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PhelanKA7

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Everything posted by PhelanKA7

  1. PhelanKA7

    Surrender Module

    Try This thread. Or this thread. I hope either of those might answer your question.
  2. PhelanKA7

    SP Mission - Littlebird: Day One

    Version 1.2 (FINAL) is ready to fly. MEDIAFIRE link (SP_Littlebird_v12.rar) As stated in the Change Log below, this version has two different PBOs in the RAR. One is for the RACS skin that should be compatible with all versions of the Littlebird ADDON. And I have also included a version that uses a new custom skin made by JehzusScream that gives it a ChDKZ scheme. Here is a link for the Armaholic thread on that ChDKZ reskin. Or you can download it directly here. I will be working on a version of this mission this weekend that does not involve Littlebirds, and will be ADDON free. I am going on vacation next week however, and if I don't finish it by this weekend it'll be at least a week before that is released. Also stay tuned for Little Bird: Day Two. =Changelog= v1.2 ------------- -Thanks to JehzusScream I have included his reskin of the AH-60 for a ChDKZ livery. This is to give Pyoter's Little Bird the appearance of being a piece of stolen piece of property. See above (in the README included in the RAR) for download/installation info for installing the ChDKZ livery. I have also included a version of the mission for those not wanting to use the ChDKZ skin, or are using an earlier version of the Little Bird addon than v2.0. -Updated to work with version 1.03 of ARMA2. -Now even more randomy! Prepare for a possible twist. Also, the mission start time has been randomized. It may begin anywhere between noon and dusk. v1.1 ------------- -Added a script that will cause Father Gulash to take different escape routes at beginning of mission, randomly. -Changed the chopper to the new NAPA reskin by JehZus. -Added a more specific Briefing/Intel report at beginning of mission. I also added some OOC (Out of Character) notes from me, to help anyone having trouble with the mission. -Changed the Scenario title so it correlates better with the name of the PBO/Zip. -Added some traffic to the roads so that the first car you see moving is not so obviously Father Gulash's. -Added a few more units to the Chernagorsk battle. -Added "No-Fly zones" to simulate UN/NATO guarded International Waters. If you fly out there and get shot down by USMC fighter jets, don't say I didn't warn you :D -Made the ChDKZ base look more like a *BASE* ---------- Post added at 05:15 AM ---------- Previous post was at 05:03 AM ---------- Thanks for the feedback! Yeah, I kind of wondered if that was too weak of an assault set up by the CDF there. No problem. I have never served in the military, and I'm not hardcore about my knowledge of any military specifically, so I'm not gonna argue your point :) Here is what Wikipedia has to say about the AH-60 however. I realize that Wikipedia isn't correct 100% of the time though. (EDIT: Argh. I see what you are talking about now. Yeah, AH-60 should be AH-6. Sorry for the typo.) Thanks again for the feedback. Check out the post above for the final update to the mission. Also expect much more to come in the coming weeks... In the form of new missions of course: I'm REALLY tired of testing this mission OVER and OVER ;)
  3. PhelanKA7

    SP Mission - Littlebird: Day One

    I'll be releasing v1.2 very soon. Hopefully tonight or tomorrow morning (EST). The new version will have more locations on Father Gulash's itinerary, will work with ARMA2 1.03, and a new skin by JehzuScream for the AH-60 ChDKZ livery. Stay tuned.
  4. PhelanKA7

    Little Birds in ArmA2

    Check out my mission using the AH-6 here.
  5. PhelanKA7

    Patch 1.03 problem

    EDIT: Disregard this post.
  6. PhelanKA7

    SP Mission: Gatekeeper

    I had the same problem. They way to fix it is to use the DePBO tool Eliteness, open up the PBO in your "Documents/Arma 2 (or "/Arma 2 Other Profiles/ProfileName/")/Missions/". Then open up the mission in the editor, click the save button, choose "Export to Single Missions", and save it. You should be able to play the missions then. Serious pain in the arse though, I know :(
  7. PhelanKA7

