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shanawa

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Everything posted by shanawa

  1. I'm about a week into my mission making and have changed something yet again. The problem I have is there are 2 cars patrolling Utes that I want to change from Independent to Opfor. They have about 30 waypoints and triggers grouped to them so I don't want to delete the car and put in a new one if there is a way to change it or save the waypoints and triggers. Once a unit is placed the toggle to change it's side is disabled. Any ideas?
  2. shanawa

    Revive Script

    So I have 2 helicopters and 4 soldiers that are playable. The problem I am having is the 2 helicopter names don't seem to work on the crew inside them. I would just create an empty vehicle and put in individual soldiers to make it work but when I do the helicopters don't unload transport very well but they do when I use a preloaded one. So does anyone know how I would name the individual crew members inside a preloaded vehicle so I can get the revive script to work on them?
  3. I use fraps to take a screen shot and make small movies since I use the free version.
  4. shanawa

    Little Birds in ArmA2

    On the AH-6 I had a pilot moveinDriver and tried getting another one in the 2nd spot. I tried moveincargo, driver, commander, and gunner but couldn't get any of them to work. Am I missing something? This was on the standalone version. EDIT Nevermind the seat got filled. I was seeing another squad member and thinking it was the extra pilot.
  5. I just wanted to say that I couldn't figure out how to get this to work. I followed everything and when I hit escape I never saw the editor. Then I figured it out. I always go to multiplayer mode when using the editor. If I go to singleplayer then it works. Just wanted to point that out if anyone had the same problem. Also how can I move a unit up and down? I want to set up some soldiers inside a 3 story building and they only get placed on ground level. I take it I have to add setpos in the init line to change the height? Was hoping there was a way to raise them up and down with a key. EDIT: Found it had to hold down the ctrl key.
  6. Trigger: Civilian/ Present/Once On Act: {_x addeventhandler ["killed", {[_this select 0, _this select 1] execVm "death.sqf"}]} foreach thislist; death.sqf _Civ = _this select 0; _west = _this select 1; hint format["A %1 was killed by %2",_civ,_west]; sleep 5; if (side _west == west) then { endmission "end1"; };
  7. I didn't see any event handlers that would help me on this one. I can make a seperate trigger for each player and report that the player was detected but I'm not sure how to have 1 trigger report which ai detected which player. Currently I have a trigger for each player BLUFOR/DETECTED by OPFOR/ ONCE: Condition: p1 in thislist Activation: hint"Player 1 has been detected.";
  8. shanawa

    K9?

