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Andy455

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Everything posted by Andy455

  1. I think the program to change to Ogg is Audacity or something similar, do you mean show a picture in the briefing or afterwards?
  2. Andy455

    Start in helo

    1. Put this in your squad leader's init box: {_x moveInCargo HELICOPTERNAME} forEach units group this; , that should make that group start in the helicopter. To make only the squad get out and not the crew I usually just use a "TRANSPORT UNLOAD" or "UNLOAD" waypoint, or if I need it to land in a specific location I will use: HELINAME land "GETOUT"; with an invisible H. To start it on the LHD on Utes just setPos it to the right height, for example in the init field of the chopper: this setPos [(getPos this select 0), (getPos this select 1), 16 you may need to change the last value (16) to the desired height.
  3. Or maybe a different way to activate the script would be to use an event handler if you have multiple hostages, this could save some performance as it isnt always waiting around (at least thats how I interpreted waitUntil). _onDeath = this addEventHandler ["killed", {_this execVM "die.sqf"}] I think just whacking that into the init field should do it.
  4. http://community.bistudio.com/wiki/setFriend, that should be it.
  5. Andy455

    [WIP] ArmA2 Bootcamp

    Nice idea! The default bootcamp is rubbish, we could definately use a comprehensive training camp. Just a few quick questions, would you create the training 'camp' over several missions or just one big one? Also would you be using any addons such as a new island or ACE? I would gladly offer my service as a voice actor but my mic is broken at the moment, I can help with some basic scripting / testing if you need it though.
  6. Was this in online MP? Try updating to 1.05, this hasnt happened to me before, maybe you can show us how to reproduce this 'lag'
  7. Andy455

    Map Click Marker

    Correct me if I'm wrong but isnt the onMapSingleClick supposed to go like this?: onMapSingleClick "_pos1 = _pos"; Then I assume the second part would be something like: Reinforcements = createMarker["Extraction Point",_ pos1; Reinforcements setMarkerShape "ICON"; Reinforcements setMarkerText "Reinforcements"; Reinforcements setMarkerType "DOT"; I'm not that experienced at scripting but I think that should work, I'm not in a position to test right now.
  8. Andy455

    State of mine?

    Does anyone else have an idea of how I could do this? I tried that vectorUP thing and it didn't work, I must have done it wrong :-/
  9. Andy455

    Spawn help

    createVehicle, the classnames will be in one of the stickies on this forum.
  10. Andy455

    NVG malfunction

    You could put this in a repeatable trigger: _nvg = [player] execVM "NVGs.sqf" NVGs.sqf: _i = this select 0; if (_i hasWeapon "NVGoggles") then { _i action ["nvGoggles",player]; sleep 0.25; _i action ["nvGogglesOff",player]; sleep 0.2; _i action ["nvGoggles",player]; sleep 0.25; _i action ["nvGogglesOff",player]; sleep 0.2; _i action ["nvGoggles",player]; sleep 0.25; _i action ["nvGogglesOff",player]; sleep 0.2; _i action ["nvGoggles",player]; sleep 0.25; _i action ["nvGogglesOff",player]; sleep 0.2; _i action ["dropWeapon", _i, "NVGoggles"]; }; This isnt tested but it might work :P
  11. 1. For a mission to end just select END 1 from the drop down menu that is just above the condition. To check if a task is completed do this: (taskState TASKNAME) == "SUCCEEDED" 2. For this create a trigger with condition: this AND (taskState TASKNAME) == "SUCCEEDED" and make sure that you GROUP the trigger with the group leader of the squad you want to activate it. Once you have grouped it change the activation to "WHOLE GROUP" in the drop down at the top. 3. http://forums.bistudio.com/showthread.php?t=73241 The 8th post contains all of the classnames to use when adding a weapon.
  12. Place a unit, name it HQ. In this unit's init field put: group this setGroupID ["HQ"]; Then in the trigger's onAct field put this: HQ sideChat "You are now entering enemy territory!";
  13. Andy455

    State of mine?

    I just disable the mine with the engineer class :), I can deactivate it with him but not pick it up with the default action, when I select deactivate the mine is still there but it moves to a slanted angle and then doesnt go off but I can still see it. I placed the mine straight from the editor >> empty >> Mines >> Mine(RU) EDIT: isNull Mine1 does'nt work either :-/ I was thinking maybe I could use something like if animation changed (as the mine moves to an angle) that would detect it?
  14. Andy455

    State of mine?

