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RenwickCustomer

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About RenwickCustomer

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  1. RenwickCustomer

    Artillery function?

    I have managed to get the access to the support working, however: Even though I put down the virtual support modules, when I try to select them it comes up with 'select provider' and there is nothing there! I thought that virtual pieces didn't need an actual unit? Does anyone know the obviously small thing I am missing? EDIT: Seems like there is a provider for the artillery only, although trying to request it gives the reason 'artillery is not responding'. Are the other modules just not functional?
  2. Thank you so much for this!
  3. Hello, I have searched the thread and found nothing. I am trying to use the undead mod in multiplayer, and I remember it working before in an older version of VTS. However now the zombies and infected do not attack at all. After messing around in the editor they are acting the same as if the infected/zombie module are not placed in the map. Is there any way to add the module using the VTS interface? Can I add it in a trigger? I would really appreciate any help.
  4. RenwickCustomer

    Arma II & OA User Video Thread

    Cheers buddy :) It's not a mission, I just had a truckload of footage I had from messing around with the camera.sqs and camera scripts, and decided to take a few bits and make a video. Which is why it doesn't really have any context, unlike Red Dawn or the like. Thanks for the comments :)
  5. RenwickCustomer

    Arma II & OA User Video Thread

    Here is a video I made: pfHAQjmoiiI
  6. RenwickCustomer

    Trigger activated carpet bombing script

    Wow, that really worked. That's really impressive! OK, now i'll go and mess around using that other script you posted to make two rows. Thank you so much for helping a newbie out here, and thanks for telling me about the sqf, I thought I read somewhere that the sqs was the new one to use, durrr. :)
  7. RenwickCustomer

    Trigger activated carpet bombing script

    OK, So I just set it up, put that code into bombtest.sqs and put down an invisible H, called it ihp. I made a radio trigger with this exec "bombtest.sqs" However, when I activate the radio trigger, nothing happens. I assume i'm missing something really obvious?
  8. RenwickCustomer

    Trigger activated carpet bombing script

    Thanks kylania, until about 2 minutes ago the first result wasn't applicable to me, but now that i've changed what i'm going to do it's more helpful. And I didn't find the other result! Thankyou very much thats going to make it a lot easier. Sorry for that, I think I made the thread in a little too much of a rush.
  9. RenwickCustomer

    Trigger activated carpet bombing script

    So this runs off a player flown C130? It has certainly helped me with understanding scripts (especially looping, which i have been looking for :)). The problem is that I will have a static starting point, so I can't just have the getpos player to use as a point to create the bombs. Maybe I could make an invincible C130 spawn then drop them using the same idea as your script? I might give that a go. Thanks for this dude.
  10. I've been attempting to make a carpet bombing script for a mission. At the moment i've been using this code: _theObject = _this select 0 _ammotype = "Bo_GBU12_LGB" _bombLoc = GetPos _theObject _bombLocX = _bombLoc select 0 _bombLocY = _bombLoc select 1 _bombLocZ = _bombLoc select 2 _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ+50] ~0.1 _ammoType createVehicle[_bombLocX+15, _bombLocY+15, _bombLocZ+50] ~0.1 _ammoType createVehicle[_bombLocX+25, _bombLocY+25, _bombLocZ+50] ~0.1 _ammoType createVehicle[_bombLocX+35, _bombLocY+35, _bombLocZ+50] ~0.1 _ammoType createVehicle[_bombLocX+45, _bombLocY+45, _bombLocZ+50] ~0.1 _ammoType createVehicle[_bombLocX+55, _bombLocY+55, _bombLocZ+50] ~0.1 _ammoType createVehicle[_bombLocX+65, _bombLocY+65, _bombLocZ+50] exit But it seems fairly inefficient (I have to get the coords exactly right, and there is only one row of bombs instead of two). I'm not amazing at scripting by any means, so I was wondering if there was a way to make it better. Is there a way to make it so it just has an equal distance added to the last bomb? A way to set the initial direction of the carpet bomb and have it go from there? This is literally way out of my depth but any help would be very very apprieciated. (and help me learn) PS I know the height and distances are really strange but I was just attempting to see if it works Rereading this it looks like i'm doing a 'write my script for me' but it's not my intention. Any hints on what to do or anything would be really apprieciated. ---------- Post added at 03:51 PM ---------- Previous post was at 03:21 PM ---------- OK so far I have got this: _theObject = _this select 0 _direction = _this select 1 _velocity = _this select 2 _ammotype = "Bo_GBU12_LGB" _bombLoc = GetPos _theObject _bombLocX = _bombLoc select 0 _bombLocY = _bombLoc select 1 _bombLocZ = _bombLoc select 2 _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ+50] setDir _direction setVelocity[_velocity, 0, 0] ~0.1 _ammoType createVehicle[_bombLocX+15, _bombLocY+15, _bombLocZ+50] setDir _direction setVelocity[_velocity, 0, 0] ~0.1 _ammoType createVehicle[_bombLocX+25, _bombLocY+25, _bombLocZ+50] setDir _direction setVelocity[_velocity, 0, 0] ~0.1 _ammoType createVehicle[_bombLocX+35, _bombLocY+35, _bombLocZ+50] setDir _direction setVelocity[_velocity, 0, 0] ~0.1 _ammoType createVehicle[_bombLocX+45, _bombLocY+45, _bombLocZ+50] setDir _direction setVelocity[_velocity, 0, 0] ~0.1 _ammoType createVehicle[_bombLocX+55, _bombLocY+55, _bombLocZ+50] setDir _direction setVelocity[_velocity, 0, 0] ~0.1 _ammoType createVehicle[_bombLocX+65, _bombLocY+65, _bombLocZ+50] setDir _direction setVelocity[_velocity, 0, 0] exit The setDir works, but the setVelocity command doesn't. I think it's the right command? I'm not sure. Even then I've just realised that it's not going to set the speed of the direction it's facing. arrrrgh
  11. RenwickCustomer

    SP/COOP Mission - Operation Viper

    OK just to update, played it again tonight, with no problems at all. Must have been a one off thing!
  12. RenwickCustomer

    SP/COOP Mission - Operation Viper

    Hey, bug report. Was just playing this coop. The two times we tried, the mission completed for no reason. The first was just after ambushing the colonel. The second time we were on our way to the bridge when it completed, saying all the tasks were fulfilled. I haven't seen anyone else post about it, so I personally have no idea what happened. Any ideas?
  13. RenwickCustomer

    US Support

    Hey, Have been playing with this by moving into a mission to mess about with. In multiplayer if myself or anyone else who is playing dies, the construction option dissapears, and if you destroy FOB and get another base it is still gone. I think it's to do with the synchronisation? I'm not sure but that's what i've found.
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