    Mission Required

    Maybe in Adversarial PvP, but the AI in this game negates any kind of CQB, IMO. I don't know if you understand what CQB is. When the enemy can detect you in a 360 degree radius at a distance of 500m.... That's not CQB. Also the urban settings in this game aren't tight enough for CQB. The fact that you didn't provide a suggestion to the OP tells me that you're just trolling me. Otherwise please provide an example of CQB in ARMA2.
  8. PhelanKA7

    Mission Required

    Rainbow Six :p Seriously... ARMA2 really isn't made for CQB. Try Gatekeeper maybe? That's about as close as I can think to what you are wanting. You'd have to add another player in the editor. And since the squad is all scripted, I don't even know if it'd work with no AI players. Sorry :(
  9. PhelanKA7

    SP Mission: Operation Enable Sky

    This bug has been spoken of in this thread ad naseum, but in short you can either reload from a previous save, or try running all over the general area (1km square area) and sometimes it'll snap the chopper into action.
  10. PhelanKA7

    Your favorite user made campaigns?

    The editor is a lot of fun to play around with. The critanda missions I mentioned in my prior post are a great starting point for teaching yourself how triggers/scripting works. Just pop open some PBOs and take a look. The Lone Wolf mission (from the OFP conversion pack), because of it's simplicity is good as well. The naming conventions the author used aren't in English, so it can be difficult to see what's going on if you don't speak (I think it's in Polish or something *shrug*) the language, but it's still a good one to learn from. You can also take a look at my mission as well. Even though the mission might seem pretty complicated, I'm just a beginner, and the wizardry is pretty minimal. If you have any questions after looking at it how I did something, feel free to shoot me a PM. Yep. If it wasn't for the editing forums here, I'd still be lost trying to make my first mission :) I agree. It's not a very bulletproof game in terms of stability by any means, but the scope and open-ended nature of the game sort of entails having lots of bugs after release. You can either have a very stable game that is just one step above the interactivity of watching a movie. Or you can have a simulator that is riddled with problems and inconsistencies for the early part of it's release. It's difficult to get somewhere in between the two. And personally I'd much rather have the latter, any day. ;)
  11. PhelanKA7

    I need this statement explained.

    I think this thread just demonstrates why it takes so much schooling to become a lawyer... :rolleyes:
  12. PhelanKA7

    Your favorite user made campaigns?

    I think he probably means "Single Player missions". No reason to be snide about the semantics. Ahem. Here's some of my favorite missions though kozzy: Operation: Enable Sky - The best user made SP mission out there, IMO. Bar none. Check out his first mission Morning Assault as well. Both of these missions by critanda are excellent. Behind Enemy Lines by Laggy is also a lot of fun. Here (link) Is a collection of some old OFP missions converted to ARMA2. "Lone Wolf" is probably my favorite from that mission pack. Also you can check out MY mission: The Little Bird: Day One (shameless plug) . It requires the Little Bird (AH-6) ADDON to work however. It's a Cat and Mouse style mission where you have to track down a priest travelling in a car from your helicopter. Almost forgot: Search At War by Imotep is very good too. English isn't his first language, but the mission design is very good, and that's all that really matters ;)
  13. Looks good. Thanks for all your hardwork, BI! Ditto. I got the English version from Nexway probably 5-6 days before ARMA2 was released on Steam. The only downside to Nexway is that you are limited to only 3 downloads. After that you have to buy a new license. Still worth it though IMO.
  14. PhelanKA7

    SP Mission - Littlebird: Day One

    Version 1.1 is released. Enjoy! :) MEDIAFIRE Download link Armaholic page Change Log v1.1 ------------- -Added a script that will cause Father Gulash to take different escape routes at beginning of mission, randomly. -Changed the chopper to the new NAPA reskin by JehZus. -Added a more specific Briefing/Intel report at beginning of mission. I also added some OOC (Out of Character) notes from me, to help anyone having trouble with the mission. -Changed the Scenario title so it correlates better with the name of the PBO/Zip. -Added some traffic to the roads so that the first car you see moving is not so obviously Father Gulash's. -Added a few more units to the Chernagorsk battle. -Added "No-Fly zones" to simulate UN/NATO guarded International Waters. If you fly out there and get shot down by USMC fighter jets, don't say I didn't warn you -Made the ChDKZ base look more like a *BASE* As always I would really like to hear some feedback! Even negative feedback obviously which at most times is much more useful. My ego's in good shape unless you just want to tell me that this was the best mission you've EVER played Haha, anyways... To answer the question above me... that's all well and good, but I don't think a ChDKZ would be caught dead on a bicycle. Sorry, there will be absolutely no bicycle version of this mission. Keep an eye out for a motorcycle version however that will be ADDON FREE. Probably sometime this weekend or early next week.
  15. PhelanKA7

