Starlight
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Posts posted by Starlight
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ah ok sorry my fault ...but when i take the illumination for the howitzer m119...i dont see explosion on the ground !?Ummmm Illumination will leave a flare descending via parachute, so hard to spot in day time.
There would not be an explosion or any kind of damage possible via this round.
Soccerboy - Damn fine script you have there, had a play on the test mission last night and loved it. Looking forward to updates and upgrades

Will be adding it to my main island game for my small games community :D
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You can make the two OPFOR officers Captive status which should resolve your trigger issue. Not sure on specifics of this. Norrin used it in his AI Respawn test map here Test for AI respawn
Download it and review the contents for captive status / search for that status effect, it should help you
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Thanks a lot Norrin, I still had problems, but tried a much cleaner set of createUnit scripts and its works

My next Question :D
I have a trigger defined as below:
{position[]={3849.4863,6.7362819,2562.5608};
a=20;
b=20;
activationBy="EAST";
activationType="NOT PRESENT";
repeating=1;
timeoutMin=5;
timeoutMid=10;
timeoutMax=15;
age="UNKNOWN";
name="Trig2";
expCond="this && alive Ant0";
expActiv="[] exec ""ReinfT.sqs""";
class Effects
{
};
The hope if for the Trigger to keep firing off reinforcements between every 3 and 15 seconds when there are no OPFOR inside the trigger area until the Antenna "Ant0" is destroyed.
At the moment it only triggers when an OPFOR leaves the area, and then comes back inside and leaves again :confused:
Any help appreciated :D
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This is a cheeky add on to this discussion as no answers to my thread regarding this issue.
Its along similar lines to the previous discussion, except I do not want to use the respawn option, I want to call external scripted reinforcements on the conditions of a trigger until the trigger is deactivated by the destruction of a radio antenna.
Problem is the unit is called in but does not then go to patrol using the ups.
Also because I expect of my poor scripting, the reinforcement script does not trigger as I would expect.
I have a Marker set up call Kom
Within this market I have 3 groups deployed via the editor and given the following init line
nul=[this,"Kom"] execVM "ups.sqf"
These correctly patrol using the UPS script

I have a second marker called RKom placed some distance behind the village
I have a trigger that Switches on the Not Present of OPFOR with an On Act of
[] exec "Reinf0.sqf"
In the mission folder I have a Reinf0.sqf file as shown below
GroupAlpha1 = CreateGroup East;_unit = GroupAlpha1 createUnit ["RU_Soldier_SL", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
leader=1;
rank="LIEUTENANT";
skill=0.59999996;
nul=[this,"Kom"] execVM "ups.sqf";
_unit = GroupAlpha1 createUnit ["RU_Soldier_MG", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="SERGEANT";
skill=0.46666664;
_unit = GroupAlpha1 createUnit ["RU_Soldier_AT", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="rank="SERGEANT";
skill=0.46666664;
_unit = GroupAlpha1 createUnit ["RU_Soldier_LAT", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_Marksman", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_MG", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_LAT", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_AR", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_AR", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_GL", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_GL", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_AR", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
I have an OPFOR Player character start inside the trigger, stopping it from activating.
When I move outside the trigger, the Squad shown above spawns BUT it faisl to respond to the init call to the UPS. Also I just try using waypoints they also fail to respond. :mad:
Please can someone show me how to put the UPD init into the Reinf0.sqf above :o
Also I would appreciate help on cleaning up the Reinf0.sqf file above, I expect its not a very clean way to create the troops :D
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I have a Marker set up call Kom
Within this market I have 3 groups deployed via the editor and given the following init line
nul=[this,"Kom"] execVM "ups.sqf"
These correctly patrol using the UPS script

