bigbigmek
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parachute troopers
bigbigmek replied to bigbigmek's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok here is the script http://uploaded.to/file/4sxc3z docu: callParaTroopers = compile preprocessFile "callParaTroop.sqf"; ParaId=0; returnValue= [spawnPosition, JumpPosition, VehicleName, groupArray] call callParaTroopers; ParaId must be set to 0 at the begining. returnValue = is the group of soilders wich wil be dropped at position JumpPosition spawnPosition = is the startingposition of the vehicle JumpPosition = is the position where the soldiers where dropped. vehicleName = classname of the vehicle groupArray = array of classnames of the units wich will be dropped example ParaId=0; groupArray = ["USMC_Soldier", "USMC_Soldier", "USMC_Soldier"]; onMapSingleClick {paraGroup = [[1500,1500, 200], _pos, "C130J", groupArray] call callParaTroopers;} -
i want to write a script wich allow me to call parachute troopers with on click on the map. but i have some problems first here is my script init sqs callParaTroopers = compile preprocessFile "callParaTroop.sqf"; _vehicle = "C130J"; groupArray = ["USMC_Soldier", "USMC_Soldier", "USMC_Soldier", "USMC_Soldier"]; onMapSingleClick {hint 'onMapSingleClick'; paraGroup = [[1500,1500, 800], _pos, "C130J", groupArray] call callParaTroopers;} callParaTroop.sqf _spawnPoint = _this select 0; _jumpPoint = _this select 1; _jumpPoint set [2,_spawnPoint select 2]; _vehicleType = format['%1', _this select 2]; _soldiers = _this select 3; _vehicle = createVehicle [_vehicleType, _spawnPoint, [], 0, "FLY"]; _vehicle setPos [getPos _vehicle select 0, getPos _vehicle select 1, _spawnPoint select 2]; _pilotes = createGroup west; _pilote = _pilotes createUnit ["USMC_Soldier_Pilot",_spawnPoint ,[], 0, "NONE"]; _pilote moveInDriver _vehicle; _waypoint = _pilotes addWaypoint[_jumpPoint,0]; [_pilotes,0] setWaypointType "MOVE"; [_pilotes,0] setWaypointSpeed "LIMITED"; _vehicle flyInHeight 800; _waypoint = _pilotes addWaypoint[[0, 0, 0],0]; [_pilotes,1] setWaypointType "SCRIPTED"; [_pilotes,1] setWaypointScript "ParaTroopsJump.sqs [this]"; _waypoint = _pilotes addWaypoint[_jumpPoint,0]; [_pilotes,2] setWaypointType "MOVE"; [_pilotes,2] setWaypointSpeed "FULL"; _waypoint = _pilotes addWaypoint[[0, 0, 0],0]; [_pilotes,3] setWaypointType "SCRIPTED"; [_pilotes,3] setWaypointScript "deleteVehicle this"; _newGroup = createGroup west; _spawnPoint = _this select 0; _jumpPoint = _this select 1; _jumpPoint set [2,_spawnPoint select 2]; _vehicleType = format['%1', _this select 2]; _soldiers = _this select 3; _vehicle = createVehicle [_vehicleType, _spawnPoint, [], 0, "FLY"]; _vehicle setPos [getPos _vehicle select 0, getPos _vehicle select 1, _spawnPoint select 2]; _pilotes = createGroup west; _pilote = _pilotes createUnit ["USMC_Soldier_Pilot",_spawnPoint ,[], 0, "NONE"]; _pilote moveInDriver _vehicle; _waypoint = _pilotes addWaypoint[_jumpPoint,0]; [_pilotes,0] setWaypointType "MOVE"; [_pilotes,0] setWaypointSpeed "LIMITED"; _vehicle flyInHeight 800; _waypoint = _pilotes addWaypoint[[0, 0, 0],0]; [_pilotes,1] setWaypointType "SCRIPTED"; [_pilotes,1] setWaypointScript "ParaTroopsJump.sqs [this]"; _waypoint = _pilotes addWaypoint[_jumpPoint,0]; [_pilotes,2] setWaypointType "MOVE"; [_pilotes,2] setWaypointSpeed "FULL"; _waypoint = _pilotes addWaypoint[[0, 0, 0],0]; [_pilotes,3] setWaypointType "SCRIPTED"; [_pilotes,3] setWaypointScript "deleteVehicle this"; _newGroup = createGroup west; for "_i" from 0 to count _soldiers do{_soldier = _newGroup createUnit ["USMC_Soldier",_jumpPoint ,[], 0, "NONE"]; _soldier moveInCargo _vehicle;}; player moveInCargo _vehicle; _newGroup; and ParaTroopsJump.sqs _vehicle = _this select 0; _soldiers = _vehicle assignedCargo; for "_i" from 0 to count _soldiers do{ sleep random(1); _i leaveVehicle _vehicle;}; my problem is that the C130J dont fly to waypoint 0 and the ParaTroopsJump.sqs dont work.
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parachute troopers
bigbigmek replied to bigbigmek's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thx this was one of many erros. but now my script is working. tomorrow i will post it here. :) -
Original source files
bigbigmek replied to bigbigmek's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
add another magazine works but look not good. in game the maverik launcher has 2 shots and another magazine when i have shot the 2 rockets, i get another 2, but the problem is every time i shot an magazin empty the rockets jump around the weapon slots and this looks not good. pufu: have you a link or can you say me how i can add a new magazine? hamsi: where can i finde the class CfgMagazines? -
Hi, all first my english is not very good. i want to stard modding, just some small config changes. example: i want to changes the weapons of the a10. so i make ... class A10:plane{}; class MyA10:A10 { } but where can i find the orignal code of the a10, because i can't change antyhing without knowing the orignal values.
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Original source files
bigbigmek replied to bigbigmek's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
thanks. i found this 2 lines weapons[] = {GAU8, "MaverickLauncher", "SidewinderLaucher_AH1Z", "BombLauncherA10", "FFARLauncher_14"}; magazines[] = {"1350Rnd_30mmAP_A10", "2Rnd_Maverick_A10", "2Rnd_Sidewinder_AH1Z", "4Rnd_GBU12", "14Rnd_FFAR"}; but how can raise the count of mavericks to 4 or more. i have delete the entry for bombs and FFARLauncher weapons[] = {GAU8, "MaverickLauncher", "SidewinderLaucher_AH1Z",}; magazines[] = {"1350Rnd_30mmAP_A10", "2Rnd_Maverick_A10", "2Rnd_Sidewinder_AH1Z"}, and what should i do now. can anyone help me? -
wow nice work. can you also make this guns? STEYR AUG A3 and STEYR AUG A3 SF