    [SP]They Came from Above

    Like the old game developer's adage says: "If you build it, they will break it." :D
  16. First make "END" triggers that correspond with a way you want the mission to end. There is END #1 through END #6 triggers available to you in the editor. Now make a file called "Briefing.html". Here's an example of what it looks like: ; **************************************************************** ; Script file for Armed Assault ; Created by: TODO: Author Name ; **************************************************************** <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=windows-1250"> <title>Title</title> </head> <body bgcolor="#FFFFFF"> <! -----DEBRIEFING-----> <hr> <br> <h2><a name="Debriefing:End1">Victory!</a></h2> <br> <p> <! ------victory------> We managed to sieze Mogilevka and also push back the counter attack! </p> <br> <hr> <br> <h2><a name="Debriefing:End2">Defeat!</a></h2> <br> <p> <! ------KIA------> We could not defend against the rapid counter attack. </p> <br> <! -----DEBRIEFING END-----> </body> </html> I think you can probably figure it out from here ;)
  17. Really? I had to delete all the brackets and other sides' empty briefings. But also as you said, I had to add a Debriefing "Briefing.html". Here's an example: ; **************************************************************** ; Script file for Armed Assault ; Created by: TODO: Author Name ; **************************************************************** <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=windows-1250"> <title>Title</title> </head> <body bgcolor="#FFFFFF"> <! -----DEBRIEFING-----> <hr> <br> <h2><a name="Debriefing:End1">Victory!</a></h2> <br> <p> <! ------victory------> We managed to sieze Mogilevka and also push back the counter attack! </p> <br> <hr> <br> <h2><a name="Debriefing:End2">Defeat!</a></h2> <br> <p> <! ------KIA------> We could not defend against the rapid counter attack. </p> <br> <! -----DEBRIEFING END-----> </body> </html>
  18. PhelanKA7

    SP Mission - Littlebird: Day One

    Thanks for the feedback. Yeah, I probably will go ahead and release a version with the motorcycle. A bicycle won't work because the target in question is driving a car ;)
  19. PhelanKA7

