Leving
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Everything posted by Leving
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How to make a plane to take off?
Leving replied to Z.agge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah thats fine, but not if I want to order him to take off at some point. -
This is an excellent script. Works great.
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How to make a plane to take off?
Leving replied to Z.agge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have an interesting issue with planes. If I put down a USMC plane, it moves with no orders. No waypoints, nothing. All I wanted was for him to stay put, but for some reason...the plane decides he wants to drive around...crashing into things and the like. Anyone else had this issue? -
Basic Briefing howto
Leving replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm having a strange problem with the task hint boxes - for some reason, the objectives are repeating themselves over and over. Any ideas? Furthermore, once Ive created a task via a trigger in game - how can I get the NEW TASK ASSIGNED box to show like it does at the start? -
Scripting question
Leving replied to snapydapy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
create the file description.ext then u need to save it as ALL FILES. then it should save an ext not a txt -
How can I set the mission to end once me and my team have extracted to a certain area
Leving replied to apecallum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is how you end your mission as you want; Set a trigger with the following parameters; - Set axis 'a' and 'b' to the size that you want. This will create an area which the trigger will cover. Essentially, in your case it will represent the area which you have to get to for the mission to end. - On the 'Activation' tab scroll down and select 'BLUFOR' and then directly below that, make sure that the word 'present' is highlighted. This means that when BLUFOR is PRESENT the trigger will be activated. - Go down to the tab labelled 'Type' and select from the list 'End #1'. - Make sure the condition is set to 'this'. - In the 'On Act' Box type 'ForceEnd'. That should make your mission end when you enter a certain area. Leving. -
Basic Briefing howto
Leving replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah right, so is going in the On Act box of a trigger. I thought perhaps Id have had to mess around with it in the breifing file. Thanks very much, this solved my problem. Thanks, Leving. -
Okay, so I have an interesting question... I want to add a message to the game (ie hint 'xxx') but ONLY AFTER someone has fired an artillery barrage. I assume that it is possible to add a condition to the trigger, for example; Condition: 'arty fired' On Act: hint 'the artillery has been fired.' I do not however, know what the condition would be. Any ideas? Thanks, Leving.
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Okay, so this worked, however, the message appears when the arty has started firing, but thats okay because I can put a timer on the message. Just on a side note, RIPPER is the name given to the artillery module not the name of the artillery group leader. I was planning on naming the GL Ripper (its currently unnamed) but I guess I don't need to. Thanks very much for your help. I appreciate it. Its cool when you get something like this to work. Thanks again, Leving.
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Basic Briefing howto
Leving replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think maybe you misunderstood my request. This code I'm already using this code in the briefing for tasks which appear at the start of the mission. I don't want the task to appear at the start. and this Looks like a code to create a nicer looking hint, and is linked to a script I assume you have to put in your mission folder. What I want to do is create a new task midway through the mission, not at the start. The task will become active after a set event (condition). As I said Im sure this was already answered somewhere in this thread, but I could make no sense of it. I'm not as good as most at mission editing. Thanks, Leving. -
yes I had thought of that myself, but there are too many variables which might cause the hint trigger to be activated at the wrong time, or not at all. IE, someone kills the unit too early/no one kills the unit/the artillery doesn't kill the unit, and so on. That kind of thing works in some situations, where certain variables are definite. It almost certainly wont work for me though. ---------- Post added at 03:48 PM ---------- Previous post was at 03:34 PM ---------- Okay, that didn't work Pro. Is there anything specific I should add to the trigger other than condition; arty_group getVariable "ARTY_COMPLETE" and on Act; hint 'blahblahblah' I tried this with the arty set to both repeating and once. neither worked. Perhaps the group naming code is wrong? I'm not sure but I've seen code for it, looked a tad different to the one you posted. You have any other suggestions? Thanks, Leving.
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Yes. If you create a trigger with a radius, and set it as for example; Activation;BLUFOR, Present. Then when a blufor unit enters its raduis, the act in the trigger will happen.
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Okay, this is how I made my arty; 1. Add in Secops, name 'som1' and link to the player. 2. Add in a logic trigger: Condition; 'som1 getVariable "initDone"; '!alive car1'. On Act; [["artillery_barrage"], player, [[RIPPER, [1,7,9]]]] call BIS_SOM_addSupportRequestFunc; Set timeout 900 seconds. This artillery then becomes active 900 seconds (fifteen minutes) after car1 is destroyed. For the artillery its self, I placed three MLRS, grouped, and synched to an Artillery module named 'RIPPER.' So anyway, what I want to happen is, IF the player decides to use the artillery, after it has finished, a message (hint) will show - which gives more directions into the mission. Thanks, Leving.
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Basic Briefing howto
Leving replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm sure that this question has already been answered in the this, as I have read bits on information on it. I created a trigger which cancels a task after an event. Can I create a trigger which adds a new task after the same event? I saw someone wrote you use the 'create' command instead of succeeded/failed but I cant seem to get it to work. Any ideas? Thanks, Leving. -
I understand this is a noobish question, and kylania already gave me the answer on x-fire, but I forgot. If I want a unit just to die...whats the command? Essentially I want a unit to blow up when it reaches a certain area of the map. Im pretty sure I know how to make this happen, I just dont know what the command is for it to be destroyed. Thanks, Leving.
