MortenL
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Posts posted by MortenL
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To use the SOM without the missions put:this setVariable ["settings", [[], true, nil, nil, false]];
in the init field of the module.
I have used the script to remove the side missions, however there is still a huge chunk of text in the briefing notes when you use the SOM.
How can i remove this text?
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Probably a noob question(always assumed it would have something to do with the cadet mode, however that is only the map it seems)
I have tasks set in place which will show as waypoints, so i dont want the waypoints (used in case of an AI being the leader + trigger) to also show aswell. (looks dumb with 2 waypoints at the same location)
So how can i make the standard waypoint invisible for the group leader and teammates? without deleting it.
Any script i can use for this?
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Artillery does spread quite a bit, depending on what kind of artillery you're using.
I agree that the adjust fire is unneeded as a thing to adjust fire, but it is pretty good when you need a few(2) artillery shells to suppress. (instead of all of it)
If you want some wild artillery use mortars, they have quite a spread to them depending on their range.
(P.S: It is seldom that i get a direct hit with the artillery, usually it is just the massive area damage that will take down the building, rather than a direct hit on the roof.)
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kk, i have an init.sqf saying
execVM "briefing.sqf"
and a briefing.sqf saying:
player createDiaryRecord["Diary", ["Situation", "Destroy the enemy Anti-Air Radar"]];tskobj1 = player createSimpleTask["Insertion"];
tskobj1 setSimpleTaskDescription["Insertion by boat"];
tskobj1 setSimpleTaskDestination (getMarkerPos "obj1");
tskobj2 = player createSimpleTask["Destroy Anti-Air Radar"];
tskobj2 setSimpleTaskDescription["Destroy the Anti-Air Radar"];
tskobj2 setSimpleTaskDestination (getMarkerPos "obj2");
tskobj3 = player createSimpleTask["Extraction"];
tskobj3 setSimpleTaskDescription["Get to the LZ for chopper extraction"];
tskobj3 setSimpleTaskDestination (getMarkerPos "obj3");
tskobj4 = player createSimpleTask["Get back to the carrier"];
tskobj4 setSimpleTaskDescription["Get back to the carrier"];
tskobj4 setSimpleTaskDestination (getMarkerPos "obj4");
Nothing shows up anywhere, this is my first time creating a briefing, haven't even tried in Arma1. So yea, probably some stupid mistake, but i have read and reread this thread 3 times now and can't seem to find the problem?
Sorry for bothering.
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Got it to work, the reason it was bugged was because the chopper will gain speed because of the enemies that were close, so i had to the behaviour to "CARELESS", which solves the problem.
I only need one more thing if that is possible, i need a condition script that makes a specific waypoint completed once a GreenSmokeShell is being thrown in a specific waypoint area.
I have seen people normally use eventhandlers for this but i have never worked with event handlers before, so it is an unknown thing for me completely.
Can't be harder than some kind of smoke detection script, which then fullfills the condition?
EDIT: Also, i had to remove the location change and skip it back to _chop domove [0,0,0], or else the chopper wouldn't move to the waypoint. Works like a charm now though, so no problem if the script is a little crude.
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The end mission trigger i have is now working partly, the black screen comes in, the right text appears.
BUT
The map doesn't end, you know, the pause and scoreboard. Instead everything is just black and you can still die/fly/talk/blablabla
So, i'm using the Trigger and then the "End #1", does this need some kind of thing relating to the "End #1"?
I thought it was a preset to end the mission?
(and yes i am dumb)
You can change the chopper speed further away from the landing point to avoid the AI overshooting the landing zoneHow would i go about this? The speed is already set to LIMITED which is the slowest i believe ? :o
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You have to use custom sounds i believe, meaning that you have to record your own sounds. :P
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Therein lies the problem, you're passing the script three arguments:[heli1,gl1,hp1]
But the script is only using the first two.
As per DrStrangelove's advice, modify the last section to:
#EXIT _chop domove (_this select 2) _chop FlyInHeight 35 _chop setSpeedMode "FULL" exit
That should mean that your chopper flies back to the location of H-object called 'hp1'
So.
_chop = _this select 0 _gl = _this select 1 _player = player _lead = leader _player _gl setPos getPos _lead ~0.1 _chop setSpeedMode "LIMITED" #CONTINUE _chop move [((getpos _gl select 0) + 4),((getpos _gl select 1) + 4),0] _chop FlyInHeight 35 ? (_chop distance _gl < 100) : goto "END" ~10 _gl setPos getPos _lead goto "CONTINUE" #END _chop setSpeedMode "LIMITED" _chop FlyInHeight 0 ? (((getpos _chop) select 2) < 2):[_lead] allowGetIn true;hint "Board";goto "VERYEND" ~0.01 goto "END" #VERYEND _lead assignAsCargo _chop ? (_lead in _chop):hint "OK";goto "EXIT" ~0.01 goto "VERYEND" #EXIT _chop domove (_this select 2) _chop FlyInHeight 35 _chop setSpeedMode "FULL" exit
Used this, here are the results.
