell the script to do 2 and greater, or just between 2 and 20? Thanks!
  13. When Somebody enters a trigger (Alive - I have a mission that 'limits' respawns to 3, but instead of 'dieing', you spawn in the middle of the ocean)
  14. Hey, I was wondering how would you enable a spectator script with a trigger (using Kegetys' Spectator script) ? I am thinking you would make the trigger change the players (MP mission) into a seagull, but I do not know how to do that.. Any ideas? Thanks!
  15. Since ArmA this script is only executed if respawn in Description.ext is set to BIRD(1), or to GROUP (4) and all the group is dead.
  16. http://postimg.org/image/a7kpkt807/ There's my trigger. Hint pops up, nothing happens. Does anything need to be in my init or anything else other then the trigger?
  17. Alright, Ran the script, saved as "Disarm.sqf", and put "nul = [] execVM "Disarm.sqf";" into the trigger on act, and the script didnt run.. Any ideas?
  18. Tried to put it into a .sqf file, and did this exec "disarm.sqf" - didnt work :/.. Can you rework the script and try to figure out the issue ? Really bad with scripting haha Cobra4v320's script didnt work either
  19. Doesnt work.. Any other alternatives? Got a Op in a few days and needa find a script haha Cheers
  20. Hello, I am working on a mission with 67 playable slots (MP) labeled s1-s67, and I am wondering how would I limit there respawns to only 3, opposed to unlimited. Thanks!
  21. burdy

    WW2 Stalingrad

    This is epic man.. Keep up the good work
  22. New version out after a bit.. Added FpsManager.. Enjoy!
  23. burdy

    User mission requests!

    Anyone know if there is an Invasion 44 (Arma 2) Insurgency Mission? Thanks!
  24. I have all of the DAC files in there (mission directory) - I fixed the error with Script any, now they just dont spawn. Its not an error with me making the sqf to spawn them because I have an sqf to spawn regular AI (non DAC) and it works fine.
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