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darkone12

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Posts posted by darkone12


  1. Place two flagpoles on the map and two game logics for testing.

    name the flagpoles f1 and f2, then name the two logics gl1 and gl1. We won't use any triggers.

    Place this line in all four objects.

    nul=[this,[f1,f2,gl1,gl2],[]] execVM "loadaction.sqf" 

    to operate walk up to one of the object where you placed the code, you may have to look around a bit like when you try to open a door or climb a ladder.

    You can also put that line of code into your init box and that will give you instant teleport options without having to walk up to the object.

    You can add more logics or flagpoles and name them what you like but the names must also be in the call code.

    The empty [] brackets at the end are for trigger locations and require a trigger to be named and that name placed in the brackets, this is mostly for mission testing.

    Hello.

    Thanks you for explaining what to do. Your script works perfect for setting up a mobile HQ. I just have to make it so you spawn a few meters away from the spawn vehicle, but that shouldn't be hard.

    Thanks you once again, if a mod is watch this post this should be sticky.

    Darkone.


  2. Thanks corrected now, it caught me out the other day.

    Hello.

    I'm try to see how you script works. I understand whats in each of the two files and whats going to happen when active. But i can't seem to get the command line that you say to use:

    nul=[this,[gl1,gl2,gl3],[trigg1,trigg2]] execVM "loadaction.sqf"

    or

    nul=[this,[gl1,gl2,gl3],[trigg1,trigg2]] execVM "teleport.sqf"

    If i understand right i should just be able to add the nul=[this,[gl1,gl2,gl3],[trigg1,trigg2]] execVM "teleport.sqf" in the init field for a flag pole. But when i do that nothen comes up to click on or in my command window. So if you can tell me what i'm doing roungh that would be great.

    Thanks

    darkone


  3. hi guys, i am new to the world of Arma 2 and getting confused with the editing side of the game. i am currently trying to crate a mission where i can call in an air strike. ive already used the method of playing as a scout/spotter with the laser and having a jet fly over, what i noticed was the jet would either crash, be shot down or it would go off on holiday and never come back. recently i ve read people suggesting using Secondary Ops Manager to call an air strike, how on earth do i go about this? there was one tutorial on youtube but i couldn't get it to work, all got was random missions and no option for air strike.

    many thanks in advance for suggestions

    Hello....

    Well the way i do it is like this

    1: put a player (ie: you) on the map

    2: put down a Secondary Ops Manager and give it a name som1

    3: Sync the Secondary Ops Manager to the player (ie:you)

    4: create a Trigger and make it Radio Alpha (or what ever radio channel you want)

    5: In the condition field put: som1 getVariable "initDone"

    in the act on field put: [["tactical_airstrike"], player] call BIS_SOM_addSupportRequestFunc;

    what this does is if you hit "0" then chose "Radio" you should see "Alpha" (or what ever channel you picked) and if you select "Alpha" you will get a message say the Air strike is ready. Now you can select Communication and see a option for "Tactical Air Strike". If you selected it you will hear HQ and just follow the instruction that they gives you. You will be able to open your map and click on you map where you want the air strike to hit. Then once its done you can just repeat the steps over again to get another air strike.

    Hope this helps

    Darkone


  4. this script works great..... there is just one thing how ever, it doesn't delete the old maker once the drop is finished. I have tried both deleteMarker and deleteMakerLocal but its still there. so when i call in for another drop it drops it at the old spot and doesn;t make a new marker. i'm still playing around to see what i can do.

    thanks

    darkone


  5. Hello.

    Thats what i did and it works great. I put a SecpOp manager on the map and name it som1. Sync it to my commander (ie: me) then put down a trigger, make it "GAME LOGIC" and add this to the condition field: som1 getVariable "initDone"

    then add this to the On Act field: [["transport","aerial_reconnaissance"], player] call BIS_SOM_addSupportRequestFunc; som1 setVariable ["TSS_vehicle_custom", chp1];

    I then placed a AI controled helicopter with the name chp1.

    Now when i'm in the game i get a message telling me the Transport is ready. So when i go to my map and open up the communication menu i can click a point on the map to for pick and when i get into the chopper i click a point on the map to unload.

    Now you don't need a chopper in you map. If you can delete "som1 setVariable ["TSS_vehicle_custom", chp1];" and then game will send one to you ( Its a uh-1y that you will get). But if you want a MH-60S or any other type you have to have one the game or make a script (i don't know how to do that). Also if you place a chopper in the game you don't need to make the trigger a RADIO call to make it repeatable. Because once the chopper drops you off it gos back to where it first starts and waits for your next call. So its always available.

    Hope this helps for anyone.

    Thanks

    Darkone


  6. Hello.... was asking the same thing then i found out about the "High Command Module" (hit f7). If you make this module on you map some where and "synchronize" this module to your player he should keep all command functions. Also make sure the AI team mates are lower rank then you are and not the same rank.

    In my training mission i need my commander (ie ME) to keep being commander of my group (ie: AI) but when i die i didn't have command of my group anymore. I then add the "High Command Module" and sync that with my commander and now when i did i still have command over my group.

    Hope this helps

    darkone.

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