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Starlight

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Everything posted by Starlight

  1. You could download the "Behind Enemy Lines" mission in the User Missions Forum and unpbo it, it has an intro, so would have a camera script. I am sure a search of this forum will provide more camera script info
  2. Starlight

    Revive Script

    Ok well I will add this to help. I have highlighted in Red the two factors relating to my previous post. The first one is where if set to 0 "zero" you disable the respawn ability and just leave the revive ability. The second set of highlights at the end show which bits need to be activated for the Mobile HQ that Norrin built into the script. It switches between a Vehicle HQ or a Tent deployed by the Leader. Hope that helps Read the PDF support document for further info
  3. Ummm why do you need this? Script ammo crates at the start of the mission which are either RU or US specific and specify their actual contents to control the weapons. No reason that they cannot pick up weapons from dead people during the mission if they want opposing forces equipment :confused:
  4. You could look at and use Norrin's revive script which includes a Helicopter respawn point which allows you to jump out and Halo (fall to ground) / parachute. It does not have the proper Halo animation if I remember correctly
  5. "creatunit" and use the class names as listed in the sticky thread above. Search for the numerous creatunit threads for the script to creat soldiers, then just change the class name to the animal.
  6. You would have to have an external script called for each vehicle which generates the waypoints / opponents, etc. this script would be called from the vehicles On Act box Then in each vehicle you would need a detect player script in its Condition Box to detect the presence of the player an so trigger the script in the On Act box. You will now need to search the threads for "Spawn units on trigger" and do a search for detect units condition but that should give you some place to start.
  7. Starlight

    Revive Script

    Ok finally figured out how to make it only revive and its so simple I could kick myself :o just make the number of available respawn points =0 in the config Also there is a Mobile HQ Respawn built into the script, actually reading the PDF in more detail explained how to set it up as a replacement for the mobile mash tent deployed from the squad leader. The only thing is does is leave a dead wreck on the map from when its destroyed. Not sure what the best way is to police these, will the garbage module delete these? Previously I used the rather nice simple vehicle respawn script that removed the wreck when the vehicle respawned, not seen that option in the revive script yet unless I missed it :confused: By the way what a fantastic bit of scripting
  8. Have to say I like the intro in "Behind Enemy Lines" :icon_eek: And I think that any single mission long or short can be enhanced with a nice intro.
  9. I have to say I think using the Revive part only from Norrin's Revive Script is great for this type of mission. Respawning reduces the sense of realism where as reviving increases the tension of securing the area and reviving a team mate before he dies.
  10. Starlight

    Revive Script

    Not sure how to help you, but check you have copied all the files and folders that came in the revive test mission. If that fails, copy and paste the contents from the test mission into your own mission. On a side note, I have been able to utilize the "USS Khe Sanh" respawn to make it a mobile HQ respawn point. You can change the vehicle that you spawn into, just it must have internal cargo spaces, so the normal HQ vehicles will not work. If you then use the latest vehicle respawn script that is in one of the threads here, then it will respawn when destroyed and still work as the mobiel HQ. I know its probably not the best way to get a mobile respawn, but it worked for me :D Just need to work out how to get the marker to attach to the vehicle now? ------------------- Also I still do not know how to make it so that only the revive option is available, with no respawning :confused: any help appreciated
  11. Perhaps the game deletes the rabbits when they are suitably out of sight to save tracking them all over the map?
  12. See this thread more details on Activating a trigger causes a unit to appear With some searching of the threads you should also find the additional script content for specifying their equipment.
  13. See the following thread titled - Spawning an active flying aircraft with a trigger and check out the code for calling in a flying A10
  14. A far better way to control the defending AI would be to use Kronzky's UPS script to give the AI small patrol zones in the base / or just to cover the whole base, then use the "nofollow" switch so they will not leave the confines of the patrol zone, but still engage any enemy. Otherwise I believe the Guard waypoint will force a defensive posture for the AI
  15. Search is your friend See the following - Vehicle Respawn Script Thread
  16. This is why I love the UPD script, you can set the behaviour for each Patrol unit to either as standard to chase enemy when spotted, or to not follow outside of their patrol zone. So if they are guarding a high value asset they will not leave their zone to chase you. Also the AI should utilize any cover they have nearby or go prone should none be available. You only need a marker covering the patrol area and a single call script in the patrol units init box as nul=[this,"town"] execVM "ups.sqf" You then do not need any of the waypoints or the trigger!, just the patrol unit and a marker zone
  17. Actual performance stats for AH-1Z from the Bell Helicopter Site AH1Z_PG_3-06_.pdf AH-1Z in Anti-Armour config LRC = 248km/hr / 154mph (Long range Cruise speed I believe) MCP = 287km/hr / 178mph (Maximum Cruise Performance / speed I belive) Dive = 411 km/hr
  18. The Urban Patrol Script UPS is great for some of the stuff you are talking about, automatically created random patrol routes for any units assigned to the marker zone. See -kronzky's ups script
  19. Starlight

    Revive Script

    Ok I am struggling with this. There are so many switch options in the revive_init file :o What i want is just the revive option to be available with the limited number of times as provided. I cannot work out how to stop re-spawning :o Can somebody help this noob out with what I need to do to disable the re-spawn option :D
  20. Looking very nice. Keep up the good work.
  21. I found that by using just a few markers, 1 per town and using these as waypoints, the AI was better at following the road / driving than using direct waypoints which tended to cause a lot of stops and minor adjustments back onto the road.
  22. Starlight

    M1A2 Tank Firing

    Sort of on topic :) What you need in the new German : Its been in service since 2006 and since then it has been used regularly in support of coalition troops in Uruzgan province in Afghanistan. Now that is some rapid fire :D
  23. Starlight

    RCIR - UN Peacekeepers

    Not surprising. Almost every major military nations uses its own sourced weapon systems to ensure no loss of supply should currently friendly nations become hostile or sever a current supply chain. Has nothing to do with our kit is better than your kit, just our kit is made by us so not going to be a supply issue. Shame as there are some dam good weapon systems out there which would be good to see in many forces.
  24. Almost any unit (soldier / vehicle) you spawn in the editor will automatically group to a nearby existing unit. Just select the "Group" button on right hand side and left click drag the newly spawned unit to deselect its group line.
  25. Starlight

    Group Spawn Trigger

    Are you running this as a coop where your PC hosts or via a dedicated server? I have seen threads discussing the "isServer" requirement for dedicated servers to make sure players sync with triggered / called scripts. If its your own PC, then I am not sure, I cannot test at the moment, my PC has gone off for a new motherboard, back at the start of next week :(
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