HateDread
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Posts posted by HateDread
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All I did to the waypoint, was add a '10' to the three fields next to 'timeout', in the waypoint's menu. I'm not sure which one of the fields is the required one, but my approach works.
Give it a go.
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Tested, works well. Now I have to see what you did.
Splicer, I improved your version by adding a delay to the waypoint where the troops are ejected. A delay of 10 works very well - it allows the heli to stop and level out before forcing the troops out.
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Try setting the flyinheight command in the 'On Act' field of each waypoint.
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Splicer, I'd still like to see your example, so I can see what I'm doing wrong in comparison - my helicopter just won't budge :/
---------- Post added at 01:24 PM ---------- Previous post was at 11:25 AM ----------
Mikey, I can't open your mission - says I need vops_c_guns, which I do not.
Any help with my earlier questions?
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Thanks mate,
But I meant move it after it's been spawned, like, on the map or something. I read that somewhere. You must've been talking about your next version?
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Thanks.
How do I move enemy AI units? And how do I delete them?
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Keep at it, man! I'll help where I can :D
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Thanks for that.
A few questions:
- How do I get our troops to respawn at the 'Base' marker that appeared when I moved the respawn? It doesn't allow us to respawn there, only at the initial base.
- Where can I find Rucksack Crates to place, and the HuntIR and chem light boxes?
Cheers.
---------- Post added at 11:49 AM ---------- Previous post was at 11:18 AM ----------
Also, how do I move units once I've placed them? And how do I delete them?
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I'm getting there...
"P1 action ["getout", H1];" in the second waypoint as you said, but with a timeout on it (added '10' to every 'timeout' box in the waypoint's menu). The player does not eject untill the heli has stopped moving.
Two problems;
1. The heli will not continue with its waypoints. Even "H1 domove/move/moveto getpos Pad1" doesn't work, with Pad1 being an invisible helipad far in the distance. Doesn't work for markers either, and it doesn't continue to next move waypoint.
2. Setting a trigger that ensure all alive players are out before proceeding. How do I do this?
Cheers.
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I am very interested in this mission.
How well does it run with 4v4, etc?
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if you don't want to wait you can add this command in the "command line" (editor mod) of the real time interface[joueur2,joueur3] join joueur1
Joueur2 and joueur3 will join the game master
I don't understand this part. Where do I add these commands?
Cheers.
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Gotten the script from that thread, and added a sleep command which doesn't appear to be working...
?!(isServer) : exit_grp = _this select 0
_flz = _this select 1
_jmp = units _grp
_i = 0
_j = count _jmp
~(random 3)
#start
sleep 10;
unassignvehicle (_jmp select _i)
(_jmp select _i) action ["EJECT",_flz]
_i=_i+1
~.4
?_j>_i:goto "start"
exit;
Still launches players before waiting to stop.
Afterwards, it does not proceed to next move waypoint.
Cheers.
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Thanks for the response.
Is it possible for the Game Master to temporarily turn off the map positions of the enemy? I'd like to fight alongside the players without having an unfair advantage.
And is it possible to combine this with giving control of the game to the leader of the players? I'd love to be able to lead them against an attack I setup, to train my clan's troops, while not having an advantage (seeing enemy positions on map when nobody else can).
Cheers.
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Considering the name of the mission has ACE in it, is there a way for me to start the mission with ACE weapon crates? I also can't seem to have my guys start with any launchers in any crates.
What about the ACE wounding module?
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I would like to see example missions for the more advanced methods mentioned.
Pwease?
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In the 'Move' waypoint, I have this in 'On Act':
H1 flyinheight 5; sleep 4; P1 setPos [(getpos H1 select 0),(getpos H1 select 1),((getpos H1 select 2) - 1)]This works, apart from the 'sleep' command not working - I still get spawned out of the heli straight away. Also, how do I execute "P1 setPos [(getpos H1 select 0),(getpos H1 select 1),((getpos H1 select 2) - 1)" for a group?
And from what I can see, the helicopter just waits forever after these commands are run, and refuses to proceed to the next waypoint.
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In the move waypoint's 'On Act',
doesn't work. The helicopter hovers far too high above the waypoint (something like >25m).H1 land "GET OUT"; H1 flyinheight 6;Tried adding an invisible helipad, as the wiki says "Helos will land at the nearest "H" or "Invisible H", if there is one around (within 500m in ArmA). ". This doesn't work, even with the flyinheight command removed from the 'On Act' field. The heli still hovers far too high, and doesn't proceed to next waypoint.
Thoughts?
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With a 'Transport Unload' waypoint, the chopper wants to let me out on the coast, not the water. I need to force it to stay above the water for a set time, then force it to forcefully eject the players, or wait untill all players are out before flying away.
How do I do all of this?
---------- Post added at 03:18 PM ---------- Previous post was at 02:54 PM ----------
For some reason, with the waypoint where I'd like the helicopter to hover, with only 'H1 flyinheight 6' in the 'On Act', with H1 being the name of the helicopter, it just sits there and doesn't proceed to its next move waypoint.
How do I force the players out at this point, and/or trigger the next waypoint based on all players being out of the heli?
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I was wondering how I can get a helicopter to fly from far off of the coast, up to a section of ocean, above which it hovers at low altitude (5), gets all the squad to disembark, then turns and flys away again.
I don't know how to set this up. I need the helicopter to hold and wait untill everyone is out, and in the water, and stay below the maximum height one can drop into water from (what is that, anyway?).
Thanks in advance,
- HateDread.
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Is it alright to produce a modified version of your mission, changing the starting players, adding ACE crates, etc? I have given credit in the mission description. It's a mission for my clan's clan night coming up soon.
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Thanks a lot guys.
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So how does one get the group name? How do I define a group?
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So I don't clutter the forum, I just thought I'd quickly ask in here...
How do I group AI/define AI group in the init line? So that I can move the entire group into cargo with one line, etc. Searched and searched for an answer :/
if you have an account.
Limit grouping units across a map?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
In the unit's info, when creating/editing them, have you changed them from 'In formation', to 'None'?