    I couldn't find a way. I couldn't even get the K9 to domove to the player or dofire or even assign it waypoints.
  9. Thanks. Wouldn't I have to name each unit and run a separate check for each unit? I don't know of a way to ask logically if any units knowsabout then report name of said unit. The biki on knowsabout says Number = unit knowsAbout target . So I would then have to name each unit and run a check on them individually. On activation: kv1 = e1 knowsabout p1; kv2 = e2 knowsabout p1; if (kv1>0) then {hint"e1 knows about p1";}; if (kv2>0) then {hint"e2 knows about p1";}; This works on a simple utes test with 2 soldiers. But I was looking for an easier way like how the killed event handler reports unit killed and the killer, I was hoping something would report the detector and the detected.
  10. Ya I noticed that as well. Most likely you will have to use attachto I haven't messed with it yet but there's lots of posts on it. Example scripts that use the attachTo command
  11. How about dotarget and then dofire ? bomber1 dotarget building1; bomber1 dofire building1;
  12. Found a few more US weapons that are in the game. I do have a question, in the briefing I don't see the description info on weapons/magazines. When you select a weapon in game from the gear window it gives you info about it in the lower left window but that doesn't seem to work for me at the beginning briefing. Am I missing something? class Weapons { class G36 {count = 6;}; class M136 {count = 6;}; class M9 {count = 6;}; class M9SD {count = 6;}; }; class Magazines { class 15Rnd_9x19_M9 {count = 36;}; class 15Rnd_9x19_M9SD {count = 36;}; };
  13. The mission that I've been working on for the past 3 weeks is a night mission tho I've been running it with daylight for most of the time. I was running it at night and noticed the grass was lit up like a bright moon glow with my nightvision on and when I turned the corner I saw a big blinding glow. I took off my nightvision and I still could see the grass and a glow tho nothing was around to cause that. I ran a blank Utes map to make sure and yup its real dark there normally. So I removed all fog and made it clear, deleted a weather module, deleted a light tower that I created light and none of that was it. Then I found it. A searchlight at a height of 26m is shining 450 meters away through a 40m tall hillside. Is there a way to fix this with script or is it a known bug/issue? This is off ver 1.3 btw. GLOW: GRASS: MAP:
  14. So I've searched and researched and can't figure out how to simplify this. Currently I have 5 bargates that animate when certain opfor and independent vehicles approach. I didn't want to set the trigger for opfor detection because then the guards nearby would keep it open. So I originally grouped every vehicle with its own trigger at each bargate. That means 5 triggers per vehicle. With 10 vehicles I have alot of group lines and triggers. Then I found out I could use thislist in the trigger and not have to group triggers to vehicles but just name them. The problem is I can only figure out how to add 2 vehicles per trigger. I'm looking to find a way to either detect only opfor and independent vehicles or a way to add more names to the condition field or both so I know how to :). In my current trigger I have Activation: ANYBODY,PRESENT, REPEATEDLY And in the Condition field: {vehicle _x == patrol1 || vehicle _x == patrol2} count thislist >0 On Act. bargate5 animate ["bargate",0]; On Dea. bargate5 animate ["bargate",1];
  15. I figured out how to do it. I added a setcaptive to make him a hostage so no one shoots him. // Credits to Wiper on bistudio.com forums for helping me with this! ~Raddik c130j1SPAWN_Pos=[(getmarkerpos "c130j1SPAWN") select 0,(getmarkerpos "c130j1SPAWN") select 1,((getmarkerpos "c130j1SPAWN")select 2)+100]; waituntil {!isNil "bis_fnc_init"}; GroupEAIR10 = createGroup resistance; c130j1= ([c130j1SPAWN_Pos, 0, "c130j", GroupEAIR10] call BIS_fnc_spawnVehicle) select 0; c130j1 setVehicleVarName "c130j1"; [color="Red"]c130j1 setcaptive true;[/color] wp1= GroupEAIR10 addWaypoint [(getmarkerpos "c130j1TARGET"), 0]; wp1 setWaypointSpeed "FULL"; wp1 setWaypointType "getout";
  16. Thank you. Sorry for my noobness. I search as much as I can before posting. My knowledge on scripting is very limited. I just found the guide by Cheetah Basics of SQF so hopefully I will have less posts to annoy you with :P
  17. shanawa

    BlackOps and desert mercs

    Sometimes when I die as a blackop (sd) I get an error Picture \#(argb,8,8,3)color(1,1,1,1) not found. I have side respawn so not sure if that has anything to do with it. It doesn't always happen either, I can die 10 times in a row on a fresh arma2 load and not see it.
  18. so I tried using: while {alive gb1} do { gb1 say"boss3"; gb1 globalchat"blah blah"; sleep 10; gb1 say"boss4"; gb1 globalchat"blah blah"; }; hint "not alive"; If I shoot the boss while he is saying the first line, he still says the 2nd line after 10 seconds. If I don't shoot him, the whole thing repeats forever until I shoot him. I want to be able to check if he is alive before saying each line and then end the script or bypass a section if he isn't. Would I have to use .sqs for this?
  19. Ya I get the same thing. I did notice right at the start there is a flash of what looks like the menu in the screenshot but then I'm the civilian in Kamenyy.
  20. So I tried using this for placing a ladder next to the fence around utes airport and found that I couldn't get a ladder to get closer than 4 feet from a fence or another object. I'm trying to use it as a way to get over the fence since I couldn't find a way to make wire cutters. I can place one in the editor and go up and over the fence but the spawned ones don't get close enough. Also how would I go about facing the ladder in the same direction? They always face north. I tried messing with setdir but couldn't figure it out. private ["_relPos","_unit","_distance ","_dir","_placeladderPos"]; _relPos = compile preProcessFile "ca\modules\functions\geometry\fn_relPos.sqf"; _unit = _this select 0; _distance = _this select 1; _dir = getDir _unit; _placeladderPos = []; _placeladderPos = [_unit, _distance, _dir] call _relPos; //Rest of IED stuff, use _placeIEDPos for the position. ladder1 = "Land_ladder_half" createVehicle _placeladderpos;
  21. Well that worked for the waypoints at least. Regrouping the triggers isn't that bad since the triggers don't disappear like the waypoints do. Thanks!
  22. shanawa