    SP Mission - Littlebird: Day One

    I'm about to update this mission with a new script that will make Father Gulash a bit more unpredictable in his route. I'll be releasing it tomorrow. I'd still obviously like to hear some feedback on this mission. Is it too hard/easy? Is it too spread out across the map? Is anything broken that I need to fix? Please let me know. Also, I have thought about making an alternate version of this mission that doesn't involve the Littlebird, but is still a "Cat and Mouse" mission with the same types of objectives. The player's vehicle would be a motorcycle. Let me know if any of you would be interested in this and I'll get to work on it.
  20. First of all you don't put that stuff into your init.sqf. You make an sqf file called briefing.sqf and you execute it in the init.sqf with: execVM "briefing.sqf"; Second... I don't know if you copy/pasted wrong, but it looks like you need case WEST: //BLUFOR briefing goes here { ***YOUR BRIEFING IN HERE*** }; case EAST: // REDFOR briefing goes here { }; blah blah It looks like you left out the BLUFOR briefing beginning. To be honest you don't need all that blank alternate briefing stuff for it to work. Unless it's for Multiplayer maybe?
  21. Those are some good ideas. Thank you :) The reason I did it the way I did it is that the mission is spread out over a very large portion of Chernarus. If it got *too* random for my mission, finding the target could take an absolutely insane amount of time. That's why I titled it "Random" because while the different paths vary at a couple of specific points, overall the structure of the waypoints are similar and somewhat predictable. But anyways, thanks again for the feedback!
  22. Really new to scripting and I have a question about what I thought should be a pretty simple first script. Apparently I'm a moron, because it doesn't work. I'm trying to create a script that I'm putting in an NPC's Init line. It's supposed to randomly choose from a set of "AddWaypoints" in the script. I am placing it in my Init line as nul = []execVM "Random.sqf"; Anyways... here's the script: _posnum = round(random 2); if _posnum = 0 then { _wp0 = this AddWaypoint[[10430.728,6,2259.363], 0]; _wp0 SetWaypointType"MOVE"; //_wp0 SetWaypointTimeout[60, 120, 180]; _wp1 = this AddWaypoint[[10443.817,6,2270.8374], 0]; _wp1 SetWaypointType"MOVE"; _wp2 = this AddWaypoint[[10455.811,6,2283.5322],0]; _wp2 SetWaypointType"GETIN NEAREST"; _wp3 = this AddWaypoint[GetMarkerPos "StarySoborWP", 0]; _wp3 SetWaypointType"MOVE"; _wp4 = this AddWaypoint[[11859.793,147.4823,12396.931], 0]; _wp4 SetWaypointType"GETOUT"; _wp5 = this AddWaypoint[[12024.746,159,12693.832], 0]; _wp5 SetWaypointType"MOVE"; _wp6 = this AddWaypoint[[12255.699,159,12602.938], 0]; _wp6 SetWaypointType"GETIN NEAREST"; } else if _posnum = 1 then { _wp0 = this AddWaypoint[[10430.728,6,2259.363], 0]; _wp0 SetWaypointType"MOVE"; //_wp0 SetWaypointTimeout[60, 120, 180]; _wp1 = this AddWaypoint[[10443.817,6,2270.8374], 0]; _wp1 SetWaypointType"MOVE"; _wp2 = this AddWaypoint[[[10455.811,6,2283.5322],0], 0]; _wp2 SetWaypointType"GETIN NEAREST"; _wp3 = this AddWaypoint[GetMarkerPos "PolanaWP", 0]; _wp3 SetWaypointType"MOVE"; _wp4 = this AddWaypoint[[11859.793,147.4823,12396.931], 0]; _wp4 SetWaypointType"GETOUT"; _wp5 = this AddWaypoint[[12024.746,159,12693.832], 0]; _wp5 SetWaypointType"MOVE"; _wp6 = this AddWaypoint[[12255.699,159,12602.938], 0]; _wp6 SetWaypointType"GETIN NEAREST"; } else if _posnum = 2 then { _wp0 = this AddWaypoint[[10430.728,6,2259.363], 0]; _wp0 SetWaypointType"MOVE"; //_wp0 SetWaypointTimeout[60, 120, 180]; _wp1 = this AddWaypoint[[10443.817,6,2270.8374], 0]; _wp1 SetWaypointType"MOVE"; _wp2 = this AddWaypoint[[[10455.811,6,2283.5322],0], 0]; _wp2 SetWaypointType"GETIN NEAREST"; _wp3 = this AddWaypoint[GetMarkerPos "SolWP", 0]; _wp3 SetWaypointType"MOVE"; _wp4 = this AddWaypoint[[11859.793,147.4823,12396.931], 0]; _wp4 SetWaypointType"GETOUT"; _wp5 = this AddWaypoint[[12024.746,159,12693.832], 0]; _wp5 SetWaypointType"MOVE"; _wp6 = this AddWaypoint[[12255.699,159,12602.938], 0]; _wp6 SetWaypointType"GETIN NEAREST"; };
