Jackael
Member-
Content Count
46 -
Joined
-
Last visited
-
Medals
Everything posted by Jackael
-
So far the only way I've been able to add light is with burning objects (campfire or barrel) or use the searchlight which is extremely bright. I want to add lights to an indoor building that doesn't have them. Is this possible any other way? Okay, so I found this: http://community.bistudio.com/wiki/lightAttachObject Thing is, I'm looking for more of a light SOURCE than just a random light. I'm looking for something that emits light, not just light coming from nowhere.
-
This is a 2-part question; I'm trying to have a system where you get money for killing certain units and then you can spend the money on weapons or vehicles. The way I imagine this would be done is with a variable that is increased by a certain amount when a trigger is fired (unit dies) but I don't know how to set up the variable or manipulate it. From there on, I'm trying to have a sort of buying menu (could use a briefing template?) Any ideas there?
-
The concept of Trigger Man: Takistani Sniper is a single player game of target location and assassination using various weapons and vehicles which can be purchased through an in-game money system. Features: Purchaseable equipment, weapons, and vehicles Many targets scattered all across the map for lots of playing time Money deductions for civilian casualties In-depth dialogs and target descriptions (MUCH) More to come. -Jackael
-
Money/WeaponDealer
Jackael replied to Jackael's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm going to use the dialog system. Is there a demo template floating around anywhere? -
Thanks, turned out to be very helpful =]
-
Is it possible to make cutscenes like in the single player?
-
Sorry I should've been a bit clearer. I'm wanting to do this for SP because I'm still fairly new and I'm sticking to SP maps until I've gotten better. What I want is to have like "talking" cutscenes, where when you use an action to talk to someone it uses a script that make it into a short cutscene kind of thing. I'm not sure how to make cutscenes, however. Are there any good guides? And by Single Player I was talking about Harvest Red
-
Can you "freeze" objects in place? For example, when you shoot table objects they move. Can you lock them in place so they don't?
-
Cool, it works fine. Thanks
-
I'm not sure how I'd use it to attach an object to the ground.
-
/bump. Any help would be really appreciated
-
I have an autosave placed for my single player mission. However, when you reload at the save point, all of my scripts are in-active. Can I fix this?
-
Very disappointed with Editor interface Non user friendly
Jackael replied to Flash Thunder's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1: stop crying. 2: stop talking back, especially to Kylania 3: ARMA ll is the best "accessible editor" that I know of. Scripting really isn't that hard, I've learned a LOT of stuff in about two weeks with the help of this community. There is so much possible with ARMA once you know how to script. -
I want to make it so that when an APC reaches the "drop off point" the player and his squad exit the cargo of it. This I know how to do. However, how can I make it so that the APC cargo is "locked" after all of the units have left it so they can't get back into it? Also, my waypoint isn't setting correctly. I have it so once the unit reaches a trigger: ? player in thislist : waypoint1 = group player addwaypoint [getmarkerpos checkpnt1, 1]; Doesn't do anything though. I did try adding a command to make the waypoint type "Move" and still nothing. Is addWaypoint the right command?
-
1) How can you make it so a certain unit can't move? (I have one dude on the roof of this building and he keeps freaking out and jumping to his death lol) 2) Is there any way to make autosaves? 3) It seems to me that script files are scripted a bit differently than the scripting done in the Editor. I want to make a script that spawns a helicopter at a certain marker, then makes it target a specific unit. I tried doing so with the syntax I would use in the Editor but it doesn't quite work right.. What is the correct way to script this?
-
Couple more questions
Jackael replied to Jackael's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Alright, will try those. -
Some quick questions
Jackael replied to Jackael's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool, I didn't know that was there. -
1) How can you set names of units? (i.e. mark polowski? lol) 2) How can you make it so that a unit uses a specific face? I saw something for this somewhere... 3) Can you make guys talk to each other about random stuff?
-
Some quick questions
Jackael replied to Jackael's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cool. How do you work it so that you can select your gear in the briefing? I get that you set it up in the description file, but how do you get it working with the Briefing? -
Some quick questions
Jackael replied to Jackael's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Description.ext? Whats that? (excuse my noobiness :D) -
Yea I was playing with this. I found something sweet you can do. I put the player's squad in an APC and gave it that red light, and then once they got to the "Drop off zone" (so i called it) then the light changed to green and the vehicle status unlocked.
-
Hmm, it may be my video card because it still doesn't work. I'm running a 9800gt. Suitable for ARMA? heh Wait a sec.. this is really odd. It works when the helicopter is landed, however it has problems when it is in mid-flight. ---------- Post added at 12:00 AM ---------- Previous post was Yesterday at 11:50 PM ---------- I think I figured out how to fix this. It seems that setting the helicopter to start as Flying under Special causes the light to trip out like that. But if I start with the helicopter landed it works fine. Thanks for the help =] Ah hell... messes up when the helicopter is in flight, but not when it is landed... I don't know how to get around this.
-
I have another quick question. I know that the underscore makes things "local" but whenever I try to use a local variable it says "Local Variable in Global Space." How do you make it a local space? ---------- Post added at 11:44 PM ---------- Previous post was at 11:32 PM ---------- No dice Kylania. http://img32.imageshack.us/i/wtfhaxb.jpg/ Might it be my video card? Although light in other spots works fine. On second thought, could it be because I don't have them as local? How do I make it so they work as local?
-
Thanks tons =] ---------- Post added at 11:16 PM ---------- Previous post was at 10:18 PM ---------- Uh oh, I've ran into another problem. I tried to use the same method to add an interior light to a helicopter so you can see, however it doesn't always light up the units in the helicopter. It randomly flickers between them being lit up and them being this: http://img249.imageshack.us/i/wtfhax.jpg/ Why is this happening? I'm going to play around with the position of the light to see if it is just where the light is emitted from.
-
There's a construction yard/factory that I want to light up for a night time mission. It has no lightning by default. I want to light it up on the inside but since it is indoors I don't really want to use fire (I'm trying to make this realistic... I don't want my bad guys getting smoked out of their base ;P) You can check out the spot here if you want to see it: http://img208.imageshack.us/img208/2498/piclx.jpg Set it to night time and see that there are no lights. My enemies will not have night vision so I want the place to be lit up enough for you to be able to see well without night vision. Also, when you're setting objects, how do you set their XYZ coordinates? I'm not sure how to even get the specific coordinates you want. I know theres a setpos command but I need to figure out how to get the exact location's XYZ numbers.