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Everything posted by mikey74

  1. OK this i what I did. I combined some of yours, tiney bit of my ideas, and some of lulics. http://www.mediafire.com/?czmjfbmw54kkm9s It has your CAS, Para, modified INf inserted by a helo landing not paradrops, and 2 m1a2 tanks from OA. Like I said tiny bit of me.lol I actually like the inf beter beeing flown in not dropped in. :ok: Thanks for your script and help :) ps enemies on the map forgot to delete them. just couple Russian inf squads on other side of the bridge. sorry for the double post how does one delete a post?? If its you guys delete my prior post please. Again Im sorry for double post.
  2. I've got your Original script they dont start on the ground. I put them where they would spawn on my position and He was in the air. :386: It looks like this: _pos = [(getmarkerpos "SpawnPoint" select 0), (getmarkerpos "SpawnPoint" select 1), [u][i][b]50[/b][/i][/u]]; // <--- the 50 works it spawns about 50 meters in the air _dir = random 360; _westAircraft = ["AH64D_EP1","AH1Z","A10_US_EP1","AV8B2","F35B"]; _unit = player; _group = createGroup West; if (casActive) exitWith {hint "Close Air Support is unavailable!"}; casActive = true; _veh = [_pos, _dir, _westAircraft select (random count _westAircraft), _group] call BIS_fnc_spawnVehicle; _veh = _veh select 0; _units = units _group;
  3. mikey74

    Weird thing

    Are there any AT enemies on the map?
  4. I did this but was trying it with your CAS script. but Im stump on what to replace the (random count _west....) Couldnt get it right so Ive abandoned that for now. As for the flying hieght... whats wrong with it seems fine?
  5. thanks cobra... Im actually going to keep trying with the bis function stuff... I have a couple ideas. the biggest thing driving me crazy is I want to get 2 CAS (same units not 2 different ones) instead of one and I cant find a quick fix to it. lol my loops are not working. As for player... Your just using _unit player as a reference point right? maybe change to map click or a marker? If you have the US support Script misson by Lucilk I'll send you the CAS file that works... but its spawns 2 different units. but works with US Support. ;)
  6. I think your scripts are awesome... Thanks. Is the CAS the final product on page 2 of this thread? ummm also Im linking this with the US support script by the Lucilk. Also making it under high command rather then squad. If you'd like I'll send ya what I got when its working properly... or whats working right now. lol
  7. mikey74

    US Support

    hmm Ive edited his script a bit on the inf/tank support... maybe yours cas support can work.... so far Ive tried but no luck.... although there is no reason it shouldnt work... I'll let ya know If I get it running. Both of you guys are smart. Merging both your ideas will be ideal for what I do. Thanks a million!!!
  8. http://uploading.com/files/4cf67d28/init.sqf/ http://uploading.com/files/895bbfmc/mission.sqm/ Put these in a folder in your mission directory name the folder ssm.Takistan Make sure this is in your mission directory.
  9. I did that... but I did it through the Initsqf somewhere I musta did it wrong.. anyways I put it in the init on the ssm module and it worked fine. ohhh for anyoneelse trying it if Airstrike dont work with the f35b Type F35B instead of F-35B. ;) Typo Correct Thanks a million :)
  10. Not sure Where but someone had asked for some camp configs. These are the ones I use they are not complete yet but here ya are hope you enjoy. PS It includes a camp that I use for the undead mod. Im not a big fan of it but my oldest boys loves it. lol
  11. I use Dac it makes the mission pretty random. :D Its the best thing sinse they invented Icecream. :D
  12. You mean something like a Trigger?
  13. Ive tried putting this in the init of my player to change airsupport from an a10 to and F35 fighter. Doesnt seem to work. Has anyone figured out how to change this? thanks :) ps thanks for all the other help. The changin troops works I was also wondering if there is a way to change the helo to a c130? :D thanks again.
  14. Hey guys Ive got DVD version of Arma2 and steam OA. Ive moved stuff from my Arma 2 directory IE addons, and mods. place addons in another folder call it Original, then place your mods in OA directory next too expantion. Link your ArmA2OA.exe to your Arma II launcher in the arma2 launcher settings IE ARMA @* EXE select. and whala enjoy.
  15. You are welcome. Glad to help. :)Thanks for the script :D
  16. Not sure If Im explaining myself well, becuase I understood the premise of the program and how it works. :D It was working fine but one thing.. I noticed that when I changed my 1st numbers for marker1 for example on the radiues for marker1 I went from your 600 to 5.... it still spawned them to the marker2 at a 600 radius. Thus the reason I changed it. It works much beter now. At least for me it does. They spawn where I want them to spawn rather then spawning on the patrol marker, IE Marker2. They now spawn with the spawning marker, IE marker1. Its Just it wasnt working right the 1st time. ;) P.S. I wanted units coming from another marker (marker1) to patrol the patrol marker (marker2) to simulate attacks on the town at random areas. This is how I discovered it was flawed. Just tring to help, not try to be smart or embaress nobody. Sorry If I did.
  17. Just thought I'd let ya know if u havnt figured it out yet that the start Marker is not working. This is your script I donwloaded [_grp, 1] setWaypointPosition [getMarkerPos [u]_patrolMarker[/u], [u]_patrolRadius[/u]]; _iniPos = getWPPos [_grp,1]; {_x setpos _iniPos;} forEach units group _unit; [_grp, 1] setWaypointPosition [getMarkerPos _patrolMarker, _patrolRadius]; I changed it to: [_grp, 1] setWaypointPosition [getMarkerPos _[i][u]centerMarker[/u][/i], [u][i]_spawnRadius[/i][/u]]; _iniPos = getWPPos [_grp,1]; {_x setpos _iniPos;} forEach units group _unit; [_grp, 1] setWaypointPosition [getMarkerPos _patrolMarker, _patrolRadius]; This works much beter ;) PS dont for get to change _patrolRadius to _spawnRadius. this has to be done before the _iniPos = getWPPos [_grp,1]; or else you will spawn AI with Marker2, radius2.