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Posts posted by Porco_Rosso
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Porco_Rosso:
Thanks,
1 - Some objects, which are created by me dont have for now defined positions and paths for AI. This, and more fixes will be included in final release of Nightstalkers: Shadow of Namalsk modification.
2 - sorry, i dont know, why, i never tested nightvision on Namalsk with ACE2 :(
;) Sumrak
Then I'll just wait for the final release and have a go at it then. :rolleyes:
And my namalsk mission will be a daytime mission until the problem has gone away :p
Thanks for all the excellent work Sumrak!
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I really like this map though the map doesn't want to show the same affection for me. :p
1. I seem to be unable to place units inside buildings.
In this example I'll use a rifleman and the hotel in Vorkuta.
In the riflemans initialization field I put:
this setPos (( getPos this nearestObject 9957) buildingPos 1);
What happens is that the rifleman spawns in the ocean in the lower left corner of the map. It works fine on Utes and Chernarus. I have no other mods running when testing. Am I doing something wrong? Or is there some other way to acomplish this? If Anyone has a solution for this I'm all ears.
2. Nightvision with ACE2 mod.
On Utes and Chernarus works fine but on Namalsk everything is pitch black. Works without ACE2 though. I don't know if this is a specific problem with ACE or something but I thought I'd mention it.
Oh btw! Is there someway to make the barrels to be on fire when you start the map?
I have ARMA2 1.05 and Namalsk is patched to version 1.02
Though under any circumstances Namalsk is beautiful just fun to watch. :)
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Hi, follow these steps if you want to add a helicopter extraction to your mission in the editor.1. First go to nonplayable, empty, objects, and insert a visible or invisible H (helipad) where you want to the helicopter to land.
2. Place a transport helicopter on the map where you want it to start flying from, I used a MH-60S seahawk. Name it as: Helicopter
3. Type Helicopter flyinheight 85 in the initialization. You can put any height number in.
4. Place a MOVE waypoint next (very close) to the helicopter.
5. Synchronize the first MOVE waypoint to whatever trigger you made (such as destroying an objective) that will cause the extraction to take place.
6. Next connect the MOVE waypoint to a LOAD waypoint placed on the helipad. In the ON ACT for the LOAD waypoint type:
dostop Helicopter;Helicopter land "land"
this forces the Helicopter to land on the helipad and turn off the engine.
7. Now place another MOVE waypoint right next to the LOAD waypoint (place it practically on top of it) In the condition for the MOVE waypoint type:
((!alive unit1) OR (unit1 in helicopter)) AND ((!alive unit2) OR (unit2 in helicopter)) AND ((!alive unit3) OR (unit3 in helicopter)) AND ((!alive unit4) OR unit4 in helicopter) AND ((!alive unit5) OR (unit5 in helicopter)) AND ((!alive unit6) OR (unit6 in helicopter)) AND ((!alive unit7) OR (unit7 in helicopter)) AND ((!alive unit8) OR (unit8 in helicopter))
What this condition does is it asks: Is the unite alive or dead? If he is dead then don't wait for him. If he is alive, is he in the chopper? If not then wait for him. Basically it checks to see if everyone is in the chopper before leaving to the next waypoints. You may need to adjust the condition to fit the number of units in the group for your mission. Also you should go to the group of infantry that you want to transport and individually name each one of them unit1, unit2, etc... so the Helicopter knows who you're referring to.
8. Now place the remaining MOVE waypoints that you want the helicopter to travel through.
9. Put a UNLOAD waypoint where you want the Helicopter to land. And an invisible helipad as well. For the waypoint under On Act type :
dostop Helicopter;Helicopter land "land"
to force the helicoper to land at the drop off point.
Hi! this is my first post and I just can't seem to get this to work. The problem is is when my group boards the chopper it doesn't check if everyone is aboard. As soon as anyone boards the chopper it starts the engines and takes off.
Chopper is named helo3.
The guys in the group are named uni1, unit2 and so forth.
This is how the MOVE waypoints condition field looks like directly after the LOAD wayoint:
((!alive unit1) OR (unit1 in helo3)) AND ((!alive unit2) OR (unit2 in helo3)) AND ((!alive unit3) OR (unit3 in helo3)) AND ((!alive unit4) OR (unit4 in helo3)) AND ((!alive unit5) OR (unit5 in helo3)) AND ((!alive unit6) OR (unit6 in helo3))Anyone capable of giving some hints?

Namalsk island, v1.10
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Oh it was that simple.. *shame* Thanks!