1st time: Helicopter stopped up and landed perfectly in front of me, i jumped on board but it wouldn't move to the hp1 mark.
2st time: Chopper came in too fast and crashed into the ground. (landed, but too much speed = dead)
3st time: Chopper passed over my head with too much speed, landed somewhere behind the location i wanted it to land, too much speed again, pilots jumped out and got slaughtered by the enemies. (The chopper has a heli1 setCaptive true script, but the pilots dont)
very inconsistent.
Changing the <100 to something else doesn't seem to help either, if you go under 100 it will keep circling with too much speed above your head, and if you go above 100 it will just land/crash somewhere else. :o
Goddammit!
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)rStrangelove;1304429']Fiddling with helicopters and landing behaviour was always tricky' date=' so be patient if it doesnt work at first.Exchange the code underneath the CONTINUE and END labels with this code:
#CONTINUE _chop move [((getpos _gl select 0) + 4),((getpos _gl select 1) + 4),0] _chop FlyInHeight 50 ? (_chop distance _gl < 300) : goto "END" ~10 _gl setPos getPos _lead goto "CONTINUE" #END _chop setSpeedMode "LIMITED" _chop FlyInHeight 50 ? (_chop distance _gl < 70):_chop land "LAND";[_lead] allowGetIn true;hint "Board";goto "VERYEND" ~0.01 goto "END"
As i said, you can never be sure it'll work so you need to test a bit and see how it goes. If _chop land "LAND" doesnt work, maybe try _chop land "GET IN" or "GETIN". The distances (_chop distance 300) might also be wrong, fiddle around with both 300 and 70 as well until you think you got it about right.
Also, in the last section your chopper moves to the coords 0,0 - does that make sense in your mission?[/quote']
The chopper waypoints are defined by the waypoint init;
[heli1,gl1,hp1] exec "extract.sqs"
Where gl1 and hp1 are waypoints(H objects) and heli1 is the chopper.
and:
this setunitpos "UP"
works now, was a spelling error. :)
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Normally the AI will intercept and possibly flank the enemies that they have seen, and then they will return to their original waypoint once the threat has been destroyed.
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FYI i didn't make the extraction script, since i'm a noob concerning scripts. (This is my real first mission where i actually make it worth playing. :P)
So i have some trouble reading and understanding excatly where to change the sqs, :o
Also the:
this setuntipos "UP"Does not work sadly, says it's missing ; (like before)
EDIT: Also about the end condition, what should it actually say? i just assumed that End #1 was the ending and the "triggered by blufor" would be the condition. . . :o
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Okay, i'm making a COOP map and have run into some problems, the first is the script to make an AI stand up all the time. All sites and such say you need to use the:
this setunitpos "up"
Doesn't seem to work in Arma 2 though, how come? :o
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Next point is for the end extraction, i have been using another sqs script which goes like this:
_chop = _this select 0 _gl = _this select 1 _player = player _lead = leader _player _gl setPos getPos _lead ~0.1 _chop setSpeedMode "LIMITED" #CONTINUE _chop move [((getpos _gl select 0) + 4),((getpos _gl select 1) + 4),0] _chop FlyInHeight 50 ? (_chop distance _gl < 100) : goto "END" ~10 _gl setPos getPos _lead goto "CONTINUE" #END _chop setSpeedMode "LIMITED" _chop FlyInHeight 0 ? (((getpos _chop) select 2) < 2):[_lead] allowGetIn true;hint "Board";goto "VERYEND" ~0.01 goto "END" #VERYEND _lead assignAsCargo _chop ? (_lead in _chop):hint "OK";goto "EXIT" ~0.01 goto "VERYEND" #EXIT _chop domove [0,0,0] _chop FlyInHeight 35 _chop setSpeedMode "FULL" exit
The code works like a charm, except the fact that where i want it to land is really small, or rather, its not a desert like Arma1 could offer (was scripted for ama1)
This means that once it comes over my head it'll drop altitude really fast and slam into trees, hills or simply the flat ground. It doesn't slow down, meaning that it can land like 200 meters away easily, which is a problem.
What i want is a script like this, only where it will speed down to a stop and LAND right ontop of a H mark or simply beside the player, something you guys can help me with? :)
(The land that i want it to land on is maybe 20x20 meters, giving quite some space, just not enough for this script.
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I want the mission to end and say completed once i get to a certain point with the chopper. (hangar carrier) I dont even want the chopper to land, only to get to a certain point. This i have tried with a trigger, but i',m quite the noob concerning triggers. I tried the End 1 and then Fade black + add text, but it didn't do anything. (triggered by blufor in the area obviously)
Should be a noobie question so this should be the easy one? :)
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Thanks in advance :)
Disable 3 person view?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Is this a server feature in Arma2 multiplayer? or does it need to be scripted? if yes (on the scripting part) how can i disable it?
I want the mission to be first person only.