frosties
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Everything posted by frosties
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Random positions inside a house?
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That would probably work if its only one location, but the Ai in this case spawns on around 6 different locations, and i would like him to spawn inside each spawn location instead of outside or on the roof where he is likely to get shot... -
Is it possible for a player to add a waypoint on the map, and then see it in his HUD when flying? Just like "current objective" shows up?
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CO MCC USMC - All Island (generator)
frosties replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
Well a OA only version would be much appreciated! Havent persuaded my fellow brothers in arms to buy ArmA2 just in case its needed when OA works fine without it :) EDIT: I have looked over the mission.sqm file and it seems that it quite alot of stuff thats tied into A2, anyway you can give me a clean sqm file with just the needed parts? Or some help with what i can remove, and what needs to stay in mission.sqm -
CO MCC USMC - All Island (generator)
frosties replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
I read about this and thought it sounded awesome so i decided to play. But it seems that you need A2 as well? I got both games, but ArmA2 isnt installed since we are a bunch of buddies that plays OA only, and not all of them have ArmA2. Is it possible to use this MCC tool without A2 anyway? We tried: CO_MCC_SANDBOX_V14.Takistan.pbo on our server, and it didnt work. -
How do i "start" an init.sqf properly? I have a init line that i used in the INIT line of a soldier, but i would like the line to work for all soldiers. In the INIT field of the soldier i have: VIPS = [VIP] That i use to list wich characters in the mission are the VIPs. Its working when i have it in the INIT field of the soldiers, but when i add the same line to the init.sqf (first line in the file btw) its not working...? What have i missed?
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How to use execVM properly
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
it seems to be working, thanks CG -
Yes, i have searched and searched but cant find what im looking for, probably already answered somewhere but i cant find it. Im trying to change loadouts on a soldier and in a vehicle. Its working when i put it in the INIT field, but its getting annoying trying to change it so i was planning on executing it from a SQF file instead. I have put: this = [] execVM "loadout.sqf" in the INIT field of the soldier. And removeAllWeapons this; removeAllMagazines this; this addMagazine "30Rnd_9x19_MP5",5; this addWeapon "MP5A5"; this selectWeapon "MP5A5"; in the loadout.sqf file. But its not working? What is the correct usage of this? Is it the same INIT line on the soldier as it is on the vehicle?
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How to use execVM properly
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i´ve installed the squint tool, but cant seem to figure out what im doing wrong. the first two roles are working, so i guess it has something to do with the second IF .. -
How to use execVM properly
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I´ve been trying to add more roles in my loadout.sqf but only the 2 first roles are working, the other roles doenst get anything at all... Can somebody help me? _Soldier = _This select 0; _role = _This select 1; removeAllWeapons _soldier; if (_role == "role1") then { _soldier addMagazine "ACE_30Rnd_556x45_T_Stanag"; _soldier addMagazine "ACE_30Rnd_556x45_T_Stanag"; _soldier addMagazine "ACE_30Rnd_556x45_T_Stanag"; _soldier addMagazine "ACE_30Rnd_556x45_T_Stanag"; _soldier addMagazine "ACE_30Rnd_556x45_T_Stanag"; _soldier addWeapon "ACE_M27_IAR_ACOG"; _soldier selectWeapon "ACE_M27_IAR_ACOG"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addWeapon "glock17_EP1"; _soldier addWeapon "ACE_Earplugs"; _soldier addWeapon "ACE_M136_CSRS"; _soldier addWeapon "ACE_GlassesTactical"; } else { if (_role == "role2") then { _soldier addMagazine "200Rnd_556x45_M249"; _soldier addMagazine "200Rnd_556x45_M249"; _soldier addMagazine "200Rnd_556x45_M249"; _soldier addMagazine "200Rnd_556x45_M249"; _soldier addMagazine "200Rnd_556x45_M249"; _soldier addWeapon "M249_m145_EP1"; _soldier selectWeapon "M249_m145_EP1"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addWeapon "glock17_EP1"; _soldier addWeapon "ACE_Earplugs"; _soldier addWeapon "ACE_M136_CSRS"; _soldier addWeapon "ACE_GlassesTactical"; } { if (_role == "role3") then { _soldier addMagazine "200Rnd_556x45_M249"; _soldier addMagazine "200Rnd_556x45_M249"; _soldier addMagazine "200Rnd_556x45_M249"; _soldier addMagazine "200Rnd_556x45_M249"; _soldier addMagazine "200Rnd_556x45_M249"; _soldier addWeapon "M249_m145_EP1"; _soldier selectWeapon "M249_m145_EP1"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addWeapon "glock17_EP1"; _soldier addWeapon "ACE_Earplugs"; _soldier addWeapon "ACE_M136_CSRS"; _soldier addWeapon "ACE_GlassesTactical"; } else { if (_role == "role4") then { _soldier addMagazine "200Rnd_556x45_M249"; _soldier addMagazine "200Rnd_556x45_M249"; _soldier addMagazine "200Rnd_556x45_M249"; _soldier addMagazine "200Rnd_556x45_M249"; _soldier addMagazine "200Rnd_556x45_M249"; _soldier addWeapon "M249_m145_EP1"; _soldier selectWeapon "M249_m145_EP1"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addMagazine "17Rnd_9x19_glock17"; _soldier addWeapon "glock17_EP1"; _soldier addWeapon "ACE_Earplugs"; _soldier addWeapon "ACE_M136_CSRS"; _soldier addWeapon "ACE_GlassesTactical"; } }; -
How to use execVM properly
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
