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AgentD

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Everything posted by AgentD

  1. The character models and terrain are fantastic. Vehicles are good, but have some problems. The CH47 has no interior cabin LOD for instance. Love the atmosphere of the less populated island. This has serious potential as a TC type mod. GJ Soldiers.
  2. fn_taskdefend does pretty much exactly that? Give it a group and a location and it will make the group find cover, man any static defences within range and patrol as well.
  3. The magic "identified" knows about number is apparently 0.105.
  4. Maybe try playing with setVehicleVarName?
  5. _pos is scoped to the onMapClick function, wont work outside it. Try: LZsmoke = "SmokeShellRed" CreateVehicle markerPos "LZ";
  6. Cant you just use the windows "switch primary button" option in the mouse control panel applet?
  7. _target = _this select 0; _detectors = _this select 1; _hasDetected = []; { if (!(_x side = _target side)) and ((_x knowsAbout _target) > 0.105) then { [_hasDetected, _x] call BIS_fnc_arrayPush; }; } forEach _detectors; _hasDetected; UnitsThatHaveDetectedPlayer = [player, allUnits] ExecVM "Detected.sqf"; UnitsThatHaveDetectedPlayer = [player, list TRIGGERNAME] ExecVM "Detected.sqf";
  8. Ha! My inability to perform this simple task has been putting a real downer on my editing time. I must have spent 3 hours fiddling with animations and attachto... Many many thanks.
  9. say unit/position say [sound, maxTitlesDistance,speed]
  10. Its not really possible, the 3D editor uses scripted item creation (SQF), and the 2D editor uses class based item creation (SQM). In theory it would be possible to convert from one to the other, but not simple (If your unsure why this would be difficult, take the number of objects in your 2D map and times that by 4, thats approx how many lines of SQF you would have to write to get them in the 3D editor). I find it best to use the 3D editor to make static layouts etc, and then add those to the 2D mission by execing the modified scripts in init.sqf. I may try using the 3D editor on its own soon though, as I get more comfortable with SQF. Hopefully BIS will improve the SQF based editor as time goes on and the original SQM based editor will become redundant.
  11. flyInHeight is reset at every waypoint I think, so for each waypoint reached you need to reset flyInHeight. Haven't tested this, but saw it mentioned in a previous thread.
  12. Rather than poking around in the PBOs, use the built in viewer :) Place a trigger in your map: Condition: !isnil "bis_fnc_init" OnAct: [] call BIS_fnc_help; Brings up a nice viewer with params / descriptions etc.
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