    Thanks for the reply but I think you have misunderstood me, I would like to know WHEN it has been deactivated, deactivating it is not a problem only finding out once it's disabled. Although I could use your method to reimplement the action to disarm it and add a little line once its done to trigger the objective but I have never worked with addAction before and I have no idea how to go about it.
  15. http://forums.bistudio.com/showpost.php?p=1447079&postcount=14 tada
  16. You have to create the dog using createVehicle & join it to the group, then it will follow your commands but I think it still doesnt attack.
  17. Thanks a bunch mate worked fine, damn local variables :P
  18. So in my mission I have a trigger activated by 'Radio Alpha' and when activated should do: _sm1 = ["SideM1"] execVM "Scripts\Radio.sqf"; The activation part works fine (I've tested without the switch), it just wont do anything if it is there :-/ Scripts\Radio.sqf: _type = this select 0; switch (_type) do { case SideM1: { pl1 sidechat "HQ, this is Eagle One message, over."; sleep 4; HQ sideChat "Eagle One this is HQ, go ahead over."; sleep 3; pl1 sideChat "We have found a guerilla truck in a warehouse located at grid: 065125, permission to destroy it, over."; sleep 5; HQ sideChat "Permission granted, same goes for any other NAPA assets you find, over and out."; sleep 4; pl1 sideChat "Roger that, out"; }; case SideM2: { pl1 sidechat "HQ, this is Eagle One message, over."; sleep 4; HQ sideChat "Eagle One this is HQ, go ahead over."; sleep 3; pl1 sideChat "We have found maps regarding NAPA hideouts & weapons caches in Chernarus, what shall we do with it? Over."; sleep 4; HQ sideChat "Good job Eagle One, retrieve them and continue on your mission, over & out."; sleep 3; pl1 sideChat "Roger, out."; }; case SideM3: { pl1 sidechat "HQ, this is Eagle One message, over."; sleep 4; HQ sideChat "Eagle One this is HQ, go ahead over."; sleep 3; pl1 sideChat "We have found several anti-vehicle mines on the road through the factory, what shall we do? Over."; sleep 5; HQ sideChat "Send in an engineer to safely disarm the mines and keep an eye out for more, over & out."; sleep 4; pl1 sideChat "Copy that, over & out."; }; default { pl1 sidechat "HQ, this is Eagle One message, over."; sleep 4; HQ sideChat "Eagle One this is HQ, go ahead over."; sleep 3; pl1 sideChat "We have found a guerilla truck in a warehouse located at grid: 065125, permission to destroy it, over."; sleep 5; HQ sideChat "Permission granted, same goes for any other NAPA assets you find, over and out."; sleep 4; pl1 sideChat "Roger that, out"; }; }; Where pl1 and HQ are both men already placed on the map. I have also tried it where SideM1 was in quotes like this: "SideM1" and it still didn't work HELP! :(
  19. So what is this Living Island Project all about then? I would be glad to help but my skills in scripting are limited.
  20. Andy455

    houseEffects

    I just put the following code into a file named "LightsOn.sqf" in my scripts folder: _objHouse = nearestObjects [Centre, ["House"], 1500]; { for "_i" from 1 to 5 do { _x animate [format ["Lights_%1",_i],1]; }; } forEach _objHouse; I then put this into my init.sqf: execVM "Scripts\LightsOn.sqf"; and it worked :)
  21. I put that in my init.sqf and it works fine.
  22. { _x setVariable ["BIS_noCoreConversations",true]; } forEach allUnits; That should work :)
  23. Well unpack the PBO into the appropriate folder; Mydocs\arma2\missions\missionname, then open it in the ArmA2 editor. Find the units you want to change in the editor on the map. Double click them and change class "MVD" to "Men" and select which one you want to change to in the Units menu. Save and repack then your done :)
  24. Maybe use something like setDir or setVector?
  25. Sorry, misread what you said. Firstly ArmA2 still uses a description.ext in its missions, not sure where you got your info from. This means you can whack the respawn stuff you had from before in there and no problems. Ok now for the init.sqf and briefing.sqf: Firstly open up notepad, then in notepad type: execVM "briefing.sqf";, don't worry if you havent created briefing.sqf yet. Then click save with a filename of init.sqf, make sure you do NOT save it as a txt file as then it will not work. Once you have done that save & close the file init.sqf. Then create a new file in Notepad, then you can use the code in the briefing.sqf template that Mike84 made: http://www.ofpec.com/forum/index.php?action=dlattach;topic=33468.0;attach=4634. Save the file as briefing.sqf (remember not to save as a .txt file) EDIT: When creating the files make sure they go in the folder: My Document\Arma2\missions\MISSIONNAME\ or My Document\Arma2 Other Profiles\OTHERPROFILENAME\missions\MISSIONNAME\ And that should be it, say something if ive missed anything out or got it horribly wrong ^^ Andy
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