    Placing fences

    Here's my 3d editor attempt. I couldn't get it to work very well on slopes. This is a continued fence perimeter around Utes airport. It's a little rough in some areas because of the change in elevation but it's better than having just the partial fence. Just add the utesfence.sqf file to your mission folder and in your init.sqf file add execVM "utesfence.sqf"; Utes airport fence perimeter
  23. Yup. I've tried independent friendly to everyone and just opfor. I also tried changing "GroupEAIR10 = createGroup resistance;" to "GroupEAIR10 = createGroup east;" and they still get shot down. So I made the group side east and had the c130 eject. If I placed myself as USMC he shot me, if I was OPFOR or resistance he greeted me . If I placed USMC ai he shot them and they didn't shoot back , OPFOR ai shot him and got a message to hold fire your shooting at friendlies while I was an OPFOR . resistance ai don't shoot him because i have them set to friendly all, when I change them to friendly OPFOR they shoot. So basically with the function module he thinks he's switch sides but everyone still sees him as a USMC.
  24. I need to spawn a transport plane for either opfor or guerrillas later in the game. So I used your script to create a c130j and had it land at the airport. It worked just fine except when it got shot down by opfor. I was able to create an empty in the editor and put in a guerrilla pilot and none of the shilka's that I put around the airport took a shot at him. I tried spawning it as side east and side resistance but it still didn't work. // Credits to Wiper on bistudio.com forums for helping me with this! ~Raddik c130j1SPAWN_Pos=[(getmarkerpos "c130j1SPAWN") select 0,(getmarkerpos "c130j1SPAWN") select 1,((getmarkerpos "c130j1SPAWN")select 2)+100]; waituntil {!isNil "bis_fnc_init"}; GroupEAIR10 = createGroup resistance; c130j1= ([c130j1SPAWN_Pos, 0, "c130j", GroupEAIR10] call BIS_fnc_spawnVehicle) select 0; c130j1 setVehicleVarName "c130j1"; wp1= GroupEAIR10 addWaypoint [(getmarkerpos "c130j1TARGET"), 0]; wp1 setWaypointSpeed "FULL"; wp1 setWaypointType "getout"; I also tried spawning it without the use of the function module but couldn't figure out how to get the empty above ground.I have a script that I used to create units without the function module since they are units that don't come with the game but I couldn't quite figure out how to implement the createvehicle with "flying" instead of "form" or to get it to spawn in the air. heavy1= Creategroup resistance; _Unit1= heavy1 createUnit ["terrorist1",[(getMarkerPos "start") select 0,(getMarkerPos "start") select 1,0],[],0,"FORM"]; for [{_i = 0}, {_i <= 4}, {_i = _i + 1}] do { _Unit2= heavy1 createUnit ["terrorist2",[(getMarkerPos "start") select 0,(getMarkerPos "start") select 1,0],[],0,"FORM"]; }; _Unit3= heavy1 createUnit ["terrorist9",[(getMarkerPos "start") select 0,(getMarkerPos "start") select 1,0],[],0,"FORM"]; _Unit4= heavy1 createUnit ["terrorist6",[(getMarkerPos "start") select 0,(getMarkerPos "start") select 1,0],[],0,"FORM"]; _Unit5= heavy1 createUnit ["terrorist5",[(getMarkerPos "start") select 0,(getMarkerPos "start") select 1,0],[],0,"FORM"]; _unit3 setunitrank "CORPORAL"; _unit1 setunitrank "SERGEANT"; _unit1=leader heavy1; sleep 5; wp1 = heavy1 addwaypoint [getmarkerpos "attack", 0]; wp1 setwaypointtype "move"; wp1 setWaypointSpeed "FULL"; Any ideas?
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