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syrion

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Everything posted by syrion

  1. I have many patrols going in various routes around my mission. They tend to loop around large portions of road. If something else has caused the detection of the players, they will join in the fight--but the cars themselves will almost never open fire. The APC actually seems to try to run over me, and when it failed to kill me it did fire a shot. The insurgents' technicals, though, completely ignored me. I stood in the middle of the road in front of them, and none of them did anything. When one almost hit me, I simply stepped out of the way--and its gunner did not shoot at me. What gives? They're on "aware" and "open fire." The waypoints are "moves" with a "cycle" at the end.
  2. ...and I'm struggling with creating particle effects. In my arma2.rpt file, I get this error: Error: Model ca\data\particleeffects\fireandsmokeanim\smokeanim.p3d cannot be used as a sprite - it has not just one LOD level What gives? How do I fix this?
  3. Okay, after downloading a bpo viewer, I found BIS_Effects_Burn. However, I can't get it to work. Here's my code: e1_x1_exp="SH_125_HE" createVehicle[(getPos e1_x1 select 0),(getPos e1_x1 select 1), 20]; [e1_x1, .8, time, false, true] spawn BIS_Effects_Burn; I want these buildings to explode and then burn. The explosion works, but the burning doesn't. I also would like a delay between explosions, but when I put "sleep 3;" in this file, it gives me an error in the rpt telling me that "suspending is not allowed in this context." What gives? ---------- Post added at 06:33 PM ---------- Previous post was at 05:32 PM ---------- I'm posting in my own thread too much, but I feel the urge to document this in case other people are having similar issues. I needed to put this in init.sqs: BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
  4. Well, that's the issue then. :) I'm using the wiki templates to try to create smoke. Is there an up-to-date reference that uses ArmA 2 entities?
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