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magicpanda

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Everything posted by magicpanda

  1. magicpanda

    execution scene

    Some of these might help. http://community.bistudio.com/wiki/disableAI This SetUnitPos "up"; Possible use an !alive trigger along with some disable AI stuff and sleep to implement them in your script.
  2. I was playing around with this yesterday. setVelocity is the starting point but I think that will just fling the vehicle west or east I cant remember. [20=east/west?, 0=North, 0=vertical] You will need to get it's heading first. I think found the solution this morning but have not been able to try it yet as I'm at work. Give either of these a try. Change 100 to slow it down. _v setpos [(getpos _v) select 0, (getpos _v) select 1, 100] _v setvelocity [100 * (sin (getdir _v)), 100 * (cos (getdir _v)), 0] This one is direct from the wiki. http://community.bistudio.com/wiki/setVelocity _vel = velocity _vehicle; _dir = direction _vehicle; _speed = 10; comment "Added speed"; _vehicle setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+ (cos _dir*_speed),(_vel select 2)];
  3. magicpanda

    [SP] Tactical Bacon - Act One

    Cheers, first proper mission so nice to get feedback :)
  4. magicpanda

    Enemy AI using artillery.

    for "_i" from 10 to 15 do { //--- set range of how many cycles you want the mortars to run _mortar = [mortar1, mortar2, mortar3] call BIS_fnc_selectRandom; //--- selects a random mortar unit out of array _uni = [unit1, unit2, unit3] call BIS_fnc_selectRandom; //--- selects a unit to target the round at _center = getpos _uni; //--- central point around which the mortar rounds will hit _radius = 25; //--- random radius from the center turn lower for closer hits _pos = [ (_center select 0) - _radius + (2 * random _radius), (_center select 1) - _radius + (2 * random _radius), 0 ]; _mortar commandArtilleryFire [ _pos, getArtilleryAmmo [_mortar] select 0, 1 //--- number of shots per turn per unit ]; sleep 1; //--- delay between rounds }; This is awesome so thanks for that. One question. What is or how long is a cycle? for "_i" from 10 to 15 do { //--- set range of how many cycles you want the mortars to run
  5. Does anyone know if there will be a SECOPS module for Arma 3?
  6. There is probably a much better way to do this but I've had some success with putting the unit directly on top of the building and setting the unit elevation to around 2 or 3. The unit would spawn on the second floor a move from there.
  7. I was wondering (not to hijack too much). If I am just making MP missions for general coop using my machine as the base (not a dedicated server or anything) .Do I need to worry about making it MP compatible bar syncing up tasks to all playable units etc?. I've read about server checks in triggers, do I need to worry about those? My missions have nothing in the way of scripting outside the editor.
  8. Hah well you've got one convert. My playtime went from 10 hours up to 70 after watching those. Just pimped out my first mission today. I do have a request that would make a good addition to the series. The basics of COOP mission making.
  9. Create a Unit group. Create an empty chopper. Create an invisible Helipad where you want the chopper to land. Give the unit a hold waypoint near the empty chopper then double click over the chopper and set a way point to get in. Next add a move waypoint near the invisible helipad then create a Getout waypoint at the helipad. After that create waypoints to what you want the unit to do afterwards. Now create a trigger activated by Radio Alpha. Type "Switch". Sync the trigger to the Hold waypoint. That's it :) The unit will hold until you give the Radio Alpha signal and go from there. 1. Hold < Sync switch trigger 2. GetIn 3. Move (Set this waypoint to full speed as it seems to help with issues of the chopper getting distracted by enemies.) 4. GetOut 5. Go Kill stuff.
  10. Lead an 8 man team on a relatively simple Assassination Mission. 3 Hunters available, limited Mortar support provided and Helicopter extraction once objectives are complete. You can choose what time to head out via the Sunloungers in the base (thanks to SaOk for the script). Lots of equipment (including hats) to choose from in the provided boxes. https://dl.dropboxusercontent.com/u/8154556/Arma3/PETE_THE_MEAT_V2.stratis.pbo Installation: Extract the .pbo file to C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Missions No addons required. Would love some feedback on this (I've only completed it once, took about 30 mins, and had only 2 people left :) ) Any pointers on how to make this COOP compatible would be amazing.
  11. Thanks for your time and effort with these man, really good stuff.
  12. I'm not sure if this an issue with all buildings with glass windows or just in the town I'm basing my mission. Basically I can be inside a building shooting from inside and cant seem to hit units outside and they can't seem to detect or hit me. Known issue?
  13. Is this possible? I basically want a player to carry around the UAV backpack, to be able to put it on the groud and call in airstrikes using the mousewheel instead of the radio.
  14. magicpanda

    Group Spawn Trigger

    Worked a treat, thanks man. :bounce3:
  15. magicpanda

    Group Spawn Trigger

    What's wrong with this? I can't seem to set the direction of the spawned group. AirSquad = [getMarkerPos "airSpawn", side player, (configFile >> "CfgGroups" >> "West" >> "BIS_US" >> "Air" >> "US_C130JFlight")] call BIS_fnc_spawnGroup; wp = AirSquad addwaypoint [getMarkerPos "airWaypoint",20]; wp setWaypointType "MOVE"; AirSquad setdir 90; The plane spawns in the flying but I can't set the way it faces when it spawns.
  16. That's the only think I can think off unless you have it stashed somewhere else in a trigger or something? I usually call it all in one go via an init line of a trigger or unit. null = [slick1] execVM "scripts\heloGoTo\heloGoTo_init.sqf"; player setVariable ["NORRN_taxiHeli", slick1, true];
  17. Check you are not calling the [slick1] execVM "scripts\heloGoTo\heloGoTo_init.sqf"; bit in the INIT.sqs file and the init line of the chopper at the same time. If it's in the Init.sqs file just put // infront of it to comment it out. and leave it in the chopper init line. The game will ignore it then. I have a question about this as well. Whenever I use this the enemy will completely ignore the chopper when it's called in. Breaks the immersion a bit when you use it in the middle of a firefight. :)
  18. This chap has a series of posts on how to set it all up on custom maps. http://sandbox.darrenbrant.com/arma_ii/how-to-setup-the-arma-ii-warfare-module
  19. In op arrowhead you can use http://community.bistudio.com/wiki/BIS_fnc_sandstorm
  20. How about if there are a series of tasks that trigger after each other?
  21. magicpanda

    OA - Shooting out Glass

    You are right about the Thermals which is fair enough. I just noticed you can't see fire through glass as well. I made a lot of things blow up outside the building I'm in and they don't show as burning through the glass except through the holes. Would love to see it fixed along with those absolutely nutty Special Ops Medics who turn on flashlights in the middle of combat.
  22. magicpanda

    OA - Shooting out Glass

    Damn. That is a kick in the nuts to my mission. No easy way around it I suppose?
  23. Ive been searching High and low for this but no joy. Can anyone help please?
  24. I'm not sure I understand how this workaround works :P How do you link a trigger to the simple support module?
  25. magicpanda

    ARMA 2 Patching FAQ

    I have vanilla Arma II installed via DVD on Windows 7 to my games hard drive (separate from my Operating system). I try to patch it up to 1.09 but when I run the patch it shows an extracting bar then absolutely nothing happens. Any ideas? I'm stumped. ---------- Post added at 10:49 AM ---------- Previous post was at 09:28 AM ---------- Solved this. I opened the zip and extracted the contents. Then I opened the extracted exe with winrar which contained the proper patch exe and the battleeye install. Ran the exe as admin and it seems to to patching up now. :bounce3:
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