HateDread
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Posts posted by HateDread
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After running it for a while, attempting to unsecure results in problem opening the gun's pbo, and in the cases where that doesn't occur, the gun is not restored. This is running for a min or two on x4 speed.
Ideas?
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Just tried it - works once, but then fails when I try and secure gear a second time.
This happen to you?
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I'm with you guys;
Thank you!
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Thanks, that works like a charm!
Now, on to that final question - deleting units.
Does anyone know any good ways?
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this addMagazineCargo [30Rnd_556x45_Stanag, 40];This seems to return an error, where I apparently need to add a missing ']'.
And how does one write an array listing multiple weapons/ammo in one go?
Also, how can I run the deletevehicle command for any units within a trigger?
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I know this is an old thread...
In the soldier's init field, write "this setflyinheight X", where X is a height above the building, such as 100. It must be above the surface you want them to be on. It makes no difference. This automatically places the soldier at 100m, then instantly teleports them to the next highest object, such as the top of a building, without getting hurt.
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Thank you.
Ok, so when I try to delete, say, a tank, called P1. "Deletevehicle P1" leaves the crew.
From the wiki;
{deletevehicle _x} foreach crew (thislist select 0); deletevehicle (thislist select 0);A) How do I implement this code? I see nowhere to enter a vehicle name, etc.
B) Is this practical? Are there better ways of deleting a vehicle + crew?
Cheers.
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Thanks guys - I was just writing a reply that linked to the Biki, and that command.
KJAM, yes, that's exactly what I meant. I'll give that a go.
Ok, so the first question is still out there - how do I add gear to a car's trunk? Like ammo to a HMMWV?
Cheers, guys.
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Ahh, I'll try that.
Nah, the bomb method isn't efficient enough. I need the unit completely removed instantly, like "Pop, gone".
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Then, have another trigger that is activated by Radio Bravo, with anything that tells it to land at the H it started at. I don't know what this would be, but something with "Heli1, Land, and H1" in it. (Where Heli1 is the chopper name, and h1 is the H name.)Couldn't it be something like "Heli1 moveto getpos H1", etc, then have a trigger grouped to the helicopter, set to 'vehicle', and 'present', which activates when heli is near the pad. This activates a code such as "Heli1 land "LAND"", which automatically lands the heli at the nearest pad, as per the wiki;
Force helicopter landing. Landing mode may be:* "LAND" (complete stop)
* "GET IN" (hovering very low, for another unit to get in)
* "GET OUT" (hovering low,for another unit to get out)
* "NONE" (cancel a landing)
Note: Helos will land at the nearest "H" or "Invisible H", if there is one around (within 500m in ArmA).
Good luck!
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Thanks,
1. Jury's still out.
2. I meant during a mission - have the unit deleted during play, through a command, activated by a trigger.
3. How else does the 'Get in' waypoint work? You have to 'fuse' it with the vehicle to get the squad who you are giving waypoints for to get in, right? It worked for me.
Cheers.
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Hey guys,
- First off, how do I add gear to the trunk of say, a HMMWV? Like, adding extra ammo, guns, etc.
- What command do I use to delete something? Like, say in a trigger activated by a unit's presence? I'd like that unit to be deleted.
- Also, when a waypoint has been 'fused' to say, a helicopter, when waypoint is a 'get in', how do I select the heli again? It seems I need to delete the waypoint to do it, which undo's some of my other work.
Cheers guys,
- HateDread.
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No, I like your bag idea.
Problem is, how do I even go about adding the action to the menu, then remembering what the player had, and restoring it once they're out of the water? That just boggles my mind.
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Well, alright, I knew someone would take me up on that :P
I just don't have the faintest idea where to begin scripting that sort of thing. :/
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Thing is, we're talking about assault rifles, which would be hard to place in plastic bags, wouldn't they?
Also, if I spawn the weapons on the players when they hit the shore, it's going to be obvious - they lose the actual physical model when swimming, then it appears in their hands on shore?
Isn't there some sort of command to control this? It seems it takes longer in ACE, as if they found a variable that they could change?
Cheers,
- HateDread.
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Could you make those specified changes on Chernarus too? I don't have Isla Duala ):
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Thing is, I need the players to be able to swim at normal speed, which is already very slow.
I'm looking for a script that stops this from happening. :/
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Shouldn't it be this setPos [(getpos this select 0),(getpos this select 1),((getpos this select 2) + 100)] ? 100 needs a plus before it?
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Trigger, set to 'Alpha', etc, like the radio channels.
Have 'Activation' field say 'Heli1 moveto getpos player;', etc, minus quotation marks, where heli1 is heli name, and player is your name. This moves them to you. Make them stay before this via... uhhh... I don't know. 'Halt', 'stop', 'waituntill', I'm not sure. I know! Move them somewhere via their init. field, like 'Heli1 moveto position Pad1', where Heli1 is heli name, and Pad1 is name of invisible heli pad or other reference object.
When you activate radio alpha, should work.
Maybe.
It's 1:47 AM, and I think I'm dying of fatigue, so I hope that made sense.
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Seems to happen instantly when spawning an armed player direction into water at mission start - AI don't seem to be effected this way?
Any help?
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Ahh, now I get it. Thank you! patrols can now be done via trigger. Yaya.
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How do you synchronize a unit with a trigger?
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Correct. I remember it from vanilla ArmA - it seems to take much longer in ACE.
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Hey guys,
How do I stop my men from losing their equipment after long periods of swimming? I want to be able to spend as long as I like in the water without losing equipment.
Also, how do I set a unit to patrol between a few points? IE. between P1 and P2?
Cheers,
- HateDread.
Halting Equipment Loss in Water? Patrols?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
And, I tried using ACE Ruck Sacks as an idea - they completely disappear alongside the other gear :/