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xPaveway

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Everything posted by xPaveway

  1. Can you format the code better? I can't really read it and understand it. You should be able to add line breaks into event handlers.
  2. To get the building you'd need to use something like _nObject = getPos player nearestObject 123456 Where 123456 is the ID number of the building. (You can show IDs in the editor by hitting the ID button) Once you do that, you can check to see if it's dead with alive _nObject I would suggest a Detected by ___ trigger that would check to see if the building is alive. If it's still alive then call in reinforcements, which can be groups that are far away but with waypoints to the objective. You'd have to have the trigger tell the group to move into the objective as reinforcements if the building is alive and you are spotted at the objective, otherwise they would not come in.
  3. Also your thread title is not descriptive. What are you trying to do? What is it doing when you try to run it? What have you tried to fix it?
  4. http://forums.bistudio.com/showthread.php?t=81047 It was stickied by a mod for a reason. The more threads we have about the same question, the harder it is to browse the forums since it's filled with 5+ threads about one topic.
  5. http://forums.bistudio.com/showthread.php?t=93846 Please search
  6. Check this out, it has a lot of things about basic editor and scripting, as well as commonly requested things. http://www.armaholic.com/page.php?id=4847 Though it was made before Arma 2, all commands and things are still relevant.
  7. I am experiencing problems with object shadows outside of cockpits appearing not coinciding with the glare effect properly. It's hard to explain, check out these images. Shadows inside cockpit shadows outside cockpit Am I crazy or does anyone else have this issue? I've been searching the forums but haven't found anything regarding this.
  8. Set independents friendly to nobody in the mission properties and I believe even civies will be enemies.
  9. Is the script firing at all? Make sure you are using [b]_handle =[/b] ["A"] execVM "Recruit.sqf"; The script fired perfectly when I tested it on the init line of a unit.
  10. xPaveway

    wit's end

    I find OPFLASH/ArmA/ArmA2 editing to be very rewarding. I just love how you can do whatever you want, whenever you want. When you really jump into the editor it may seem daunting at first but it is really fun once you start understanding how things work. Any kind of military situation I want to play, I can do it with Arma. No other game comes close. Have patience with the editor, but don't be afraid to ask questions and know that it can be very frustrating at times. I'm glad you've stuck with it :D
  11. xPaveway

    Animation

    Make sure you are using correct moves for Arma 2. http://community.bistudio.com/wiki/ArmA2:_Moves I wasn't able to find "NavigationDriverReverse". And it should work in the init line no problem, dont worry about messing with triggers for it. For example I have "this switchMove "sitUnarm_L_relaxing";" in my init on a soldier and he starts the map sitting down.
  12. I've made a simple vehicle drop, it's crude but works well. In my case it drops a hummer from a c-130 once it reaches a MOVE waypoint. I have this in the onAct field in the move waypoint. hummer1 = "HMMWV" createVehicle (getPos plane1); hummer1 setPos [ getPos plane1 select 0, getPos plane1 select 1, (getPos plane1 select 2) -2]; sleep 1; chute1 = "ParachuteBigWest" createVehicle (getPos hummer1); chute1 setPos (getPos hummer1); hummer1 attachTo [chute1,[0,0,5]];
  13. just group it like I said, it gives you more options in the trigger, try it.
  14. Group the trigger with the unit. Just select the group tool and drag from one to the other.
  15. Shouldn't be complicated, can't you just use Guerillas - Men (Armed Civilians)?? I think that's exactly what they're there for, the look just like civilians but start with guns. If you really don't want them to have a weapon you can just do removeAllWeapons.
  16. Just a quick question, wondering if anyone else has had trouble with this. I've been playing around with the editor, testing various things, making sample missions etc. I was playing around with radio triggers but I noticed that I can activate the radio trigger from multiple sides. As long as the character has a radio, doesn't matter if they are BLUFOR, OPFOR, or civies, they all have the option to activate the radio trigger in the 0-0 menu. Is there a way to make it only available to one side or one unit/group?
  17. http://community.bistudio.com/wiki/Side http://community.bistudio.com/wiki/resistance The string is "GUER" but the actual variable is resistance (I.E. variable resistance = "GUER") So use resistance in your case statements.
  18. Make a move waypoint near the H and in the onAct field: chopper land "LAND"; If that's the last move waypoint, the chopper should land on the H and shut down the engines. If there are other waypoints after that move one you'd need to have some conditions to stop the chopper from proceeding to the next waypoint. As for the stand-by mode pilots, I've been working on getting this working perfectly. I've made serveral missions now and it seems to be working pretty well. It involves using get out waypoints and then subsequent get in waypoints. The get in waypoints are synched to a trigger so the pilots will not enter the chopper and fly to you until you trigger it via radio.
  19. Synchronize a LOAD waypoint with a GET IN waypoint before the next MOVE waypoint for the plane. You basically need a condition that will return false until the group is loaded. Synchronization is one way.
  20. Fixed this... You didn't do as you said. You didn't have the _x I replaced T1 and T2 with _x in your groups and removed the group variable, it worked fine. It wasn't moving everyone in because you were telling it to put the group leader in (the T1 and T2). {_x moveinCargo BH2} forEach units group this; You must use _x as quoted from the wiki. Also, If you really want to use a group name (which I don't really see the advantage unless you are using the group in other scripts) use this code: chalk2=group this; {_x moveinCargo BH2} forEach units chalk2; Don't use group before a group name, only use group if you are trying to refer to a unit's group. http://community.bistudio.com/wiki/group http://community.bistudio.com/wiki/units
  21. You shouldn't need a complex script like that. How are you triggering "chopper land "LAND";" ? Maybe it's not triggering properly. What types of waypoints are you using? I'm able to get choppers to land on invisible H's no problem using the land command.
  22. Has anyone been able to get the osprey to insert and extract troops like the other helicopters in the game? Unfortunately I'm having a hard time getting the osprey to behave like a helicopter. The AI pilot will shoot over the "LOAD" waypoint and not even land near it. I'll be working on this and will update this thread if I get it to work sucessfully. Has anyone else been able to get an AI controlled osprey to work correctly?
  23. Try using careless mode with the waypoints
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