great thanks, and for additonal roles i just copy and paste: if (_role == "sniper") then { _soldier addMagazine "ACE_5Rnd_762x51_T_M24 "; _soldier addWeapon "M24"; _soldier selectWeapon " M24"; _soldier addWeapon "ACE_Earplugs"; } and change sniper to grenadier for example? .. and the loadout of course.. :) -
How to use execVM properly
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Something like this maybe? if (_role == "machinegunner") then { _Soldier = _This select 0; removeAllWeapons _soldier; _soldier addMagazine "100Rnd_556x45_M249"; _soldier addMagazine "100Rnd_556x45_M249"; _soldier addMagazine "100Rnd_556x45_M249"; _soldier addMagazine "100Rnd_556x45_M249"; _soldier addMagazine "100Rnd_556x45_M249"; _soldier addWeapon "BAF_L110A1_Aim"; _soldier selectWeapon "BAF_L110A1_Aim"; _soldier addWeapon "ACE_Earplugs"; } else { if (_role == "sniper") then { _Soldier = _This select 0; removeAllWeapons _soldier; _soldier addMagazine "ACE_5Rnd_762x51_T_M24 "; _soldier addWeapon "M24"; _soldier selectWeapon " M24"; _soldier addWeapon "ACE_Earplugs"; } }; -
How to use execVM properly
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the help guys.. :) regarding the loadout.sqf.. If i would like different loadouts for different "roles" do i need to have different SQF-files for each role, or can i build in some kind of IF setting? -
How to use execVM properly
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
worked like a charm! guess it was the boxes that messed it up uh? -
How to use execVM properly
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks, will try this at once ---------- Post added at 15:11 ---------- Previous post was at 15:05 ---------- i tried this, and what happens is that i loose my "default" weapon, but doesnt get a new one? INIT: xhandler = [this] execVM "loadout.sqf"; SQF: _Soldier = _This select 0; removeAllWeapons _soldier; removeAllMagazines _soldier; _soldier addMagazine "100Rnd_556x45_M249",5; _soldier addWeapon "BAF_L110A1_Aim"; _soldier selectWeapon "BAF_L110A1_Aim"; _soldier addWeapon "ACE_Earplugs"; -
As seen in the official tutorial video: The idea of random places are good, but since the trigger area is so big, if the IED is further away, it will go of without a vehicle is even close to it when you enter the trigger area. Is there any way to have it in random location, and have a trigger following it? For example: Have 3 random locations, and each location have a trigger circle grouped to it? And when the vehicles enter the trigger where the bomb is, it will go off?
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awesome! :) Now if i would like to have several IED, and to have them go off only when their trigger is triggered.. can i add some kind of array into: _explosion = _shell createVehicle position IED; Like: _explosion = _shell createVehicle position IED, IED2, IED3; Or do i have to have one SQF file for each IED?
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works perfect thank you! when the trigger gets attached, is the "flag" on the trigger get centeretd on the thing its attached to?
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The object that ive placed as an IED is "garbage" Named: IED i´ve put triggerIED attachTo[iED, [0,0,0]]; in the garbage INIT field. i have a small trigger thats located at the first IED site. Named: triggerIED When i test the mission, the IED is randomized, it switches places, but each time its triggered by the first trigger. The trigger doesnt move with the garbage.. so to speak, its only attached to the first position where i put the garbage, not any of the markers...
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yes i have a smaller trigger, but if you put in 3-4 different markers for some random placements, the trigger will be wrongly place most of the times. If i named the IED object "IED" and the trigger "triggerIED" would this be correct: triggerIED attachTo[iED], [0,0,0]]; And would this be put into the triggers fields or what?
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Trigger by trigger completed?
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hehe.. Well i will do that another time.. :) Gonna add me some ambushes and IEDs now ... :) i was thinking of using your "spawn something in front of..." as an ambush script. -
Trigger by trigger completed?
frosties posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Im working on a mission with a VIP. Im using this line to add the VIP to the "rescuer": {[_x] joinSilent _ldr} forEach _grp; Can i somehow use that the VIP has been added to the group and by that completing the task and triggering the next? ---------- Post added at 16:06 ---------- Previous post was at 16:00 ---------- Im adding more commands behind the join command and that completes the trigger. BUT How do i start a new task after this? -
Trigger by trigger completed?
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Okey, looks like its working. Another thing, that is just trivial.. Me and my friends that plays likes a challenge... should we remove the marker that shows where he is? or can we make it it a bit bigger so it just shows wich part of town he is in? Sounds a bit easy to know exactly where he is. A house-by-house search like the real army would be nice? :) -
Trigger by trigger completed?
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So i just add markers all around the map and group them to the vip? -
Trigger by trigger completed?
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
awesome! Just like i wanted it.. you da man ky, thanks for your help.. yours to grimes! Just to be a pain in the ass... Is it possible to have several locations where the VIP might be? a kind of random element? i would like the mission to be re-playable, not just once.. :) -
Trigger by trigger completed?
frosties replied to frosties's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
cant seem to get it to work. But can i name my "squad" and when the VIP is in the squad the condition is filled? just like vehicle VIP = rescue1? maybe group VIP = group1?