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Merad

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Everything posted by Merad

  1. Vista 64 TrackIR 4 Steam Version Problem. TrackIR works but not in game. Solutions tried. TrackIR games and software have been updated. ARMA 2 is run in Admin mode TrackIR is run in Admin mode Track IR is enabled in game (under controls - caveat - trackIR line is out of sync with other controler lines) Unable to find solution, can someone please help.
  2. Can someone point me to where it explains how to use the timeout function of waypoints? After the unit spawns it goes to a waypoint and holds there, this is sync'd with a trigger so until that trigger goes the unit stays. That's fine. However what I want to do is have the unit wait for 15 minutes until before moving on. I've tried the hold command but I can't get it to break out of hold. According to the biki the timeout space is supposed to hold the unit until the time is up but it doesn't. Can someone help me understand what I need to do here?
  3. I'm working on a mission and rough or not it's near completion. The last thing to do is drop in dialog. A LOT of dialog. And I'm really confused how to do it. I've read the tutorials about creating dialog but I'm confused on several points. Firstly, the tutorials are geared toward multiplayer option switching, two buttons appear select one yadda yadda. While the mission I'm making is multiplayer the dialog is through talking to people so I need a tutorial or advice geared toward creating dialog trees and adding dialog options to people. Secondly, while the tutorials I've read are great in describing in detail how to make the text purple or in MSComincSans font they don't actually tell you how to actually put it in a game. They mention creating a class but never address what a class actually is and how the game uses it. Now I can find other tutorials that do just that but there's a disconnect between what a class is in general and how to practically use it in this particular case. Are there any missions I could look at that have the player actually dialog talking to people? Are there any pointers of where to go and learn this? Thanks! (For example: What I need to do is let the player walk up to *Certain Person* have a dialog option of *Where did you purchase these droids?* and a response from the person *These aren't the droids your looking for.*) That is what I'm trying to do and I'm mightily confused on how to do it. Thank you again.
  4. Simple, not so much, but very helpful! Thanks!
  5. Change the activation type to what? Edit, oh it changes the options. Good to know.
  6. Are there examples of how to script an AI to halt or proceed to waypoints through the dialogue box available? I'm trying to create a mission where the player is clearing areas before a convoy goes through. I can get a result by creating triggers that hold the convoy at waypoints until the player goes through the area but it's sloppy and impercise. What if the player is in an area in a fire fight but it triggers the truck anyway? I'd like to give the player a manual option.
  7. //Grabs all the objects within 1000 of SleepZone Marker Sleepers = nearestObjects [sleepZone,["All"],1000]; //Tells them to go to sleep. Foreach "Sleepers" disableAI "Move"; Foreach "Sleepers" disableAI "Target"; Foreach "Sleepers" disableAI "Autotarget"; What I'm trying to do is have all the units in a specific area frozen until the players trip a trigger. Unfortunatly the above doesn't work when I run it from the init.sqf Can anyone help? Thanks!
  8. Exact. You have two sides fighting (sudden outbreak of fighting in a formation). I'm having a lot of trouble getting the given script to fire.
  9. It's a lot more difficult to spawn all this for me. The area in question has upwards of 80 AI units alone. Trying to figure out how to place each one in the specific formations they need to be in seems like a much more difficult task.
  10. Merad

    Smoke my wreck!

    Following these instructions just gives me a "Burn.sqf" not found.
  11. What about adding things like binoculars? How do you do that?
  12. I have a trigger, on activation the following code is activated. tskReachWayPoint2 settaskstate "SUCCEEDED";VEHRET=createTrigger [4870.25,7488.27,0.00134277];VEHRET setTriggerArea [100,100,0,False];VEHRET setTriggerActivation ["Anybody","Present", true];VEHRET setTriggerStatements [HMV1 in thislist,tskReturnHMV settaskstate "SUCCEEDED"] The intention is to both set a task as completed and create another trigger at a different part of the map with a new task. The problem is that the second created task is already marked as completed when this code executes.
  13. Noone? Is it an obvious error? I'm just not seeing it.
  14. I'm trying to get a mission end to trigger if a certain vehicle is in an area. Whats the best way to do this? Should I use an entire script? Is there an easier way? ---------- Post added at 08:43 PM ---------- Previous post was at 07:36 PM ---------- How would I do a "Distance too" check? I'm thinking this is the easiset way. If "Distance" from "Vehicle" to "Objective" is less than "Amount" then End1 How do I do that? I'm reading the ARMA guide about Position but I'm having a hard time translating that into the code I need.
  15. I'm trying to set a trigger to move several units to a position but I can't get it to fire. Can someone tell me what I'm doing wrong? {_x doMove 045,071} forEach [RAI1,RAI2,RAI3,RAI4,RAI5,RAI6]; I've set the trigger for both bluefor present and NONE. Thanks!
  16. Ok I was wondering where to find world positions. I was just reading it off the editor map. I'll give it a whirl. ---------- Post added at 05:37 AM ---------- Previous post was at 05:02 AM ---------- Wow. I'm having a lot of trouble getting these units to move. According to the guide I should be able to drop: RAI6 doMove getMarkerPos RallyPoint Where RAI6 is the unit and RallyPoint the name of the Marker into the init line and it'll move. But it doesn't. RRrrgh.
  17. In the town of Vybor I want to spawn a truck. I'd like to spawn the truck in one of three spots. (Rather than putting the truck anywhere, I want the truck to appear in one of three specific spots.) Whats the best way to do this in game for a truck named MS1? Have three trucks (MS1,MS2,MS3) and deactivate them if one spawns?
  18. I'm giving that a go but no joy so far. Lets see if I can be more precise. [edit yeah, you find them by mousing over. Bit like hidden pictures.]
  19. Huh. That's stupidly simple. How do you group them though? When I go to group the markers go away.
  20. Ok so lets give this a whirl.
  21. Ok the disconnect was coming with the naming. I hqvnt figured out how to name objects yet. Uh... Don't suppose I could get a hint? I know it's probably obvious.
  22. Hi! I'm trying to do the same thing but my problem is more basic. I'm new to scripting in general and have a lot of confusion about what goes where. For instance, I tried the: Condition: this Act: boom1 setDamage 1; boom2 setDamage 1; boom3 setDamage 1 To delete a few A-10s but apparently I don't understand enough to pull it off. If someone would be so kind as to explain exactly where everything goes to get this to work? What field, what box, if I need an aircraft name how do I get it? etc... pointing the way to a guide that does this instead of just explaining what does what would be most welcome. (I see a lot of x=myplane exec (fornummeys.sps)) and what not but I never see how you actually implement that. How to you associate x to the plane in question? I never see that explained. So basic basics. If someone can point me to walkthroughs, ARMA1 or otherwise I'd appreciate it. Otherwise just setting me on the path to getting the above to work would be appreciated. Thank you again!
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