OuchShot
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Posts posted by OuchShot
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Ok, that sounds promising, i'll give it a go.
Ta very much :)
Hmmmm, sorry to be a pain, but ive tried entering
{_x allowdamage false } forEach thisList;
in the waypoints, and creating a trigger which activates repeatedly when BLUFOR enter, but i'm still getting injuries, deaths etc. Do I need to list the groups to be affected anywhere etc., or am I just being too much of a noob? ;)
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Does anyone know if code like this could be used to stop the random paradrop casualties that occur? I've searched the forums but not found much.
I’ve tried using
unitname addEventHandler ["HandleDamage", {false}];
and
unitname allowdamage false;
in the waypoint activation fields for both the paratroopers and the jump.sqs activation, but no joy. I am replacing the 'unitname' with the paratrooper's group names however, but i dunno if this would make a difference.
Thanks in advance for any assistance.
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Ok, i'll give that a go.
Ta very much Manzilla
Tried that and it works brilliantly. Smashin, thanks again. Gonna work on the random casualties now, but they arnt too much of a problem ;)
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Sorry, i'm a noob with the old editing, but i've got 4 c130js at the moment in a group, and each planes got around 4 - 5 seperate groups of infantry in. Each group of infantry has
{_x moveInCargo c130j1} forEach units group this;depending on what plane they're in. I've had a look round, but im not sure what to enter in the
[NameGroup,NamePlane] exec "jump.sqs";as i want to try and get all 4 planes paradropping all their seperate infantry groups at the same time.
Any help would be greatly appreciated.
Cheers
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arh yes, checked the full file names, and they were incorrect, sorted now and it works fine.
Thanks very much Volw :D
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No SOM method.(it's still no go on dedicated, works with multiple players on non-dedicated)
First of all, this is my first take on scripting, so it probably can be shorter or easier. Anyway, it works 100%.
Seeing most people struggle with this - simple 11 step tutorial ;)
1) In your mission folder (the one on C drive in Documents\ArmA 2\missions\YourMissionName).
2) Create a text file.
onMapSingleClick "_pos exec ""ArtMarker.sqs"""
3) Paste the code above and rename the file to 'MapClick.sqs'.
4) Create another text file.
_Marker = createmarker ["ArtTgt1", _this] _Marker setMarkerType "Destroy" _Marker setMarkerColor "ColorRed" _Marker setMarkertext "ARTILLERY TARGET" tgt1 = "Sign_Danger" createVehicle (getMarkerPos "ArtTgt1") ~60 deleteVehicle tgt1 deleteMarker "ArtTgt1"
5) Paste the code and rename to ArtMarker.sqs
6) Once you're done, in the editor, create a trigger. Change 'Activation' to 'Radio Juliet' and 'Repeatedly'.
It will allow you to create new targets every 60 seconds.
[] exec "MapClick.sqs"; hint "Click on the map to select target location.";
7) Put this code into 'On Activation' line.
You can test it in game. Enter map screen, press '0' to bring up radio, then select 'Alpha', click on your own location a warning sign will appear on your location ;) That's what the artillery will fire at, but since we don't have the artillery yet, nor the trigger, you should be safe.
8) Create an artillery you want to use, synchronize the leader with 'Artillery Module'. Name the module 'Art1'.
9) Create another Radio Trigger, this time 'Radio Hotel'.
[Art1, getPosASL tgt1, ["TIMED", "HE", 1, 60]] call BIS_ARTY_F_ExecuteTemplateMission; hint "Bat1: Firing.";
10) Put this code into On Activation field.
11) You can use the artillery in game now!
Remember to first choose 'Radio Alpha' to select a target on the map, then call in 'Radio Hotel' to have the artillery fire. You can have multiple 'Radios' to call in different fire missions.
In the example above, the battery will fire HE rounds, with 1 sec interval over 60 seconds. It can be changed, just edit ["TIMED", "HE", 1, 60] - for reference use wiki http://community.bistudio.com/wiki/Artillery_Module#Creating_fire_missions
Remember it takes a while for the shells to arrive. Also different Artillery types have different min/max ranges. Keep that in mind.
Sorry, i'm pretty much a total noob when it comes to arma and scripting for it, but i've carefully followed Volw's steps above, and when I enter me mission and click the radio command for selecting the strike position on the map, I get 'Script MapClick.sqs not found'. The script for making the battery fire however, appears to work. Does anyone know what i'm doing wrong?
Ta very much
indestructible/Invincible Objects
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
No need mate, I stuck that in the jump script, and entered
{_x allowdamage true } forEach thisList;
in a group's first waypoint after paradrop, and they land without dying, and can be killed as soon as they begin moving to that waypoint.
Ta very much mate, really helped me out :)