

Daveyboy154
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Everything posted by Daveyboy154
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Blacklisting areas
Daveyboy154 replied to nominesine's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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? -
Selecting a target with HELLFIRE.
Daveyboy154 replied to spatialtime's topic in ARMA 2 & OA - TROUBLESHOOTING
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! -
Selecting a target with HELLFIRE.
Daveyboy154 replied to spatialtime's topic in ARMA 2 & OA - TROUBLESHOOTING
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 -
Guerilla Fighting
Daveyboy154 replied to Kolmain's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
How to make an antire squad to "setunitpos"?
Daveyboy154 replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Would it be something like "{_x setUnitPos "MIDDLE"} foreach units player/groupname;"? -
how do i radio in units?
Daveyboy154 replied to Darkblade9116's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
[REQUEST] Hamburger Hill for ARMA2
Daveyboy154 replied to waffen's topic in ARMA 2 & OA - USER MISSIONS
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 -
Question about configuring Modules
Daveyboy154 replied to arthur666's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
List of radiochat speakers needed
Daveyboy154 replied to SaOk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
Spawning a patrol upon entering an area
Daveyboy154 replied to Kabolte's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
Problem with a script...
Daveyboy154 replied to Schilly's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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 -
aircraft start height
Daveyboy154 replied to WoodenSpoons's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Are you putting it in the waypoint, or the unit's init line? -
synchronize thingy help?
Daveyboy154 replied to Teh Pastor's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
No problem mate, Dave -
Scripting help, why wont this work?
Daveyboy154 replied to matte54's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Glad it started working. I was about to post and suggest using doMove instead of a waypoint, to see if that helped. Dave -
synchronize thingy help?
Daveyboy154 replied to Teh Pastor's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
pm me your e-mail address and i'll send an example mission. Dave -
synchronize thingy help?
Daveyboy154 replied to Teh Pastor's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
How about naming the trigger something and then, at the point it plays the alarm it also execs a script which just says: Sleep 30 (or however lon you want); Triggername setTriggerActivation ["NONE", "EAST D", true]; That should change the activation condition of the trigger so it no longer fires, ending the alarm sound. I played around with deleting the trigger, but the sound effect seemed to remain afterwards for some reason. Dave -
Scripting help, why wont this work?
Daveyboy154 replied to matte54's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This might be a daft suggestion, but would something like setVehicleAmmo work better than removeAllWeapons? http://www.arma2.com/comref/full.html#ObjectsetVehicleAmmoNumber Dave -
Unit Dialogue question
Daveyboy154 replied to Devil_Orchestra's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If the waypoint is over the unit, hold shift and the unit will be selected rather than the waypoint. Dave -
synchronize thingy help?
Daveyboy154 replied to Teh Pastor's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Is the trigger set to repeatable and detected by? I think that should work, but can't check at the moment. Dave -
Civilian Spawns on Trigger
Daveyboy154 replied to S7_Mega's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think the Ambient Civs module pretty much does this already. It only spawns Civs when the player is within a certain range and it spawns them according to the number of doorways nearby. So big towns have more than small towns. You can play around with the settings to have fewer or greater numbers of Civs, as described on the Biki: http://community.bistudio.com/wiki/Ambient_Civilians If you are familiar with spawning units (there are many threads on here about that if you aren't) then you can just as easily spawn Civs via triggers if you want extras. Hope that helps Dave -
That was a bit bizarre really. Could be summarised as: "Ground breaking military simulation. Amazing AI. Incredible scope and ambition. Lovely graphics. Endless editor possibilities. A few annoying bugs that will get patched and some dodgy voice acting". How the hell he therefore arrived at a gameplay score of 5 is, quite literally, beyond me. Did someone else do the scoring without his knowledge or something? Maybe he likes his military simulations without the, you know, simulated military part? Maybe BIS should add a "do you want to play - Yes/No" but at the start, that way people could click no if they don't fancy it! As for criticisms of the controls, i'm starting really wonder about some people. There is only way to have less complex controls - have a less complex game with less control options. Which kind of defeats the object of the game. Maybe BIS should add a "Do you want to play - Yes/No" button at the start. Dave
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Silenced Weapons and AI
Daveyboy154 replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think that main issue is the "knowsabout" function, where one unit passes info to his mates when he spots an enemy. At the moment "spots" includes being killed by someone and he passes this info even though he is dead, making it impossible to take someone out with silencers without alerting his squad. As I understand it, this it fixed in upcoming patch 1.03. Dave -
http://forums.bistudio.com/showthread.php?t=79874 Have a read through there mate, loads of info. Dave
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Looks like i got totally the wrong end of that stick!
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A bit more detail might help - is the Helo in your group? Are you looking for it to happen as part of a scripted chain of events? Are you wanting a "taxi" service like in the campaign? What have you tried so far that hasn't worked? etc. I'm no expert, but i'll help if I can. Dave Plus, i'm not sure that this is the right forum, it might need to go in the editing forums.