

doford
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Spawning a patrol upon entering an area
doford replied to Kabolte's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is from a thread that has help me understand how to spawn units and create waypoints: This code creates a usmc ahiz (with pilots) to search and destroy around the player GroupAlpha1 = CreateGroup West; Helo1 = createVehicle ["AH1Z", [(getMarkerPos "Startingpoint") select 0,(getMarkerPos "Startingpoint") select 1,100], [], 0, "FLY"]; HeliPilot1 = GroupAlpha1 createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; HeliPilot1 moveInDriver Helo1; HeliPilot2 = GroupAlpha1 createUnit ["USMC_Soldier_Pilot", [0,0,2], [], 0, "CAN_COLLIDE"]; HeliPilot2 moveIncargo Helo1; wp12 = GroupAlpha1 addwaypoint [position player, 0]; wp12 setwaypointtype "SAD"; Change parts of the code to fit whatever you want. GroupAlpha1 is the group name you're creating Helo1 is the name of the created ah1z Startingpoint is the name of a marker you have to place helipilot1 is the name of the pilot "USMC_Soldier_Pilot" change this for whatever unit you want spawned "AH1Z" change for different vehicles [0,0,1] I think this is the units position in the group. With waypoints you can change "player" for the name of a object or marker. I'm guessing you can use a grid referance too. I'll have to try that. These are the names of different waypoint types http://community.bistudio.com/wiki/setWaypointType And check out the sticky for classnames so you can have whatever you need spawn. You can also use commands like unitname moveinCargo [vehiclename, 2]; This spawns a unit in the back of a vehicle. 2 is the position in the vehicle. 0 is the driving position or Unitname moveinGunner [vehiclename, 1] Adds a gunner unitname setunitrank Lieutenant; To change the units rank And it goes on and on... -
2 Questions with pilot rescue/taking documents
doford replied to ilovebeer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Do this to stop them moving: doStop this; -
Dynamic Transport Function
doford replied to Provac's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just made sure i'm right and you don't need a trigger. -
Dynamic Transport Function
doford replied to Provac's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No, he doesn't need a trigger. I think he needs to name the som som -
help with a reinforcement script
doford replied to TechnoTerrorist303's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've done it but i have to tell the pilot to getout and getin. "Tr unload" and "unload" seem to do f'all I'm new at this so if it seems like a mess it probally is. GroupBravo1 = CreateGroup West; Heli2 = createVehicle ["UH1Y", [(getMarkerPos "Bravostart") select 0,(getMarkerPos "Bravostart") select 1,100], [], 0, "FLY"]; heliPilot1 = GroupBravo1 createUnit ["USMC_Soldier_pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; heliPilot1 moveinDriver Heli2; wp13 = GroupBravo1 addwaypoint [position Bravolanding, 0]; wp13 setwaypointtype "getout"; wp14 = GroupBravo1 addwaypoint [position Heli2, 0]; wp14 setwaypointtype "getin"; wp15 = GroupBravo1 addwaypoint [position Homelanding, 0]; wp15 setwaypointtype "GETOUT"; GroupBravo2 = CreateGroup West; Bravo1 = GroupBravo2 createUnit ["USMC_soldier_tl", [0,0,1], [], 0, "form"]; Bravo1 moveinCargo [Heli2, 1]; Bravo1 setunitrank Sergeant; Bravo2 = GroupBravo2 createUnit ["USMC_Soldier", [0,0,2], [], 0, "form"]; Bravo2 moveinCargo [Heli2, 2]; Bravo3 = GroupBravo2 createUnit ["USMC_Soldier", [0,0,3], [], 0, "form"]; Bravo3 moveinCargo [Heli2, 3]; Bravo4 = GroupBravo2 createUnit ["USMC_Soldier", [0,0,4], [], 0, "form"]; Bravo4 moveinCargo [Heli2, 4]; Bravo5 = GroupBravo2 createUnit ["USMC_Soldier", [0,0,5], [], 0, "form"]; Bravo5 moveincargo [Heli2, 5]; wp20 = GroupBravo2 addwaypoint [position Bravolanding, 0]; wp20 setwaypointtype "GETOUT"; I understand it's possible to use group commands but they never seem to work for me. I might give ago a eject.sqf and see if that speeds things up. I copied this part from another thread so can anyone explain what it means... select 1,100] I'm also guessing this is the position in the group... [0,0,1] -
I'm a complete noob at this too. I had this problem and found that renaming the file ".sqf" in vista doesn't change the file type unless you disable *hide extension for known file types" in folder options.
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Find and Capture Lopotev Help (spoiler warning)
doford replied to codenamepenryn's topic in ARMA 2 & OA - OFFICIAL MISSIONS
. Sometimes going back to the same place twice helps. -
Manhatten ends before I did all my tasks
doford replied to zoog's topic in ARMA 2 & OA - OFFICIAL MISSIONS
The revert button deletes everything you've done after that point. -
Where is the evidence in manhattan
doford replied to Jax9's topic in ARMA 2 & OA - OFFICIAL MISSIONS
I seem to remember the other piece was on the officer you're meant to kill at the hidden base. -
I followed him because my other options were to drive all the way to the american base or risk getting a chopper which didn't sound smart as the whole area is covered in SAMs. I'm pretty sure he said something along the lines of, "come with us or take the risk on your own". Perhaps it plays out differently if you don't help the priest, the doctors, etc. I'm gonna give this mission another go and see where i can get to.
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The whole mission worked perfectly for me. Got evidence, blow up house, had the cut scene at the fob, followed the commander to the red car, got everyone in without a problem, got driven to gorka, run to the napa point on the map. I didn't get one single bug the whole time and understood the whole time what was going on.
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I know how you feel but it's not the same as if these were bugs where in a ea or ubisoft game. There is still so much to do in arma 2. Ie play with the editor, play a scenario or play mp (which all have loads of possiblities). Most games just consist of liniar missions. This game still has so much to offer you.
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Can the AI see through grass? Some testing.
doford replied to datter's topic in ARMA 2 & OA - GENERAL
I was playing bitter chill on elite and myself and the AI took out loads of ai heading towards napa. Through forests, in the middle of fields, ect. Only reason I died once was because I wanted to see if I could satchel a bmp. Good tactic i've found is to hold fire, retreat from danger, allow ai to recognise enermy from distance and then open fire. -
I planted mine inside Just spin your mouse wheel and click on the satchel charge option. Then click 30 sec timer
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Can the AI see through grass? Some testing.
doford replied to datter's topic in ARMA 2 & OA - GENERAL
Do you mark targets for your team AI, change there formation and stance and keep them at a distance? They're normally pretty good at med-long range. They're not good for rush tactics tho.