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Mitch

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Posts posted by Mitch


  1. Instead of having an .sqf to add the first action "set ropes", just add it by putting this in the vehicles init.

    dply = _carrier addaction ["set ropes","\dbo_mh6\whos.sqf"];

    Then in your Whos.sqf

    endcargosession2 = true;

    private ["_carrier"];

    _carrier = _this select 0;

    fst = _carrier addaction ["Saut","\dbo_mh6\prepare_eject.sqf"];

    From when I tested it any person in the vehicle could "set the ropes", then that action disappears, then everyone in the vehicle can select "Saut".

    Is this not what your trying to achieve because it worked for me.:bounce3:


  2. I realise you might already have your answer but this is what I do.

    Put this in your planes init:

    gamelogicname attachTo [this, [0,0,0]]

    change the [0,0,0] to put the gamelogic forward of the position on the plane you want hit as the delay of the explosion with not look right (you can keep moving the gamelogic position til you get the desired look).

    In a trigger that fires when you want the explosion:

    pos = getPos gamelogicname; b2 = "Bomb" createVehicle pos;
    b2 setPos pos; b1 = "Bo_GBU12_LGB" createVehicle pos;
    b2 setDamage 1; deleteVehicle b1;

    Change the "Bo_GBU12_LGB" with your desired ordinance, i.e. a strela rocket missile for realism.

    "M_Igla_AA" is the ordinace name of a russian SAM.

    Hope I helped or gave you another option.


  3. Hmm, thats a BIG pain if its impossible. :mad:

    My first attempt was to use the 'removeAction' command then I realised this cannot remove an objects standard actions. I figured that seen as 'createVehicle' was used the weaponholder would be a vehicle and as such I could some how 'lock' it, and thus get rid of the actions like you can a vehicle.

    Does anyone know any other way I can display a weapon on a table but with my problem solved? Long shot I know.. :(

    Thanks for your help PJ; your option so far seems my only feasible one.

    I'll still take any advice on how to fix my problem though, and any more work arounds.


  4. I need help.

    Iv placed a table and managed to create a weapon on a table using a WeaponHolder. Thats not exactly my problem.

    This is the code so far (placed in my tables init):

    holder = "WeaponHolder" createVehicle getpos this; 
    holder addWeaponCargo ["M16A4",1];
    holder setPos [getPos this select 0, getPos this select 1, 0.775];

    What I need to do is to lock or disable the gun (heres my problem) that is now on the table so that the player cannot pick it up, infact so the user cannot see any sort of action when looking at the gun i.e the "Take M16A4"

    I'v tried all I know to solve this!

    Please some one put me out of my pain ! :confused:

    Thanks in advance, im sure this is very easy and im just being a noob. :p


  5. Sumrak, in all seriousness BIS should hire you, your work is almost if not is better than anything (im sure a large team) they could come up with, i salute you and all your efforts.

    I will be sure to spread the word of this truely amazingly epic map.

    Thank you so very much for all your hard work, it is MOST appriciated.

    A true legend of an addon for Arma 2.


  6. I know that to disable the HUD I have to use the code 'showHUD false', but i havn't a clue were to put it i tried putting it in the init line of my unit, to no effect, and i have tried putting it in my description.ext, but still no result.

    My question is have i got the wrong code, am i putting it in the wrong place, or am i simply expecting the wrong thing to happen when i use the code, what i want is for the screen to be empty when flying a plane, ie no fuel or health gage.

    Please tell me what code and where to put it, and maybe enlighten me as to actualy if what i hope this code does actualy works.

    Thanks to any who can help. :o

    ---------- Post added at 06:42 PM ---------- Previous post was at 06:37 PM ----------

    I am now begining to become afraid that this does not work in Arma.:(


  7. http://community.bistudio.com/wiki/ArmA2:_Moves These are the animations you'll need.

    Mainly these 5:

    acinpknlmstpsraswrfldnon - Standing still while dragging another unit

    acinpknlmwlksraswrflbd - Walking backwards while dragging another unit

    ainjppnemstpsnonwrfldb_grab - Injured unit being grabbed as part of drag animation

    ainjppnemstpsnonwrfldb_release - Injured unit placed back on ground after being dragged

    ainjppnemstpsnonwrfldb_still - Injured unit lying still while being dragged

    Use: unitname playMove "the move you want"

    There might be an easyier way than this, but this is all i know.


  8. I am having this same problem. The chopper lands everytime when there are no enemies nearby. But when there is a fight going on it comes into land and then chcikens out and flys away.

    So did the completion radius make them land no matter what was happening on the ground.

    Make sure your choppers behavior is set to Careless until he drops off the troops, that way even if he's getting shot to hell, he wont care, and will drop them off.

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