shanawa
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Posts posted by shanawa
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I was put this scripts in Xneo's "The longest day" mission. But I can't play with it, when I go to platform it show two boats on there, and I can't see anything in actionmanu.I put "nul=[] execVM "Mission\BoatLaunch\LHD_Init.sqf";" in the missions init.sqf is it correct? Can you tell how to solution this problem?

> 100kb
That's what I did with mission I'm working on and it works. I'm not sure why it's making 2 boats for you. Maybe a conflict with another script? I also Extracted the .pbo and put the .sqf's in my directory since I had to modify it to be playable. I disabled the "getout" portion so you could actually leave the boat without being ported back to the ship. The only other problem I have is if you turn off the engine and back on again you get ported back to the hoist no matter where you are. I think it's not supposed to if you're more than 30 ft away but it still does.
Can anyone tell me how to fix that?
// Desc: "engine" on/off event handler //----------------------------------------------------------------------------- _boat = _this select 0; _engineOn = _this select 1; //player sidechat str _this; if (_engineOn) then { for [{_i = -6}, {_i >= -10 /*&& (engineOn _boat)*/}, {_i = _i - 0.1}] do { _boat attachTo [iCE_USS_Khe_Sanh_BoatLaunch, [-3.8, 0.4, _i]]; _boat setDir 180; // must be 180, or getOut will jump in water sleep 0.025; }; detach _boat; } else { // find 2d distance _pos1 = getPos _boat; _pos2 = getPos ICE_USS_Khe_Sanh_BoatLaunch; _pos1 set [2, 0]; _pos2 set [2, 0]; _dist2D = _pos1 distance _pos2; if (_dist2D < 8) then { hint "Lifting boat"; for [{_i = -12}, {_i <= -6 /*&& (!engineOn _boat)*/}, {_i = _i + 0.1}] do { _boat attachTo [iCE_USS_Khe_Sanh_BoatLaunch, [-3.8, 0.4, _i]]; _boat setDir 180; // must be 180, or getOut will jump in water sleep 0.05; }; /* optional sleep 2; doGetOut player; [objNull, player, -1] execVM "Mission\BoatLaunch\LHD_MoveToPlatform.sqf"; */ } else { if (_dist2D < 30) then { hint format["Too far from lifter: %1m", round _dist2D]; }; }; }; -
Do you have a link to that file? I'm also getting the error.http://forums.bistudio.com/showthread.php?t=78622
The nuke works great. Didn't see the Gecko ATV in the editor, must be hidden somewhere.
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When using this addon I get a message before ArmA 2 loads: Addon Extended_EventHandlers requires version 1.08 of application. When I hit ok Arma 2 loads and the nuke still works. I replaced the file with the one from CBA and I don't get the message anymore and it still works.
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I have not. I was just using the standard editor. Still pretty new at it all. I was looking for an area for a D-day type of beach landing and couldn't find the right area in Utes or Chenarus . I found an area that may work with Panthera. Plus I like the fact that it's different than the norm and has valleys and cliffs. I'll give it a try once I finished downloading 2 gigs. I also want to try 3d editing. I tried RTE but couldn't get it to work in arma 2 yet. Not that high on my list since I can just preview stuff over and over :P.
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Fyi I've started making a mission with the 1.1 version and have notice a few things:
The auto landing takes you off the map and lands in the water.
The game starts with No entry 'bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseMediumOrange.simulation'. <--- I also get this with the Baucau Airfield, East Timor island ArmA port ( I reinstalled ArmA ,updated it, copied over the .pbo's and it still does it ).
WWII Ships addon I can't get the ai to move a ship on it's own. The ships work fine on the utes map with panthera loaded ( not sure which addon has the conflict).
I also get the Device Freed error sometimes just like you.
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With the WWII and Island Panthera addons loaded I can't seem to get any of the 3 warships to move on their own. I can manually drive them just fine but with the move waypoints they don't budge. I can get them to work just fine on utes with both addons loaded. Any idea what would cause this?