I have a second marker called RKom placed some distance behind the village
I have a trigger that Switches on the Not Present of OPFOR with an On Act of
[] exec "Reinf0.sqf"
In the mission folder I have a Reinf0.sqf file as shown below
GroupAlpha1 = CreateGroup East;_unit = GroupAlpha1 createUnit ["RU_Soldier_SL", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
leader=1;
rank="LIEUTENANT";
skill=0.59999996;
nul=[this,"Kom"] execVM "ups.sqf";
_unit = GroupAlpha1 createUnit ["RU_Soldier_MG", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="SERGEANT";
skill=0.46666664;
_unit = GroupAlpha1 createUnit ["RU_Soldier_AT", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="rank="SERGEANT";
skill=0.46666664;
_unit = GroupAlpha1 createUnit ["RU_Soldier_LAT", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_Marksman", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_MG", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_LAT", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_AR", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_AR", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_GL", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_GL", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
_unit = GroupAlpha1 createUnit ["RU_Soldier_AR", [(getMarkerPos "RKom") select 0,(getMarkerPos "RKom") select 1,0], [], 3, "FORM"];
rank="CORPORAL";
skill=0.33333331;
I have an OPFOR Player character start inside the trigger, stopping it from activating.
When I move outside the trigger, the Squad shown above spawns BUT it faisl to respond to the init call to the UPS. Also I just try using waypoints they also fail to respond. :mad:
Please can someone show me how to put the UPD init into the Reinf0.sqf above :o
Also I would appreciate help on cleaning up the Reinf0.sqf file above, I expect its not a very clean way to create the troops :D
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I've been searching around and I can't find an editing "Bible" anywhere. I've got a lot of questions and if I ask them all in different threads on the forum I'm gonna piss everyone off.There is an ARMA bible you can download - ARMA Editor Guide
For example, in the first mission I've made I need to.-Set a trigger to move with an individual.
Do a search, seen that in a recent thread here
-15 secs after that trigger is set off, change that individual status to hostile to OPFor.
- Have someone given a weapon when they reach a waypoint
- Make waypoints cyclical. (so an individual patrols round and round forever following waypoint order 1,2,3,4,1,2,3,4,1 etc)Waypont type - CYCLE as the last waypoint
- When a trigger is set off an indivduals waypoint order is broken and he is given a new order.synchronise the trigger to a new move / other waypoint after the cycle waypoint. Hence they will cycle on patrol until the trigger switches on the new waypoint after cycle.
- End Mission when inside a trigger AND objective has been met.Thread I had the same question with answer :D
- Make people speak over radio and face to face.Do a search on Radio and speach, seen several threads covering these issues.
- Make mission briefing etc and make objectives update ingame.Hope that helps :)
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Thank you for your ideas! But I put the intro into a separate mission and it works quite well.Could you add some info on what you did to get this to work in MP.
In principle I understand you created a separate mission which was for the intro video, when that finishes, you then jump to a second mission which is where the actual game play starts.
I do not know how to make that link / transition from one mission to the next.
any help appreciated :)
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Use the "setDir" command.Can you use this to force the Direction an helicopter lands at an 'H' or the direction a vehicle faces having reached a waypoint?
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That just displays in the top right hand corner, good for intermediate hints. Task Status hints are better using the full process as described in that "Briefing How to" as shown with the screen shots.
Its a personal choice I guess.
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Check around page8
---------- Post added at 08:50 AM ---------- Previous post was at 08:40 AM ----------
Also your first load of text should form part of the the briefing file, then OLDPZ's reply would be in the Trigger Script.
I downloaded 1 or 2 user made missions and pbo extracted them to see how they coded the briefing document and mission triggers, etc. Helped to answer a lot of questions.
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Thanks for that quick reply.
Put it in and will test as soon as I can.
Thanks now I have a better understanding of the scripting
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Edit: It was easy in the end.. just missed this one on the wiki:taskCompleted task
Ok being stupid here, does this trigger the green filled in tick box in the task list?
And where are you placing this scrip, in the trigger?
I am using the following trigger info
Condition: not alive Tungst1
On Act: nul = [objNull, ObjNull, Task2a, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
This triggers a message to say theask is complete but the briefing document does not complete. Love to know more on your info please.
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I have a mission where there are 4 targets that have to be destroyed.
I have the following script in a Trigger Switch which gives a screen hint when each target is destroyed.
condition: not alive Tungst1
On Act: nul = [objNull, ObjNull, Task2a, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
condition: not alive Tungst2
On Act: nul = [objNull, ObjNull, Task2b, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
etc....
linked back to my briefing document.
This all works, except the little task buttons do not change to green when completed :confused: any help / tips there would be good :)
My main issue is:
I want the mission to end successfully when any member of OPFOR gets back to a trigger zone marked for safe extraction and all of the 4 targets have been destroyed.
I do not know how to make the End trigger conditional on the Presence of OPFOR people and conditional on all 4 tasks being completed - not alive Tungst1 etc....
I tried just putting in not alive Tungst1; not alive Tungst2; but that does not work.
Any help appreciated.
It would be even better if this could be called in by Radio, but maybe that's for another time :D
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Finally got the spawn and movement to work great little script
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Search the threads, here is one that helps
http://forums.bistudio.com/showthread.php?t=76325&highlight=spawn+vehicle
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Could be because you have the Demo? they have limited the editor options?
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Ok finally got the pilots to spawn, some undetectable error in the text when I copied it. re wrote it manually and it worked.
Only thing it, similar problem with the waypoints, they spawn but go nowhere?
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bump anybody help me out?
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Tried the code listed above, can get any vehicle to spawn, but no crew or any people?
Am I missing something here?
Ambient Animal Module
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Can you not reduce the density / population possibility with the probability slider in the module?