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MareNostrum

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About MareNostrum

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  1. interesting suggestion, thanks for helping :)
  2. Is there a script or way to make it so that when you disable a vehicle and all its crew jumps out (or if you kill the crew) that the remaining vehicle does not switch to the civilian side? Its causing a lot of my triggers to go off at the wrong time when I have them set to Civilian Present.
  3. thanks for the help I fixed my problem, but how would I go about grouping a newly spawned vehicle with multiple triggers? Basically I want it so that when the jet flies over triggers it causes an IED script to go off, like a carpet bomb. Maybe there is a command to check if the jet is present within the trigger area?
  4. I edited the script so it would fly a su-25. Can anyone tell me why whenever I trigger it the jet spawns and then crashes into the ground, like it has no pilot or the engine is off or something? GroupSu25_Ins = CreateGroup Independent; Su25_InsCAS = createVehicle ["Su25_Ins", [(getMarkerPos "Su25_InsSpawn") select 0,(getMarkerPos "Su25_InsSpawn") select 1,100], [], 0, "FLY"]; Su25_InsPilot = GroupSu25_Ins createUnit ["Ins_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; Su25_InsPilot moveInDriver Su25_InsCAS; wp1 = GroupSu25_Ins addWaypoint [(getmarkerpos "Su25_InsTarget"), 0]; wp1 setWaypointSpeed "NORMAL"; wp1 setWaypointType "SAD";
  5. The !alive actually checks to see if the unit is dead, cause of the ! mark. If they're in the chopper then they've got to be alive. So I believe its checking: "Is he dead or is he in the chopper?" Cause if they're in the chopper they can't be dead. Now my head hurts :confused: Works for me.
  6. Hi, follow these steps if you want to add a helicopter extraction to your mission in the editor. 1. First go to nonplayable, empty, objects, and insert a visible or invisible H (helipad) where you want to the helicopter to land. 2. Place a transport helicopter on the map where you want it to start flying from, I used a MH-60S seahawk. Name it as: Helicopter 3. Type Helicopter flyinheight 85 in the initialization. You can put any height number in. 4. Place a MOVE waypoint next (very close) to the helicopter. 5. Synchronize the first MOVE waypoint to whatever trigger you made (such as destroying an objective) that will cause the extraction to take place. 6. Next connect the MOVE waypoint to a LOAD waypoint placed on the helipad. In the ON ACT for the LOAD waypoint type: dostop Helicopter;Helicopter land "land" this forces the Helicopter to land on the helipad and turn off the engine. 7. Now place another MOVE waypoint right next to the LOAD waypoint (place it practically on top of it) In the condition for the MOVE waypoint type: ((!alive unit1) OR (unit1 in helicopter)) AND ((!alive unit2) OR (unit2 in helicopter)) AND ((!alive unit3) OR (unit3 in helicopter)) AND ((!alive unit4) OR unit4 in helicopter) AND ((!alive unit5) OR (unit5 in helicopter)) AND ((!alive unit6) OR (unit6 in helicopter)) AND ((!alive unit7) OR (unit7 in helicopter)) AND ((!alive unit8) OR (unit8 in helicopter)) What this condition does is it asks: Is the unite alive or dead? If he is dead then don't wait for him. If he is alive, is he in the chopper? If not then wait for him. Basically it checks to see if everyone is in the chopper before leaving to the next waypoints. You may need to adjust the condition to fit the number of units in the group for your mission. Also you should go to the group of infantry that you want to transport and individually name each one of them unit1, unit2, etc... so the Helicopter knows who you're referring to. 8. Now place the remaining MOVE waypoints that you want the helicopter to travel through. 9. Put a UNLOAD waypoint where you want the Helicopter to land. And an invisible helipad as well. For the waypoint under On Act type : dostop Helicopter;Helicopter land "land" to force the helicoper to land at the drop off point.
  7. reviewer didn't even mention the editor once. lasting appeal should have been a 10 if he had known about all the mods being worked on. I agree that the interface was pretty bad (causes you to stop and look at your keyboard in the middle of a firefight) but at least you can change the key settings. I'd never expect a 9 or higher from any popular mainstream review site though, even if there were no bugs, because the average casual gamer is too dull to play the game for more than 5 seconds before ragequitting.
  8. IGN didn't even mention the editor once. Lasting Appeal should have been a 10 easily.
  9. I'm having a similar problem and it is frustrating. In my mission the extraction is triggered when the players destroy a tank. The helicoper has a move waypoint on an invisible helipad. If you put this into the activation for the waypoint you can force the chopper to land: dostop choppername;choppername land "land" this forces the chopper to land at the waypoint and turn the engine off. HOWEVER, I still cannot make the chopper wait for the players to get in before taking off. The chopper lands, turns the engine off, then turns the engine back on and takes off regardless if the players are alive or dead. In my experience if I synchronize ANYTHING, even a blank trigger to the waypoint, the chopper won't land but will instead fly in circles endlessly. How do you trigger a chopper to land, wait for whoever is left alive to get into the chopper, then take off? Can someone go into the editor and create a successful extraction and tell us how they did it?
  10. Using 2 waypoints. First waypoint is a move waypoint thats a few steps away from them. Second waypoint is a Search and Destroy(although I've tested it with move too) thats placed where I want them to go. I synchronized the first waypoint with the trigger for detection. I know the trigger works because they'll just walk around at first but once the player is detected they go prone and start spinning around looking for BLUFOR to kill. However only one of them actually moves to the waypoint while the rest just lie on the ground pointlessly a mile away from the action.
  11. I set up a trigger for the enemy AI to send a squad of reinforcements once the OPFOR detects the players. However only 1 guy out of the squad of 8 soldiers actually runs as reinforcements. I know the trigger is working because the squad will just idle until the player is detected, then they start talking and most of them go prone. But why is only 1 member of the squad actually moving to the marker as reinforcements while the others just go idle?
  12. Hello I'm new to the editor and I would like advice on setting up a trigger objective. Basically in my multiplayer mission the player and his squad spawns on the beach, they move up to the top of the hill and have to destroy an anti air gun, placed as the ZU-23 in game. Using one of the beginners tutorials for the trigger I came up with condition: !(alive StaticWeapon) On act. : '0' objStatus 'DONE'; obj0_done=true; However when I destroy the ZU-23 anti air gun nothing happens. Do I need to create a briefing first before the DONE pops up or what? The ZU-23 is manned by the way it is not empty. Also there is an enemy Howitzer a little ways away from it, could that be affecting the trigger as well? How would I make the trigger be connected to only the ZU-23 if so? Thanks for your time and help. EDIT: Solved by selecting the ZU-23 and under name typing: Static Weapon then I changed the condition to say: not alive StaticWeapon that should help others who want to do other triggers as well in that manner
  13. MareNostrum

