FinalSin
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Posts posted by FinalSin
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I'm under the impression that putting multiple markers down and grouping a unit to them randomly chooses one of them as a spawn point. Is this right?
What if I want a respawn to be randomly selected. Is this another case of placing lots of respawn_east markers?
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Haha. I had this (still do in fact, not bothered to fix it). I've still not looked into fixing it, but were you doing the eject in waypoints, or in triggers?
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Can I slip in here with a related question?
What if I want these markers to be visible to one side only (i.e. only BLUFOR, in multiplayer).
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AFAIK only units in cargo will unload, and only if their vehicle has unloadincombat=1 (Or something similar) in the config.Can you briefly explain how I edit the config to set that to false?
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I've searched, but I can't see a good starting tutorial on them. Any links?
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This doesn't really work. The game flashes in, THEN goes black and fades in.
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You can give the object a name (on the properties for the object - doubleclick it). Use that name to refer to it elsewhere. For instance, if you have a man named someGuy, you can have a trigger with the condition of !alive someGuy, which goes off when he dies.
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No, it's a standard behaviour I think. I saw it mentioned in another thread.
Are they grouped?
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Text in game is all lovely and normal-lookin', but once I start doing sideChat in the editor it comes out in capital letters.
Any idea why? CAn I switch this off? Or do I get normal letters by using the directSay command with the subtitles set?
If so; how do I do subtitles for speech?
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Okay, and then set the Effect thing as BLACK IN, with text?
What do the MIN, MID, MAX settings do?
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I'd quite like the mission to begin with a particular vehicle already moving, rather than having to hear the engine starting up. Is this possible?
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I'm trying to get into the ol' animation gig. I've put down an insurgent rifleman, and I've got an init that looks like this:
this playMove "AinvPknlMstpSlayWrflDnon_medic"; this disableAI "anim"
This doesn't work. In fact, none of the animations I've tried from either ARMA or ARMA2 work, apart from the sit animation.
What gives? If they all didn't work, I could understand! :P
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So, fading out seems pretty straightforward, but fading in is trickier. I know what to select in the trigger, but what's the condition?
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Actually, I want the opposite! I want him to keep his butt inside of the vehicle all the time!
There's a vehicle config which is something like unloadInCombat that defaults to true but you can set to false. I don't know how to set it though.
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Ah, really? That's interesting. Thanks, didn't know it was that easy. :P
---------- Post added at 12:50 AM ---------- Previous post was at 12:37 AM ----------
Hmm. He won't get out whilst careless, but he still stops. Any further help?
EDIT - Oh, nope, he still gets out, too.
I found an ARMA thread about this, mentioned something about a vehicle config option. How can I change those?
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I've got some Civvie drivers doing the rounds. The problem is, they get scared by almost anything, and will get out of their cars, run around in a circle, and then get back in again.
How do I fix this? I've made independents friendly towards everyone, which alleviated some of the problem. I've also favoured empty vehicles where possible. But it's still not completely solving the issue. Is there just a way of switching the fear off?
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Superb. That's very handy indeed.
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The triggers are really cool for checking whether an entire side is present or not present, but can you check the presence of a unit by name? Is there a function for that?
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I've read those. They seem useful, but they don't make it clear to me what's going wrong. I've got some script written in a waypoint. It's not executing for the players.
Sometimes the guide says, "you will have to make sure that the script runs on every computer" but doesn't really offer any help on how to do that...
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I know this is a common problem, but searches don't really turn anything up.
My scripts aren't being executed for all players in multiplayer. For instance - a named unit is given the order to eject, but it doesn't because the script is (I think) being executed server-side rather than locally. Is that correct?
Is there a simple way to tell the server to ensure these commands get executed on the client side?
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Hey folks, me again.
I noticed the other day that I can light piles of tyres. This is pretty cool. But I was wondering whether I can have triggers that watch for these actions to be performed. i.e. the trigger's condition is tripped when someone lights the pile of tyres on fire.
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This looks very promising. Thanks a lot!
---------- Post added at 02:12 AM ---------- Previous post was at 01:47 AM ----------
You've saved my mission. That's amazing, thanks a lot - excellent, excellent example script.
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Thanks. I've read that already, though; my question was, what's the difference between Objectives and Tasks? Are Tasks the new version of Objectives, basically? Do Objectives even exist in ARMA2?
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Hey,
I've been reading the Briefings tutorial, and it mostly makes sense, but a lot of later code snippets still put objectives in their Briefing.html file.
Are objectives deprecated in ARMA2? Do tasks replace them? Or are objectives still present and usable?
Basically, what should I be using as in-game objectives - these task things, or 'Objectives'? I guess I can use either since I set my own conditions for the end, but I just wondered if there was one I was supposed to use.
Random RE-spawn
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
You're a star. Apologies.