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Bunny75

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About Bunny75

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  1. Says "Type Script, expected Nothing" Works with nul=[] execVM "scene.sqf" I SWEAR I tried that already!
  2. I got a player that has this in it's init: this exec "scene.sqf" I got A10 group flying and one of the planes is named "camplane" And the sqf is here: _cam = "camera" camcreate [0, 0, 0]; _cam camsettarget camplane; _cam cameraeffect ["internal", "back"]; _cam CamCommit 0.01; _cam attachTo [camplane, [-7,-40,10]]; _cam camSetFov 0.7; showcinemaborder False; Sleep 20; camdestroy _cam; exit; Testing this it goes to camera mode but shows just some bush and not follow the plane. The error has to be something really simple??? :confused:
  3. EDIT: you beat me :) I swear this place has the best support! So that would be in the init.sqf like: _expPlaced = player addEventHandler ["AnimDone", {exec "playRunMusic.sqf"}] ok, so I found here: http://forums.bistudio.com/showthread.php?t=80875&highlight=animation+list these that might be it: PutDown = ""; PutDownEnd = ""; and animDone should be done like this: [unit, anim] > [player, PutDownEnd] But how is this all combined? Like this: _expPlaced = player addEventHandler ["AnimDone", {exec [player, PutDownEnd]"playRunMusic.sqf"}]
  4. Is there a way to make trigger activated as you put a satchel charge on the ground? Not dropping it, but through the action menu; planting it.
  5. The list in here: http://www.armatechsquad.com/ArmA2Class/OA/Buildings/ only has few of the buildings used in the game. I dunno why. Does ARMAIIOA use same buildings as ARMAII and can I reference to them with the same name?
  6. I'm in a dead end. I'm trying to do a coop MP which has teleporting system after respawn to two different places depending on a variable. I tested this on utes with a trigger around respawn_west marker. The trigger is: BLUFOR PRESENT REPEATEDLY COND this ACT:{[_x] execVM "respawn.sqf"} forEach list teleporter So it passes every units name to a script respawn.sqf: if (!isServer) exitWith{}; _unit = _this select 0; if(base_built) then { _unit setPos [getPos spawn_1 select 0, getPos spawn_1 select 1, getPos spawn_1 select 2]; } else { _unit setPos [getPos spawn_2 select 0, getPos spawn_2 select 1, getPos spawn_2 select 2]; }; Works like a charm I then brought it to the almost ready mission, placed my playable units in the marker/trigger area, tested it on mp and nothing happens. The units won't teleport? What could cause this? The mission has quite lot of scripts so I rather not post all of them here. I'm not a pro, but I can't understand what would block this trigger to function. Theres no script that erases it or moves it as I tested it by renaming the trigger. Halp!! ---------- Post added at 09:56 AM ---------- Previous post was at 09:46 AM ---------- Seems it works if I just start doing the mission from scratch and placing only the respawn needed objects on the map and only the scripts needed for respawn. :confused::confused::confused:
  7. Bunny75

    Spy plane

    Those delete commands are on the trigger which deletes the plane and it's pilot, nothing else. If you wan't to try to make the plane to be more aggressive change: //SET FIRST WAYPOINT TO MARKER RECON POINT _sp_wp_0 = _recon_grp addWaypoint [getMarkerPos "recon_point",50]; _sp_wp_0 setWaypointType "MOVE"; _sp_wp_0 setWaypointSpeed "FULL"; _sp_wp_0 setWaypointBehaviour "CARELESS"; _sp_wp_0 setWaypointCombatMode "BLUE"; to this: //SET FIRST WAYPOINT TO MARKER RECON POINT _sp_wp_0 = _recon_grp addWaypoint [getMarkerPos "recon_point",50]; _sp_wp_0 setWaypointType "SAD"; _sp_wp_0 setWaypointSpeed "FULL"; _sp_wp_0 setWaypointBehaviour "COMBAT"; _sp_wp_0 setWaypointCombatMode "RED"; But I think the whole thing must be thought again. Do search for SOM module and/or airstrikes.
  8. Bunny75

    Spy plane

    Nope, when it has done the sweep it's been deleted and the .sqf waits for 120 seconds. After that it comes available again. You can change the sleep time to make it available faster. You can change the sleep time in the end of recon_plane.sqf Nope. It's a recon plane :) If you wan't some sort of airstrike, the easiest way might be to use SOM module. Change: recon_plane = createVehicle ["F35B", getMarkerPos "air_spawn", [], 0, "FLY"]; to: recon_plane = createVehicle ["A10", getMarkerPos "air_spawn", [], 0, "FLY"]; You can never have enough. The trick is to understand that you already have everything you need ;)
  9. Does the init.sqf still need respawn and delay variables and the respawn_west or/and marker in the mission?
  10. Bunny75

    Spy plane

    Ok. I added the readMe and fixed the mission a bit.
  11. Bunny75

    Spy plane

    Ok... I guess I could make something. There is some notes in the recon_plane.sqf, but I could elaborate more.
  12. Bunny75

    Spy plane

    I'm not sure if this is directed to me, but I really don't understand. :confused: Sorry.
  13. Bunny75

    Spy plane

    Here ya go: http://www.geocities.com/ihanmitvaan/arma/recon_plane.zip I'm strugling to get a mapclick waypoint for the plane, but meanwhile it's just static sweep. ---------- Post added at 11:00 AM ---------- Previous post was at 09:18 AM ---------- UPDATED!! Managed to include a mapClick recon point feature.
  14. Bunny75

    Spy plane

    Of course not! I'll put up a link tomorrow. I only have these at work :)
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