Coronel_Niel
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Everything posted by Coronel_Niel
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Herculess bombing run?
Coronel_Niel replied to thierry007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Put it in a text file, when you save it name it carpet.sqf and set file type to all -
Mission Failed
Coronel_Niel replied to excruciator's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make a trigger, 0 size on both. in condition, put !alive heli Change heli to whatever the heli is called. then, change type to lose. -
Herculess bombing run?
Coronel_Niel replied to thierry007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That script just does what it says on the tin. Read the notes, it creates 2 bombs under each wing and lets them go, in basic terms. You can make it so when a plane flies over a certain point, a rectangle trigger in a line, like a carpet bombing, it works. But basicaly, make a plane fly over a spot. Skip this if you know how, but it also flies it in height. Todo this: Make a plane, give it a waypoint so it flies over the target, make the "Special" Flying. In name put "bomber" Then, put in its init line: this setposASL [(getposASL this select 0), (getposASL this select 1), 500]; this flyinheight 500; So now, it flys and is in 500 height. Change the red variables for different heights. Now, make a trigger, where you want the bombs to start dropping. Make it bigger, as the plane might deviate slightly from the waypoint. Then, put on activation: [bomber] exec "carpet.sqf" After thats done, we need to create the script. Name is carpet.sqf, fill it with: //variables _bomb = "RHIB"; _bomb2 = "RHIB"; _plane = _this select 0; _i= 0; player globalChat format["%1","Bombs away!"]; //spawning bombs for [{_i=1}, {_i<6}, {_i=_i+1}] do //change 6 for whatever number of bombs you want the c-130 to be able to drop (here its 6x2 = 12 bombs) { _bomb = "Bo_GBU12_LGB" createVehicle [1000, 1000, 1000]; _bomb attachTo [_plane, [4, 0, -5]]; //spawn under left wing sleep 0.01; //allow the bomb to be attached before detaching it detach _bomb; sleep 0.15; _bomb2 = "Bo_GBU12_LGB" createVehicle [1000, 1000, 1000]; _bomb2 attachTo [_plane, [-4, 0, -5]]; //spawn under right wing sleep 0.01; //allow the bomb to be attached before detaching it detach _bomb2; sleep 0.15; }; //destroying variables _bomb = nil; _bomb2 = nil; _plane = nil; _i = nil; Thats it. -
APC reinforcements?
Coronel_Niel replied to thierry007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For the radio: In the group leader of the APC's init line(make the apc's 1 group, or do it multiple times) "APC = group this" Make a trigger, Radio Alpha In text put "Call Reinforcements" On activation put [] exec "apc WP.sqf" Make a file called apc WP.sqf containing: _waypoint0 = APC addwaypoint[getmarkerpos"APC_wp1",0]; _waypoint0 setwaypointtype"Move"; _waypoint0 setwaypointFormation"LINE"; Make a marker where you want them to move to, call it APC_wp1. Now, you can change the type and formation with reletive ease. Just look at ones in the editor. Search and destroy is type SAD though. Hope this helps. -
Herculess bombing run?
Coronel_Niel replied to thierry007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To be honest, I thought about it, and if you wanted it more than once on different spots, its probably work doing it a different way. Longer, but more flexable. Which is what that other script does. So you should use that script, as mine was just a crude method quickly made from cutting out points from the Ac-130 script im ussing. -
Ac-130 Firing Scipt Issue
Coronel_Niel replied to Coronel_Niel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah ill release it, and ill try this. Yep, it tries to get the position of the target to fire on it, as firing on a predefined spot has untold amouts of problems. At the moment, its just becoming optimised and adding in a feature that makes more shots hit closer to the focal point, rather than it being equally random, which is hard because exponential wont work. But yeah, itll be released. Worked perfectly, I only wanted it so its more usable in different missions rather than firing on one target, because if that targets dead, it'll shoot his body, or wont fire (didnt test). Thanks -
Ac-130 Firing Scipt Issue
Coronel_Niel posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi people, ive created a Ac-130 script which is nearly finished, just adding in something to make it more realistic and its finished, and optimise it. This is just a beta, but I found a problem. I dont want this script to execute onto a given spot, I want it to execute onto the person who walks into a trigger to activate it. It works if I give someone a name of Target1, and then put in his init line (or trigger act line) [Target1, "25mm"] exec "Ac-130.sqs" Target1 is where the focal point is, 25mm the cannon This acts just fine, and him and anyone near him get smuthered in shots. If I add in a trigger activated by blufor, on activation [thislist, "25mm"] exec "Ac-130.sqs" and then run a guy into it (blufor, yes). No shots. This isnt a script problem, i think its to-do with my trigger. I've searched the forums, but no-one seems to have this issue and there's loads of stuff come back. Any help? thanks EDIT: Added More Info -
Herculess bombing run?
Coronel_Niel replied to thierry007's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, you could just make the "Herculess" or what aircraft you want fly over and then an explosion to happen on the ground. If you want the hercules to actually drop the bomb thats harder but easily do-able. Im not sure any way else if you want a "carpet-bombing" effect, but creating invisible h's on every bomb explosion spot, because it would have to be from north - south or east-west ect ect. Create 6 invisible h's in a bombing effect, ie, 2 in a line, and 6 in total, like the 6 on a dice. name each one, Bomb1, bomb2, bomb3 ect. Then put in the init line [bomb1] exec "bomb.sqs" Change bomb1 for bomb2 through to bomb6 Create a script called "bomb.sqs" Inside it put: _thePoint = _this select 0 _bombLoc = GetPos _theObject _bombLocX = _bombLoc select 0 _bombLocY = _bombLoc select 1 _bombLocZ = _bombLoc select 2 *ammo* createVehicle[_bombLocX, _bombLocY, _bombLocZ] exit This should work, but replace *ammo* with the ammo type you want. If you want a blast from the round of a tank shell, replace it with Sh_125_HE If you want the blast type from a hellfire missile, use M_Hellfire_AT If you want a Laser Guided Bomb explosion, which you probably do (No Laser Needed, btw.) use Bo_GBU12_LGB For the LGB, the line would look like Bo_GBU12_LGB createVehicle[_bombLocX, _bombLocY, _bombLocZ] Hope this helps. -
How to get briefing to show up before mission starts?
Coronel_Niel replied to Hoppern's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Derringer, use a image resizer to get it to the power of 2. Please do show us your briefing, or I cant help you from here. I use a 1024x512 image, but you can define the spec with a command. To insert a image with custom specs, use: <img image='Image.jpg' width='256' height='128'/> Or whatever you want it. A great tool is arma edit, this is for arma 1 but it does work in arma 2. I think you know about the init.sqf, and arma edit creates the briefing in html form, and has its own little make-up for it. Although, i prefer to make my own, and use that to make the overview. .jpg is the file type needed, so no problems there. If their is an error message, please state it. I can supply a custom mission with 1 pic and a small amount of diary entries if you want.