NorthStar
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Everything posted by NorthStar
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Anybody know a way to turn off a lighthouse? I tried "switchlight" but that doesn't seem to work on lighthouses. The best I can do so far is to destroy it, but I'd rather not have the huge explosion at the start of my mission :p
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I started using the site module, and I noticed it has a cool capture mechanic if you set the "Interactive" field. Does anyone know if there's a way to check which side owns the site, or get an event trigger when the ownership changes?
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There are a number of lovely "composition" objects shown here: http://www.armatechsquad.com/ArmA2Class/Objects/compositions/ I was wondering if it's possible to place these from the editor, or do you have to use the Createcomposition.sqf script? If they are placeable, is it possible to make alterations to the individual objects that make up the composition? For example, could I remove the vehicles parked at some of them, etc. Thanks.
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AI throwing stones in OA
NorthStar replied to rexehuk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What unit are you using this on? If it's civilians, make sure "Independent" side is set to be unfriendly with whoever they are supposed to throw at. Also, if it's a unit that already has no weapons I'd recommend just adding the stones without executing 'removeAllWeapons.' I know you tried giving them back the 'throw' weapon but removeAllWeapons definitely kills their ability to use the stones. Anyway, if you do get this to work I think you'll be disappointed, because the AI can't throw for crap. They wouldn't even make a Little League team. -
Opfor ignores players (coop MP)
NorthStar replied to Von_Lipwig's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That could be it as well... I remember there was a bug where after respawning with First Aid, the player would become invincible, but that was fixed. So this is a separate bug? -
Ambient Civilians (Expansion) Query
NorthStar replied to CerberusDog's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So what's the difference between the original and the expansion versions? -
It's due to the "post-processing" graphics setting. If you don't like it then turn that off in your settings. Unfortunately it will also disable some other graphical effects associated with that.
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If 5 or more civilians killed = you lose mission
NorthStar replied to jpinard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Seems like you could also take the reverse approach and do something like: {alive _x} count cupcakes <= 15 as a trigger condition for END, where the original number of civilians is 20. This approach assumes that you have a fixed number of civilians. -
What you have there seems like it would work... have you tried it in a test mission?
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If 5 or more civilians killed = you lose mission
NorthStar replied to jpinard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You may also need to execute publicVariable "civ_casualties" if it is to work properly in MP. Otherwise each client will have their own copy of the variable and the values could get out of sync. -
Opfor ignores players (coop MP)
NorthStar replied to Von_Lipwig's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's quite interesting actually... I had been using SAD waypoints almost exclusively in the missions where I experienced the problem. Maybe there is a bug in the SAD logic regarding respawns? Guard waypoints work quite a bit differently, so if that is indeed the problem it would be nice not to have to avoid using SAD. I guess for now I'll try using a combo of Guard and Move+Cycle. Edit: Something else I just remembered... when I experienced this issue, the players being ignored by OPFOR were also unable to satisfy trigger condition 'BLUFOR present'. So it may be something more complicated. -
Get chopper to land and stay with engine on.
NorthStar replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
UnitPlay and UnitCapture sound all well and good as long as you have a static LZ, but won't work if you want a dynamic pickup or dropoff location. Same with waypoints, unless you move the waypoints around via script, which is as much or more code than what he has already. -
Get chopper to land and stay with engine on.
NorthStar replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, the command is 'chopper flyInHeight whateverTheDefaultFlyingHeightIs' :D -
Get chopper to land and stay with engine on.
NorthStar replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was just working on a script to do this last night, trying all kinds of stuff, and what I ended up with is pretty much exactly what you have. Scripting proper chopper landings has been an eternal struggle even since OFP. -
[OA] Placing IR Strobes on map via Editor
NorthStar replied to Kolbeck10's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I thought the point of attaching an IR strobe was to get a plane to bomb something that it normally wouldn't be able to target. -
Opfor ignores players (coop MP)
NorthStar replied to Von_Lipwig's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I definitely had the issue in ArmA2, but only in later versions. Maybe? :p -
OA Display script debug errors?
NorthStar posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
After a certain ArmA2 patch a while back the game started displaying script errors in the main window... in OA these messages no longer seem to be there. Anyone know how to enable them? -
OA Display script debug errors?
NorthStar replied to NorthStar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmm... it doesn't seem to work, even with the command line option. Edit: Nevermind, it does work... I just have a script that doesn't throw any errors but also doesn't work, apparently. -
OA Display script debug errors?
NorthStar replied to NorthStar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Quite possibly; will try it when I get home. Thanks. -
[OA] Placing IR Strobes on map via Editor
NorthStar replied to Kolbeck10's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This places the strobe, but it doesn't look like AI aircraft will target it. Anything special that can be done to make it target-able? -
Opfor ignores players (coop MP)
NorthStar replied to Von_Lipwig's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm running into this issue as well in missions that have respawn. AI stops shooting at me post-respawn. Used to work fine; not sure what has changed. Would love to find a solution to this, though. -
Orange-yellow bushes are complete fps killers
NorthStar replied to Chunk3ym4n's topic in ARMA 2 & OA - GENERAL
Sad to say this still isn't fixed in 1.04 :( -
Enemy group sizes should depend on the number of players you plan to support in the mission. If it's for 4 or fewer, I wouldn't have any full strength infantry squads running around. A rule of thumb might be to make groups of at most 2x the number of players. Regarding the enemy accuracy, this needs to be set in the .ArmAProfile on the server who is hosting the mission. The variable you want to set is "precisionEnemy." UPS is good for small-scale stuff but in large cities with a lot of AI using it it's extremely taxing on all machines, especially the host. A quick and easy alternative is to place the patrolling squad at roughly the center of your desired patrol area, give them a "seek and destroy" waypoint at the same location with speed "limited" and behavior "safe," followed by a "cycle" waypoint at the same location. This will make them slowly patrol that area indefinitely, engaging enemies as they see them. Hope this helps.
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Convoy which sticks together
NorthStar replied to Brandy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Put forceSpeed 8 in the init line of each of the convoy vehicles. You'll see a big improvement. -
You can use the "lightAttachObject" function to add lights on existing buildings and other objects. There's an example here: http://community.bistudio.com/wiki/lightAttachObject