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Merad

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Posts posted by Merad


  1. make a trigger of 1x1 or whatever size you want (note its in Meters) activated by your group, or any members present. To do that group the trigger to your group leader and change activation type.

    then in onactivation put

    [rescuedunitname] [b][color=#ff0000]join[/color][/b] yourgroup;

    put this in your group leader init line

    nameyoulikeforgroup = group this;

    Change the activation type to what?

    Edit, oh it changes the options. Good to know.


  2. 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.


  3. 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.


  4. Do they have to be placed in very exacting positions or just small localised areas.

    I agree if you want exacting positions its laborious to do many with a script, but if general areas, then a load of markers on the map for each group is relatively easy.

    You could also use the editor to place them, then extract the position info from the mission file to put into your own script.

    Just depends on how big a mission you are building, if you have 2-3 towns with that many troops the performance could slow down a lot.

    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.


  5. //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!


  6. 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?


  7. 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.


  8. 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.


  9. 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.


  10. If the truck is editor-placed, then place it at the first position, and place two 'Empty' markers at the other two places, and then group the truck with those markers. The truck will appear at one of the three locations, randomly.

    Huh. That's stupidly simple. How do you group them though? When I go to group the markers go away.


  11. 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!


  12. 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.

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