    Arma 2 from a new person's perspective.

    I want to play on servers with an actual mission and objective not this run to the flagpole/teleport/deathmatch crapfest that 90% of the servers seem to have. I've found some scripted missions that were fun but there is very few of them. I don't understand why so many people just love playing domination and evolution.
  14. MareNostrum

    Arma 2 from a new person's perspective.

    As a new player I had the exact same experience with multiplayer and I thank you for starting a topic on it. I also do not see the point of all the coop 30 evolution marine 30, whatever the missions called, and dominate servers. You spawn in a giant airfield miles away from any actual combat. All your teammates are running around spawn crashing vehicles into walls. I also had the experience of people ignoring me when I tried to type to them in chat "wheres the objective? whats the point of this game mode, etc..." Later I found out that if you go to the flagpole you can change your spawn to a location thats actually closer to the combat zone, but there was still almost zero teamwork. Infact I experienced MORE teamwork in the demo than the full game for some reason. In the demo on the coop servers with a cap of 6 players the team was more likely to stick together. In the fullgame coop servers have so many players that they all just run off on their own. I don't understand how theres any fun in those missions :(. How could someone play these barbaric game modes. I've seen all those youtube videos of people having fun and using teamwork in armed assault 1 and 2 but its hard to find. It feels like I'm looking for the holy grail of simulation epicness, hopping from server to server but finding none :(
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