HateDread
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Posts posted by HateDread
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At the start of the mission, AI following waypoints don't move for a moment. This breaks the immersion when a player starts in an AI heli that should be flying from the very start.
How do I get around this? Is there a way to script it's forward movement temporarily, so that the pilot can take over as normal?
Or could you fade in from black? Maybe with a title as well?
cutText [text,type,speed] ? If so, where does one put it so it activates on mission start, for all players?
Cheers.
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But why doesn't it work when I hit 'preview'? 'Var =1' is still there, so the trigger should still fire? Why does the publicVariable thing mess it up?
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Thanks,
But this disables all radio - I need to leave teamchat, as the pilot is communicating to the player, and vice-versa, via script. I just need the orange vehicle chat disabled, so it doesn't distract the player.
Any ideas?
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Running
Var = 1;publicVariable "Var";
as you said results in the trigger not firing. Taking out the 'public variable' line allows it to work again. What am I doing wrong?
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How does one disable the chat between pilots and gunners? Ie. the pilot telling the gunner to switch to a certain ammo/gun. It's on the UH-60.
The heli + crew has been set to hold fire, though.
Any ideas?
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I would if I could, but sadly, the ACE shaking becomes 'stuck', as it believes I should be dead, even though setdamage false contradicts this. I need to somehow either get that exact sound, or an actual heli exploding, nearby, without receiving damage.
Cheers so far!
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That's certainly one step closer!
But what sound is the sound of the heli exploding, normally? Ambient explosion isn't the right sound.
Cheers.
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How does one play the sound of a helicopter exploding (default sound - using ACE, though), or emulate a chopper exploding, so that you get the sound, activated via script?
At the moment, I black out the player's vision, and setdamage to false, then blow up the chopper next to them. Problem is, they keep shaking because of the ACE explosion shake, even though they take no damage.
Also, how do I kill the crew of the heli, once it's destroyed?
I've been racking my brain over this one for a while.
Cheers.
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Dogmeat, could you possibly look into the multiplayer validity of infection/migration?
I would if I could, but no ArmA 2 friends with the mod + 64K net = ):
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For a more dramatic look, it seems having the helicopter moving at full speed, with this in a trigger, once it gets moving;
H1 setHit ["mala vrtule", 0.95]; H1 setfuel 0; H1 engineon false;(Where H1 is heli name).
How can I make the sidegunners hold their fire? I've set this in the heli init field;
Heli = group this; Heli setcombatmode GREEN;But no luck.
Any ideas?
---------- Post added at 05:16 PM ---------- Previous post was at 05:15 PM ----------
For a more dramatic look, it seems having the helicopter moving at full speed, with this in a trigger, once it gets moving;
H1 setHit ["mala vrtule", 0.95]; H1 setfuel 0; H1 engineon false;(Where H1 is heli name)
How can I make the sidegunners hold their fire? I've set this in the heli init field;
Heli = group this; Heli setcombatmode GREEN;But no luck.
Any ideas?
EDIT: Moving full speed + that code usually results in a crash. I now run heli at normal speed.
In addition to above questions, how can I tell that the heli has hit the ground, as a condition in a trigger? What's the command for height? And how do I say 'less than blah blah' with that, in a command?
Cheers.
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Thanks, that worked! What is 'mala vrtule'?
Also, this is for a heli the AI is controlling. Is there any way to make the landing more dramatic? The pilot just stuffs about then casually lands.
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@Above request;
Couldn't one check the class of the unit being infected, say, infantry, plus gender, then throwing in one of the default infection models that matches that?
Simply to avoid errors and what-not. I wouldn't care that the model changes.
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How would I about implementing such things? Do I use something like 'backRotorSpeed = 0', in the init somehow? this backRotorSpeed = 0 doesn't work, as expected.
Any ideas?
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Anybody know of a way to force the tail rotor to fail as determined by a trigger? It would need to stay at full health, so setdamage doesn't work - if I use this, the chopper rarely survives the impact of the hard landing.
I know I can disable the main rotor with setfuel 0, but that isn't what I'm after.
Cheers, guys!
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Hehe.
Ahh well - thanks for this - I learnt a lot. I've got tons of threads floating around unanswered :P
Also, I've been searching out your threads, and Splicer's, because you guys seem to have the best questions :P
Have a good one, mate,
- HateDread.
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http://www.filefront.com/15394499/Manzilla%20Delete%20Trigger%20Test.zip
Check 1 fires on building destruction, Check 2 fires when you run to the left of the tank, and the trigger is active.
You can see for yourself by running before taking out the building - Check 2 works. Destroy the building, then Check 2 does not work.
And I know what you mean - I have those crazy bugs too :/
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Is your second trigger named 'trg1'? I tried it and it works? I can't activate it via radio Alpha, as the first trigger disabled it? Also tried with a hint in second trigger + activated by Bluefor - destroyed building, got first hint, ran in to second trigger, no hint - it's disabled.
Atleast the last 20 minutes working on this has taught me things :P
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Can the guys who are starting to get angry please chill out?
It's only one guy updating and developing this mod for you, while attempting to reply to all the posts.
Cut him some slack, eh?
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Manzilla, if you're wondering how to do it, it's like in that other thread about blowing up the bridge. You remember? I helped you with;
!alive nearestObject [bridgeMonitor, "House"] && !alive nearestObject [bridgeMonitor1, "House"];If you set that up, with a logic called 'BridgeMonitor', or whatever, on top of one transformer, and BridgeMonitor1 on the other, and trigger-exec this lights-off script, and there you go!
You can use ID's to be more precise in the above code, which can be found by zooming in on the transformers in the editor with ID's enabled.
Hope this helps.
- HateDread
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Oh my god, that's twice now.
I'm sorry, I'm just so excited.
Nice work, mate.
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I'd love a script that checks count of Infected and randomly spawns more within the area to keep the number stable.
Anyone?
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144 group limit is hard-coded.
There may be some magic workaround, but not that I am aware of.
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How does one turn off the streetlights in a certain radius, town, or the whole map, respectively? I assume there must be a function or command?
Edit:
Dug this out of Eve of Destruction;
one=true;publicvariable "one";
power setTaskState "SUCCEEDED";hint "Power supply is cut ... Objective complete ";
sleep .5;
{_x switchLight "off"} foreach (position powercut nearObjects ["streetlamp",3000]);
sleep .5;
{_x switchLight "off"} foreach (position powercut2 nearObjects ["streetlamp",3000]);
sleep 11;
elekgunfire=true;
publicVariable "elekgunfire";
hint "Enemy units at the port of Elecktrozavodsk have been alerted by the explosion at the power station "
Guess that helps?
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Ahhh.
Nah, that's fair enough. So I guess I could lure them with a base between two major towns, as they'd cross between them?
You mentioned they don't work well with waypoints? How else do you say, get a base defense situation going, against them?
The Undead Mod
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Is there a variable to turn off the markers being shown on the map, where infections occurred, in cities/towns?