  23. After extensive testing I have finally gotten a script that does exactly what I need. So I give you all (or at least those who are interested :D) my very first script for public consumption. The purpose of this script is to generate a random whole number, and assign it to a variable. This variable is part of a collection of IF/ELSE statements that contain a list of possible waypoints whose coordinates are given through marker positions. Also I have added a Group2 that awaits Group1 (the one with random WPs) at a destination. At this destination they board a vehicle, Group3, that arrived from another location. Group3 takes Group1 and Group2 away in the transport to another location. I made this for a "Cat and Mouse" type mission for use with the Little Bird helicopter. Group1 is the target that is trying to escape Chernarus. I will post a link to that mission after I've gotten the Armaholic page updated with a version using this script. In order to get this script to "work out of the box" you will need: A passenger who will run this script in their init line. (nul = [this, escort, getaway] execVM "RandomWaypoints.sqf"; ) An escort(s) who will be named "escort" within the editor A vehicle that will be named "getaway" A series of waypoints named "WP1", "WP2", "WP3", "WP5", "WP6", "WP8", "RandomWP1", "RandomWP2", "RandomWP3","Joinup", "Pickup", "Moveout1", and "Moveout2" A trigger that detects the passenger and makes "PassengerArrives" true. If you have any questions on how to get this working for your particular needs feel free to ask here, PM me, or email me. Here is the script: (NOTE: Group2 *cannot* GETIN a vehicle at any point except for the Group3 vehicle with Group1. This is due to a documented bug in Arma2. This is why Group1 MUST be the LEADER at the "Joinup" marker. If you try to put Group2 in a vehicle and have them JOIN Group1 they will board their previous vehicle instead of joining Group1 in Group3. Let's hope it's fixed.) //////////////"RANDOM" WAYPOINT GROUP SCRIPT w/ ESCORT AND ESCAPE VEHICLE AT DESTINATION///////////////////// ////////////////////////////////////////////By PhelanKA7///////////////////////////////////////////////////// /////////////////////////////////////email: phelanka7@gmail.com////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////Implementation: In the init field of your Passenger type vvvvv//////////////////////// //////////////////////////nul = [this, escort, getaway] execVM "RandomWaypoints.sqf";//////////////////////// /////////////////////MAKE SURE TO NAME YOUR ESCORT GROUP 'escort' AND THE VEHICLE 'getaway'////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////Thanks to J-Dog, Ka-Oz, and F2kSel @ the BIS forums for helping me get started///////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////// _posnum = round (random 2); _unit1 = _this select 0; //Unit1/Group1 are the "Passenger" who runs through the random waypoint lists. _group1 = group leader _unit1; _unit2 = _this select 1; //Unit2/Group2 are the "Escorts" who meet up with the "Passenger" before boarding Unit3/Group3 (Vehicle). _group2 = group leader _unit2; _unit3 = _this select 2; //Unit2/Group3 is the pickup vehicle. _group3 = group leader _unit3; hint format["%1 ",_posnum]; //FOR DEBUG PURPOSES. REMOVE BEFORE USING A MAP YOU ARE DISTRIBUTING ///////////////////////////////////////////////////////////////// ///////////////////ESCORT JOINS////////////////////////////////// ///////////////////////////////////////////////////////////////// _wp1 = _group2 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group2, 1] setWaypointtype "JOIN"; _group2 SetCurrentWaypoint [_group2, 1]; ///////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////// ///////////////////CHOPPER