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Lucky44

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Everything posted by Lucky44

  1. Deng, I *think* I (roughly) follow you. But I'm not sure how to then implement the script with the two variables _array and _rnd. How do I use the script and array to choose which group should move beyond its current waypoint? In a trigger at the waypoints where they wait, I have a condition like "X == 1" for one group and "X == 2" for another group. How would I change those conditions to use the _rnd? (And I tried putting _rnd into the trigger, but it complained about a local variable in a global space.) Sorry to be so clueless!
  2. OK, thanks. Any idea how to make it all .sqs? Or should it be .sqf (for Arma2) ? And while I'm at it, what's the difference between .sqf and .sqs? EDIT: I see that SQS is the older format, and it uses single line structure (vs. a command spread over multiple lines)
  3. You got me thinking about this, so I started working on a similar mission. But I'm stuck on how to spawn the wreck. Can anyone suggest a better way to do this than what I have below? ; Generate random positions in 500m diameter from marker1 x = round(random 1000) -500; y = round(random 1000) -500; SpawnPos = setPos [ (getPos Marker1 select 0) + x, (getPos Marker1 select 1) +y, (getPos Marker1 select 2) +0.2]; ; Create Vehicle at the randomly generated position wreck = "UH1Wreck" createVehicle (getMarkerPos "Spawnpos");
  4. I've gathered a few of the better YouTube tutorials together here with a brief note for each. Hope this is helpful. YouTube Arma2 Tutorial Videos Intro to Editor 1: Basic Map controls (titles not VO) - By RichieSpeedIsBack Intro to editor 2: Groups and Waypoints (titles not VO) - by Richiespeedisback Artillery and UAV (titles not VO) - by bigbangAT Helo insertion, Part 1. (w/VOs) by eclipse245 Helo extraction (after completing objective) (titles not VO) - by Pollitochuloo Triggers intro part 1. (w/VOs) by eclipse245 Creating (placing) Units in editor (w/VOs) by eclipse245 Setting up Respawn (w/VOs) by eclipse245 Triggers, Part 1 (w/VOs) by BabyAlien83 Triggers, Part 2 (w/VOs) by BabyAlien83 Triggers w/a bit of scripting (w/VOs) by BabyAlien83 Scripting a napalm bomb (W/VOs) by BabyAlien83 Triggers and reinforcements (w/VOs) by BabyAlien83 Designing missions (w/VOs) by BabyAlien83 Arma2 File and Folder organization (w/VO) by Lucky44 Firing Triggers via specific units (w/VO) by Lucky44
  5. There's a good YouTube tutorial on this by BigBangAT. Check it out.
  6. I realized after carefully reading through your post, only to come to the end and see you no longer need help, that I have done similar things. I suggest we both make a habit of putting the edit at the TOP of the post so people don't waste time unnecessarily.
  7. OK, thanks SHK. That's helpful. Wow, thanks TCP! That was a lot of effort, and I appreciate it; I also learned some things that will be useful. I don't, however, want the vehicles to leave if they're hit, I just want the Boss to skip them if they can't transport him away quickly. Minor detail, and I get your point, so thanks.
  8. Well, I don't want him to be the driver, but I guess I could assignascrew or some such. Would that go in a trigger? I'm not familiar with its use: does it make the unit move to the vehicle, or does he teleport to it?
  9. Lucky44

    Making AI Land on LHD

    Does this script (the Mandoble heli precise landing one) work with Arma2 at the moment? If so, can someone explain how to implement it in an Arma2 mission? (I mean, I know that the files need to be in the mission's folder and all, but when I set it up as expected, it didn't work.)
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