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GunnDawg09

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About GunnDawg09

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  1. GunnDawg09

    Original ARMA 2 Anyone?

    Yeah I just cannot afford it at the moment as I have been laid off. Money is tight, so new PC games have been put on hold. Maybe one day.
  2. GunnDawg09

    Original ARMA 2 Anyone?

    Ah dang ok :(
  3. GunnDawg09

    Original ARMA 2 Anyone?

    Do people still play the Original ArmA 2 without any of the DLC? I've only got the original ArmA 2 and was curious if I will be able to find anyone to play with. Thanks.
  4. First let me start by saying I haven't played the original ArmA 2 in a few months due to getting burned out I suppose. I loaded OA up and did the sniper mission.... Let me tell ya, when that colonel stepped off the chopper, he was dead before he made it 6 steps, clean kill. Awesome moment. Can't wait to get back into the mission edition/scripting and put some stuff together. P.S. I think I spent more time scripting missions in ArmA 2 than I did actually playing the game, lol.
  5. How do I spawn in a marksmen with a Mk12 instead of the M21? ---------- Post added at 01:37 AM ---------- Previous post was at 01:19 AM ---------- Anyone? how do I choose which weapon a unit spawns with?
  6. GunnDawg09

    laser desig

    This should be moved to the editing section. Not kept here in general forum
  7. Any good Sniper missions out there yet?
  8. I am not 100% sure of this, but I think if you laser a target the A10 will automatically pick up that target first. ---------- Post added at 06:00 AM ---------- Previous post was at 05:30 AM ---------- How would I make them leave after they do their SAD mission?
  9. ah ok, so put all that in like cas.sqf and just call that script in a trigger?
  10. My understanding of that wiki link you gave me is that you have to set a target for it to attack. How would I set something up so upon using the radio "Bravo" an A-10 takes off at my base and flys over the target area(probably a marker), and just engages any enemy it sees? I wouldnt want the A10 to just circle around in the air until being called upon, as it might run out of fuel.
  11. Just tried those suggestions and still not working. Any kind of waypoint I give him he seems to wanna just taxi/drive directly to it at about 10mph, rather than take off.
  12. I am trying to do the same thing. I have a laptop/notebook that I want to place on top of a desk(object) and used the code you posted. It gets on the desk but it hovers above it like 1-2inches. I tried changing 0.9 to lower numbers and it falls under the desk.
  13. So what is the best way to make it so during a mission I can call in an A10 over a target area to take out any targets it sees, and possibly be smart enough to take out a target I put a laser on? What would be the best way to go about this? ---------- Post added at 08:42 PM ---------- Previous post was at 08:09 PM ---------- Well so far I tried making an A10 way out in the distance with its "Special" set to: Flying Then I put a marker on the map named h2 over the target zone. I then added a trigger type "Radio Alpha" with On Act: a10 setfuel 1;a10 move (getpos h2);extract=true;hint "CAS Inbound"; 1 setradioMsg "Call CAS"; It seems to work, he comes flying over when I call it, but never attacks anything. How would I make him attack stuff, aka fire at will.
  14. So I've got an A10 sitting on the runway with a search and destroy waypoint over the targer/objective area. I then synced the S&D Waypoint to a trigger activated by Radio Bravo. Everything looks fine, when the mission starts he doesnt move or anything. Then when I call Radio Bravo he fires up his engines and starts to taxi to the S&D waypoint which would A.) Take days to reach, and B.) isnt very effective. So how would I get him to take off towards the waypoint rather than taxi around?
  15. But would that eject them mid flight, or only when they reach the ground? Also is it possible to make the transport unload not forcefully eject me when we land? ---------- Post added at 05:32 AM ---------- Previous post was at 05:19 AM ---------- In the TRANSPORT UNLOAD waypoint for On Act, I have: unit2 action ["EJECT", Helicopter]; unit3 action ["EJECT", Helicopter] and they dont eject when we land.
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