MOVES///////////////////////////////// ///////////////////////////////////////////////////////////////// _wp1 = _group3 AddWaypoint[GetMarkerPos "Pickup", 0]; [_group3, 1] SetWaypointType "GETOUT"; _wp2 = _group3 AddWaypoint[GetMarkerPos "Pickup", 0]; [_group3, 2] SetWaypointType "LOAD"; [_group3, 2] SetWaypointStatements ["PassengerArrives",""]; //Keeps transport from leaving before Group1/Group2 board the transport. _wp3 = _group3 AddWaypoint[GetMarkerPos "Moveout1", 0]; [_group3, 3] SetWaypointType "MOVE"; _wp4 = _group3 Addwaypoint[GetMarkerPos "Moveout2", 0]; [_group3, 4] SetWaypointType "MOVE"; _group3 SetCurrentWaypoint [_group3, 1]; ///////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////// sleep 2; //Group1 gets escape route from random generation vvvv if (_posnum == 0) then { _wp1 = _group1 addWaypoint [GetMarkerPos "WP1", 0]; [_group1 , 1] setWaypointType "MOVE"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp2 = _group1 AddWaypoint[GetMarkerPos "WP2", 0]; [_group1 , 2] SetWaypointType"MOVE"; _wp3 = _group1 AddWaypoint[GetMarkerPos "WP3",0]; [_group1 , 3] SetWaypointType"GETIN NEAREST"; _wp4 = _group1 AddWaypoint[GetMarkerPos "WP8",0]; [_group1 , 4] SetWaypointType"MOVE"; _wp5 = _group1 AddWaypoint[GetMarkerPos "RandomWP1", 0]; [_group1 , 5] SetWaypointType"MOVE"; _wp6 = _group1 AddWaypoint[GetMarkerPos "WP5", 0]; [_group1 , 6] SetWaypointType"GETOUT"; _wp7 = _group1 AddWaypoint[GetMarkerPos "WP6", 0]; [_group1 , 7] SetWaypointType"MOVE"; _wp8 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1 , 8] SetWaypointType"LEADER"; _wp9 = _group1 AddWaypoint[GetMarkerPos "Pickup", 0]; [_group1 , 9] SetWaypointtype"GETIN"; _group1 setCurrentWaypoint [_group1 , 1]; //Synchronizes Group1 to LEAD Group2. Since Group1 already boarded a vehicle at index 3, they must lead or else Group2 would tell them to reboard original vehicle. [_group1 , 8] synchronizeWaypoint [[_group2, 1]]; //Synchronizes Group1 to GET IN Group3 transport. [_group1 , 9] synchronizeWaypoint [[_group3, 2]]; } else { if (_posnum == 1) then { _wp1 = _group1 addWaypoint [GetMarkerPos "WP1", 0]; [_group1 , 1] setWaypointType "MOVE"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp2 = _group1 AddWaypoint[GetMarkerPos "WP2", 0]; [_group1 , 2] SetWaypointType"MOVE"; _wp3 = _group1 AddWaypoint[GetMarkerPos "WP3",0]; [_group1 , 3] SetWaypointType"GETIN NEAREST"; _wp4 = _group1 AddWaypoint[GetMarkerPos "RandomWP2", 0]; [_group1 , 4] SetWaypointType"MOVE"; _wp5 = _group1 AddWaypoint[GetMarkerPos "WP5", 0]; [_group1 , 5] SetWaypointType"GETOUT"; _wp6 = _group1 AddWaypoint[GetMarkerPos "WP6", 0]; [_group1 , 6] SetWaypointType"MOVE"; _wp7 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1 , 7] SetWaypointType"LEADER"; _wp8 = _group1 AddWaypoint[GetMarkerPos "Pickup", 0]; [_group1 , 8] SetWaypointtype"GETIN"; _group1 setCurrentWaypoint [_group1 , 1]; [_group1 , 7] synchronizeWaypoint [[_group2, 1]]; [_group1 , 8] synchronizeWaypoint [[_group3, 2]]; } else { if (_posnum == 2) then { _wp1 = _group1 addWaypoint [GetMarkerPos "WP1", 0]; [_group1 , 1] setWaypointType "MOVE"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp2 = _group1 AddWaypoint[GetMarkerPos "WP2", 0]; [_group1 , 2] SetWaypointType"MOVE"; _wp3 = _group1 AddWaypoint[GetMarkerPos "WP3",0]; [_group1 , 3] SetWaypointType"GETIN NEAREST"; _wp4 = _group1 AddWaypoint[GetMarkerPos "RandomWP3", 0]; [_group1 , 4] SetWaypointType"MOVE"; _wp5 = _group1 AddWaypoint[GetMarkerPos "WP5", 0]; [_group1 , 5] SetWaypointType"GETOUT"; _wp6 = _group1 AddWaypoint[GetMarkerPos "WP6", 0]; [_group1 , 6] SetWaypointType"MOVE"; _wp7 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1 , 7] SetWaypointType"LEADER"; _wp8 = _group1 AddWaypoint[GetMarkerPos "Pickup", 0]; [_group1 , 8] SetWaypointtype"GETIN"; _group1 setCurrentWaypoint [_group1 , 1]; [_group1 , 7] synchronizeWaypoint [[_group2, 1]]; [_group1 , 8] synchronizeWaypoint [[_group3, 2]]; } } };
  24. PhelanKA7

