adamdf
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Everything posted by adamdf
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How to you make an object be on fire at mission start?
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Triggers spawn AI soldiers
adamdf replied to Drapoel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
by marker is that just a marker(f6)? -
Triggers spawn AI soldiers
adamdf replied to Drapoel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok how would you spawn the group that follow these waypoints? -
Triggers spawn AI soldiers
adamdf replied to Drapoel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Iv read a lot of stuff on here about spawning ai, but its all a bit much to process, was wondering if someone who knows how to spawn ai could give some clear step by step instructions on how do a simple trigger activated spawn. If i had a USMC Rifleman, controlled by player, and 2 triggers, one to spawn troops on activation and the other as spawn location, how exactly would i set it up so that when player moves into the first triggerzone a USMC Infantry Group Spawn at the second trigger and move to a waypoint. Any help with this would be great as its the last big problem im having with the arma2 editor -
this inflame true; this doesnt seem to work
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Iv spent a while now writing my own notes on how to do things in Arma 2 Editor. Was thinking about putting them on here for everyone. Alot just basic stuff and alot about the ACM and SOM modules. If anyone wants a read over let me know, could use the feedback.
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How to make AI's shoot civilians like if they were shooting a normal enemy?
adamdf replied to SGJackson's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can place an enemy soldier, set his probablility of presence to 0% and group your civilians to him. You can do this for every civi group. Your troops will engage them like enemies and if you give any civilians guns they will shoot back -
You can literally do anything on the editor, why dont you learn how to use that, its really good when you get to grips with it, plus there is template scripts on Armaholic.com for nearly anything
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Can I assign objective completion to triggers?
adamdf replied to Drumheller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make a trigger zone and set to activation: opfor not present in the on act; "1" objstatus "DONE"; obj1 = true when there are no opfor left in the tirgger, you will get a msg saying objective complete. Also if you click effects in the trigger options you can add text when the trigger is activated e.g "objective complete, all enemies are eliminated" hope this helps -
Spawn AI script?
adamdf replied to thedudesam's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Check this thread mate, if you still cant make sense of it, send me a private message, and ill try to explain it and send you a working example. http://forums.bistudio.com/showthread.php?t=73393 the ACM really is superb when you get into the nitty gritty of it -
31st Normandy mod for ArmA2: WW2
adamdf replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just to say RIP31st, im really looking forward to this mod, kepp up the good work, hopefully we'll all get a shot of this soon -
Ambient Combat Module
adamdf replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What kinda markers? Just the F6 markers in the editor? and ifso do you place them in a sequence, eg 4 markers 1-4 to define a parameter Also how would i set a trigger so that any OPFOR that enter it die -
I´ll be back - Terminator stuff in ARMA II
adamdf replied to Marccom's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Well if its any help to you i can use blender 3d rather well, and can export any models in 3ds or obj format, im not great at texturing, but im fairly good at modelling, i also use zbrush for normal mapping. If that any help to you mate -
I´ll be back - Terminator stuff in ARMA II
adamdf replied to Marccom's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
What format do you need the models to be? 3DS? -
Ambient Combat Module
adamdf replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers Goliath Is it possible to set a triggerzone where nothing will spawn while using the ACM? I have a mission set up, using the reinforcements script and the ACM, i basically wanna make a USMC base where nothing will spawn. -
Simple Player Team Para Insertion
adamdf posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here is a simple scripting free, noob friendly para drop insertion setup. It will only work for a player controlled team. The plane will land at an airfield and despawn via trigger. 1. Place a C-130J and name it e.g "hercules" - set it to flying - in the init line; hercules flyinheight 250 - any height you want, 250 works good though 2. Place a group, player as team leader - in the player (team lead) init line; { _x moveincargo hercules} foreach units group this; 3. Set up waypoints for the C-130J, ( i done a transport unload, and 2 moves) - set the last move waypoint at the end of a runway - in the waypoint on act; dostop hercules;hercules land "land" - I set a get out waypoint for my group and sync it to the transport unload - Set your squads waypoints as desired from there 4. Place a trigger on the runway for despawn so the plane will drive through it -Activated by BLUFOR -in the trigger on act; {{ deletevehicle _x} foreach crew _x; deletevehicle _x} foreach thislist; You will start the mission on C-130J, just befor the first waypoint simply press "space - 6 - eject" to make your team jump out then simply eject out after them. The plane will then head to the runway where it will land and despawn. Hope this helps someone I cant get the despawn to work while the plane is flying, if anyone figures this out could you please let me know. -
Ambient Combat Module
adamdf replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How do you remove multiple groups, iv tried [bIS_ACM,"RU_TankPlatoon", "RU_MechInfSquad_1"] call BIS_ACM_removeGroupClassesFunc; but im still getting tank groups its set to only spawn russian ground patrols, i just dont want any armored vehicles -
Ambient Combat Module
adamdf replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have got this working fine with DNA's script, i have my ACM set to only spawn ground patrols, and its working nicely. However i still cant find clear instruction to make it only spawn infantry groups, can anyone tell me how to achieve this. I think you use the addGroupClassesFunc and removeGroupClassesFunc, just not sure exactly how to use it -
there is snow pre sets in units - game logic
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Simple assassination mission help please.
adamdf replied to thedudesam's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
name the target in the unit name field, "target" place a trigger, and in the condition line put; !alive target; make the trigger an end#1 or set it is an objective -
Here's how I got ARMA2 to perform smoothly using RAMDISK
adamdf replied to qwertz's topic in ARMA 2 & OA - TROUBLESHOOTING
Funny how my weak graphics cards seem to do just fine on games far more visually impressive than Arma2 -
Here's how I got ARMA2 to perform smoothly using RAMDISK
adamdf replied to qwertz's topic in ARMA 2 & OA - TROUBLESHOOTING
I have tried Ramdisks and tried using a usb to improve the performance of Arma 2, My pc is: Intel Quad Core, 2.40ghz with 8gb of ram 2 x Nvidia G-Force 9500 GT graphics cards I cannot get more than 24FPS in Arma2 on Benchmark 1, Benchmark 2 is running really slow. can anyone help -
How do you call CAS Missions?
adamdf replied to migkillertwo's topic in ARMA 2 & OA - OFFICIAL MISSIONS
That is Correct. to add a laser designator to a character in the editor write the following in the units init line; this addweapon "Laserdesignator"; this addmagazine "Laserbatteries"; -
AI call for support if they are losing
adamdf posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Basically im settin up a mission where 3 groups of BLUFOR are to clear an area (the player is in one of the groups) and 2 more groups of BLUFOR have to clear another area, 1st area is Obj1 and 2nd is obj2, the mission will end when both areas are clear. I basically want to set it up so that the groups in area 2 will call for support from the groups in area 1 if they are taking a pounding. And if they call for support all the groups in area 1 will move to there location to assist. How would i go about doing this? Thanks in advance for any help. -
artillery without secops
adamdf replied to MirindoR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You Dude, this seems to work. Great Help