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thanks, thats the ticket. note; damage not dammage? Okay, so clearly I don't know how to make it blow up via a trigger. I tried inserting a trigger 50x50, Activated by BLUFOR Present, On Act car1 set Damage 1;. When the car passed into the trigger radius I hoped it would blow up. This was not the case. Any one know the reason for this?
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Infiltration mission
Leving replied to Jackael's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm no real genius on this kinda stuff, but Ill try answering your questions; 1. You can place three different trucks anywhere on the map and set them as targets. Then all you do is add three markers of the top of their location. In the mission breifing, you can specify that they all need to be blown at once - this will work with real people, but Im not sure how youd get the AI to do that. 2. Not sure about AI respawns. You could just try putting in a lot of guys instead of having respawns. 3. Simply set some enemies with a move waypoint towards the trucks, bound by a trigger that says in condition !(alivetruck) || !(alivetruck2) || !(alivetruck3). This tells the AI to move if any of the trucks are blown up. where I have put 'truck' you put in the name of the trucks that you have used. 4. No idea. 5. Yes. Set waypoints along a specific path, then bring them back towards where the units set off. On they waypoint closest to the START, (which should also be closest to the units as u see them on the map) make it a CYCLE waypoint. That way it will tell the AI to cycle their move order again. -
When you are in game, and you have used all the ammunition in an MG nest (ie USMC M240 nest) how would you go about re-arming it? I apologize in advance if this question was already answered somewhere else, but I couldn't find any topics on it. Thanks, Leving.
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Putting units inside buildings
Leving replied to Grampz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've been trying to make this work - pasted the script in an sqf file, but the guy still just stands outside the building. Are their only specific buildings? I tried replacing x with 1 but nothing happened - any more help? -
When Im playing ArmA, I often need to minimize to check x-fires, teamspeak, youtube etc... To minimze, I use Alt+Tab, and half of the time this works fine with no problems. However, often when I hit alt+tab the game window stays open, but mouse control goes onto the desktop. Essentially, the ArmA II screen stays open, but the cursor is controlling the desktop. When this happens it is often impossible for me to close the game without restarting my PC. I get similar issues with other minimizing controls, such as Cntrl+Alt+Delete. Does anybody have any suggestions as to how I might fix this, or another way in which I might minimize the game without shutting it down? Thanks, Leving.
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indestructible/Invincible Objects
Leving replied to OmniMax's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I want to make a couple of attack choppers invincible for a mission, so they can be effective and not just die after 10 seconds. I have used the this addEventHandler ["handleDamage", { false }]; code in the init box of the choppers, which seems to work in the single player editor. However, when I convert it to an MP map, and play it with friends, this seems to fail, and the choppers go back to dying. Any Help? note; I just realised that part of the problem is that the pilots can die, even though the chopper is invincible. Since the pilots are not defined as 'units' they have no init, and therefore cannot be made invincible. Thanks, Leving. -
I had the exact same problem nemesis. Run it in windowed mode. I used to do that aswell, ie go in game and alt tab. Running in WM is much much easier. to run the game in windows mode simply right click on your shortcut, then hit properties. You should then see a start up command line Then add -window. Should look something like this; "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -window
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Okay, so Im trying to call in an airstrike using SOM. I followed these instructions; So, then I get out a lazer marker, aim at the target and call in the strike. The planes fly in, but they wont attack the target. They just keep flying over, and not bombing. Could anyone tell me why this might be? I have tried doing this at multiple locations. Im testing this out in the Single Player Editor. When I use the supply drop command, that works fine for me, so i really dont know what it could be. I tried following the instructions listed here, http://community.bistudio.com/wiki/Secondary_Operations_Manager, but still the planes would not attack. Perhaps it is something to do with my character? I am using the FAC OP as he is the only guy with an Lazerdes. Any Help? Thanks, Lev.
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It just seems as though the AS for SecOps is really tame. I got them to Attack a tank in a town. I was expecting them to attack on their first run, but instead they fly around for ages, and finally on one pass they fired their machine guns, instead of dropping bombs. Eventually, the tank actually killed one of them. This was also a similar case when I tested it in an open field. I wanted them to fly over drop a shit load of HE blow up the tank, and fly away. Is this how its supposed to be? If so I'll find a decent script instead, as the arty strikes seem far more effective.
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I've developed a mission in which you have to kill a General to win. However, I want to make it so that if you are detected in an area close to the General, he will run away. Is there a way that I can link triggers with waypoints to make this work? Is there, for example, a code I can enter into the Waypoint condition box to activate the waypoint if BLUEFOR are detected in a certain area? Or do I have to synch a trigger with a waypoint? I already have a waypoint for the General to get in a car and leave after a certain amount of time. Any ideas? I have looked around the forums to try and find and a post that suits my issue but have been unable to find one. Thanks, Leving.