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Daveyboy154

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About Daveyboy154

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    Lance Corporal
  1. Daveyboy154

    Blacklisting areas

    The ACM works with markers named BIS_ACM_x, where x starts at 1 and increases for each marker. The module won't function within those markers, which can be any size. This is handy because you can move / resize these markers by trigger / script to create a dynamic front line or remove / ntroduce battles to certain areas at specific times in your mission. Maybe the others have similar functionality? BIS_ALICE_x, for example?
  2. Daveyboy154

    Selecting a target with HELLFIRE.

    I'm not sure then - have you had a look through your controls options and key bindings to see if there are any clues in there? Dave Edit - actually, looking at your first post I think you already did!
  3. Daveyboy154

    Selecting a target with HELLFIRE.

    If memory serves, I think you press Tab to select targets - can't check at the moment. Try the tutorials, it showed you how to do it in there. Dave
  4. Daveyboy154

    Guerilla Fighting

    http://community.bistudio.com/wiki/playMove Is that the sort of thing you are looking for. In terms of what the actual animation names are and what they do, have a look at Clayman's brilliant animation viewer: http://forums.bistudio.com/showthread.php?t=76033&highlight=animation+viewer Dave
  5. Would it be something like "{_x setUnitPos "MIDDLE"} foreach units player/groupname;"?
  6. Daveyboy154

    how do i radio in units?

    Try placing an extra move waypoint before the one you want to be activated by trigger (can be very very close to it) and synch that one to the trigger. For example placing a chopper with a move waypoint 200m away, synched to a trigger will have no effect. It will always go to that waypoint. Placing one with a move waypoint 1m in front of it, a second 200m and synching the first one to the trigger will have the desired effect.
  7. Daveyboy154

    [REQUEST] Hamburger Hill for ARMA2

    Actually, I think the guard waypoint means that they will either move to any unguarded trigger (with the type guarded by) or, if there isn't such a trigger, they will move from their position to hunt any known enemies anywhere on the map. You could experiment with the Hold waypoint and the combat behaviours for waypoints, setting them to open fire, rather than open fire engage at will. This means they won't break formation with their leader, but will fire at targets they can hit. Dave
  8. Have a read of this thread: http://forums.bistudio.com/showthread.php?t=73393&highlight=acm It is all in there - you can basically copy and paste the whole section from the examples provided into an init.sqf and just alter the numbers to your liking. Dave
  9. I don't have a list, but I know that the format follows MALE01EN, MALE02EN etc. Have a play around with MALE01RU and that kind of thing in your description.ext and you should find some working combos pretty quickly. Dave
  10. I came accross this thread while searching, just in case anyone is still looking for the answer you can use "{_x setSkill 0.5} foreach units groupname;" I'm not 100% on this, but i'm not getting any RPT errors so I guess it works... Dave
  11. I could be completely wrong, but would you need to have some kind of index for the actions, like _action1 = ...., _action2 =.... etc. I'm a bit of a novice, so i'm not sure. Dave
  12. Daveyboy154

    aircraft start height

    Are you putting it in the waypoint, or the unit's init line?
  13. Daveyboy154

    synchronize thingy help?

    No problem mate, Dave
  14. Glad it started working. I was about to post and suggest using doMove instead of a waypoint, to see if that helped. Dave
  15. Daveyboy154

    synchronize thingy help?

    pm me your e-mail address and i'll send an example mission. Dave
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