    The need for Afghan mountains

    Someone has probably already said this, but for the record and in response to the OP. I think the logic behind using the Russians and having a European campaign is very simple: Taliban and al-Qaida don't have tanks/airplanes.
  25. PhelanKA7

    Injecting waypoints

    Here's a script I've been working on from a thread I started a few days. I hope it provides some enlightenment :) If you have any questions for me, feel free, but know that I'm a beginner with scripting myself. //////////////////Random Waypoint System///////////////////// ///////Implementation example: nul = [this, escort, getaway] execVM "RandomWaypoint.sqf"; _posnum = round (random 2); _unit = _this select 0; _group1 = group leader _unit; _unit2 = _this select 1; _group2 = group leader _unit2; _unit3 = _this select 2; _group3 = group leader _unit3; ///////////////////////////////////////////////////////////////// ///////////////////ESCORT MOVES////////////////////////////////// _wp1 = _group2 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group2, 1] setWaypointtype "LEADER"; _group2 SetCurrentWaypoint [_group2, 1]; _wp2 = _group2 AddWaypoint[GetMarkerPos "WP2", 0]; [_group2, 2] setWaypointtype "GETIN"; _group2 SetCurrentWaypoint [_group2, 1]; ///////////////////////////////////////////////////////////////// ///////////////////CHOPPER MOVES///////////////////////////////// _wp1 = _group3 AddWaypoint[GetMarkerPos "WP2", 0]; [_group3, 1] SetWaypointtype "LOAD"; _group3 SetCurrentWaypoint [_group3, 1]; ///////////////////////////////////////////////////////////////// [_group2, 1] synchronizeWaypoint [[_group3, 1]]; hint format["%1 ",_posnum]; sleep 2; if (_posnum == 0) then { _wp1 = _group1 addWaypoint[GetMarkerPos "GO", 0]; [_group1, 1] setWaypointType "MOVE"; _wp2 = _group1 addWaypoint[GetMarkerPos "GO", 0]; [_group1, 2] SetWaypointType "GETIN NEAREST"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp3 = _group1 AddWaypoint[GetMarkerPos "StarySoborWP", 0]; [_group1, 3] SetWaypointType"MOVE"; _wp4 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1, 4] SetWaypointType "GETOUT"; _wp5 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1, 5] SetWaypointType"JOIN"; _group1 setCurrentWaypoint [_group1, 1]; } else { if (_posnum == 1) then { _wp1 = _group1 addWaypoint[GetMarkerPos "GO", 0]; [_group1, 1] setWaypointType "MOVE"; _wp2 = _group1 addWaypoint[GetMarkerPos "GO", 0]; [_group1, 2] setWaypointType "GETIN NEAREST"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp3 = _group1 AddWaypoint[GetMarkerPos "PolanaWP", 0]; [_group1, 3] SetWaypointType"MOVE"; _wp4 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1, 4] SetWaypointType "GETOUT"; _wp5 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1, 5] SetWaypointType"JOIN"; _group1 setCurrentWaypoint [_group1, 1]; } else { if (_posnum == 2) then { _wp1 = _group1 addWaypoint[GetMarkerPos "GO", 0]; [_group1, 1] setWaypointType "MOVE"; _wp2 = _group1 addWaypoint[GetMarkerPos "GO", 0]; [_group1, 2] setWaypointType "GETIN NEAREST"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp3 = _group1 AddWaypoint[GetMarkerPos "SolWP", 0]; [_group1, 3] SetWaypointType"MOVE"; _wp4 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1, 4] SetWaypointType "GETOUT"; _wp5 = _group1 AddWaypoint[GetMarkerPos "Joinup", 0]; [_group1, 5] SetWaypointType"JOIN"; _group1 setCurrentWaypoint [_group1, 1]; } } }; [_group1, 5] synchronizeWaypoint [[_group2, 1]];
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