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Took me some researching to figure it out but you have to "reload" the artillery by pressing the +1Artillery Barrage Secop line on the radio from the map. I didn't even know the radio was used this way. Thought it was just a graphic to say that you had a radio to use. You can also teleport this way as well on that demo mission.
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Thank you. Saved me a lot of typing.
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"this animationPhase ""door_1_1"" >= 0.5";"this animate [""door_1_1"", 0];this animate [""door_1_2"", 0]";
"this animationPhase ""door_1_1"" < 0.5";
"this animate [""door_1_1"", 1];this animate [""door_1_2"", 1]";
"this animationPhase ""door_2_1"" >= 0.5";
"this animate [""door_2_1"", 0];this animate [""door_2_2"", 0]";
"this animationPhase ""door_2_1"" < 0.5";
"this animate [""door_2_1"", 1];this animate [""door_2_2"", 1]";
According to the config anyway.
Planck
So when I put this in the Init. part of the unit I get a "Type String, expected Nothing" error on the begining of the 2nd line.
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So I have a mission that at the end of it I want to put the squad into a cargo hold. The problem I have is if they are in a current vehicle it wont move them and the other problem is there are many vehicles that they could be in when the trigger is activated. The only thing I can think of is to have each player eject from every single vehicle. Is there an easier way like an eject all or something?
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Yes I got it to work on a brand new map. I couldn't figure out what the problem was but on a new map it works fine. I have a 9 member squad and have it setup to eject 2 hmmv_tow's and I always get at least 2 squad members that die on landing. I also tried it without the vehicle drops but they still die.
Speaking of which I couldn't find a cargo space number to put a vehicle inside the plane. Seems that cargo 24 is the last person seat. I saw that there is a way to drive a hmmv into the c130 using the attachto method but I didn't see a way to put in something like hmmv1 moveincargo [c130j,25]. Is there a way I can put a hmmv inside so that when your starting the mission and looking inside the cargo hold you can actually see at least 1 vehicle instead of an empty space?
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Well that didn't work either. One thing I did try was to select them all and hit disembark. #2 says roger and that is all that happens. I try action eject and I get #2 roger, #2 ready, #3 ready, #4 awaiting orders, #5 ready, #6 waiting. They refuse to get out of that thing.
---------- Post added at 08:07 PM ---------- Previous post was at 07:49 PM ----------
well I think i need to start from scratch again. I was able to make this work on a utes map. I also made separate units instead of choosing a recon group.
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I am having issues with AI not leaving the plane when I am team leader. If I choose another spot the ai team leader tells us to all disembark and we all leave. When it's just me as team leader i get booted out of the plane and have the parachute icon and the rest stay in it. I've also setup humvee drops and an ammo crate just fine.
JUMP.SQF
if (isServer) then { _group = _this select 0; _vehicle = _this select 1; sleep 2; { unassignvehicle _x; _x action ["EJECT", _vehicle]; sleep 0.5 } foreach units _group; };In player ( squad leader) i put in the init:
squad1 = group this; {_x moveInCargo c130j} foreach units this;and at the trigger Activation is BLUFOR, present Condition this On Act. is
_xhandle=[squad1,c130j] execVM "jump.sqf";
I originally had the "player1 action ["EJECT", c130j];player2 action ["EJECT, c130j];"... in the trigger and at one time it worked with the AI and then I started adding enemy and waypoints and another squad and then I noticed that my ai wasnt leaving. I created a new map from scratch and now I can't get it to work anymore.
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I was just going to ask this. I tried "setting doors open/closed" in the search window and didn't find any posts. I just now typed cargo container in the search window and this is the only post I found. There is also a Hanger 2 building that you can place that has the doors normally closed and I just searched that term and came up with this post:
http://forums.bistudio.com/showthread.php?t=73501&highlight=hanger
I couldn't get that to work on the hangar that I had but it's a start I guess.
Creating waves of ai
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
You'll need to place a functions module in your mission, just place it is all nothing else needed.