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Andy455

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Posts posted by Andy455


  1. To edit the loadouts of you units individually can take a bit of time if you are just typing the commands in the init field. If you do want to do that you will need: list of Arma 2 Classnames, addWeapon, addMagazine & a brain.

    Explanations of how to use the commands are on the wiki but here is an example anyway (for an ACE2 sniper):

    removeAllWeapons this; this addMagazine "ACE_Battery_Rangefinder"; this addWeapon "ACE_Rangefinder_OD"; {_x addMagazine "ACE_5Rnd_127x99_S_TAC50"} forEach [1,2,3,4]; this addWeapon "ACE_TAC50_SD";

    As you can see that takes up quite a bit of space in the init field so I prefer to just put that into a script or something then just run it with execVM.

    To add weapons to a vehicle you can use addWeaponCargo & addMagazineCargo, they both behave like the addWeapon & addMagazine commands so it should be easy to work out.


  2. As far as I know the command setGroupID does just what you want, it takes both a unit or a group as a paramater. For the ACE flashbangs I have no idea, maybe that is a problem with the ACE mod? might be able to find a better answer in the ACE thread.

    Not sure about the free look camera, since I havent played with cameras before.

    To add a marker during a mission there are several commands for you to use: createMarker, setMarkerBrush, setMarkerColor, setMarkerType and a few more (check the wiki).

    You can run these straight off the trigger you use for objective completion or you can make a mini script that sorts it out and run that from the trigger so it doesnt look messy.


  3. Hi all, I need a little help :(

    I am trying to get a bunch of units to spawn with a script, where I pass 2 parameters; a position and a string, which then decide on what side my center becomes. The problem is that as I use a variable to decide which side to select it doesnt seem to hold the side info and just ignores it.

    for example:

    _pos = _this select 0;
    _sideofcamp = _this select 1;
    _side = toLower(_sideofcamp);
    switch (_side) do 
    {
    case "east": {_center =EAST;};
    case "west": {_center = WEST;};
    case "resistance": {_center = resistance;};
    default {_center = resistance;};
    };
    
    _campSide = createCenter _center;
    
    _grp = createGroup _center;
    

    The thing is that when I use this, the group is not created and so no units are added to it. When I change the createGroup line to say:

    _grp = createGroup WEST;

    It works but when I use the _center variable it doesnt even though it should be holding the side properly?

    Is there something I have missed out? Thanks in advance

    Andy


  4. Ok I thought you had already copied it or something, so heres how I would go about doing it:

    • Firstly create a marker over your objective area with the name "mkrObj1", set the marker to ellipse with axis A & B as 250, then set the color to RED. Leave the rest.
    • Create an eliptical trigger right on top of the marker with axis A & B as 250, set activation to EAST and Once. Then select Not Present (the right hand one)
    • Skip down to the onAct box of the trigger and put this in:
      "mkrObj1" setMarkerColor "ColorBlue";


    That should change the colour of the marker you placed once all of the EAST units in the trigger have been killed.


  5. You can use the setTaskState command to manually set the taks state. To use this you can put this into your triggers onAct box:

    TASKNAME setTaksState "SUCCEEDED";

    When you do this there will not be a visual update on your task, to do this you could either set your trigger to also hint that tasks have been updated like this:

    hint "Tasks have been updated!";

    or use the more advanced taskHint command. To use taskHint you use the following syntax:

    taskHint [hintText, [red, green, blue, alpha], iconName]

    For example (from wiki):

    taskhint ["Task failed!\nBad job!", [1, 0, 0, 1], "taskFailed"]

    This will create a box in the upper middle of your screen with the text 'Task Faliled! Bad job!' in red writing in full transparency, the "\n" means go to a new line.

    For anything else I thik the wiki would be more useful.


  6. If you name the AA Pod "Igla", and then create a trigger with axis a & b as 0, activation as none. Leave the other options and put in condition

    !(alive Igla)

    that will activate the trigger when 'Igla' is NOT alive. Then on the activation you can just set the taks complete by doing:

    TASKNAME setTaskState "SUCCEEDED";

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