Jackael
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Posts posted by Jackael
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I'm working on a stealth mission and I want to make it so that there are certain "watch" units up high on buildings and things like that. What I want is to make it so that if these "watch" units target the player or his group then the mission is failed.
The objective is to get to a certain point without any of the guards knowing you're there. What's the best way to do this?
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Thanks, this all is really helpful.
What exactly are the Case and Switch statements and how do those work?
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Okay, I'm working on getting a briefing going. However I can't get it to show up. So far the map's folder contains the mission.sqm, a init.sqs, and a briefing.sqs
The init.sqs simply contains
execVM "briefing.sqs";
I'm not sure this is correct for this file... do you need to add more to it?
The briefing.sqs contains this coding:
(I copied and pasted it from this tutorial just to try to get a briefing to show. http://www.ofpec.com/forum/index.php?topic=33468.0 )
waitUntil { !isNull player }; // all hip now ;-) waitUntil { player == player }; switch (side player) do { case WEST: // BLUFOR briefing goes here { player createDiaryRecord["Diary", ["Info", "<br/>Author - Jinef<br/>Version 1.00<br/>"]]; player createDiaryRecord["Diary", ["Enemy forces", "<br/>Enemy forces are expected to consist of lightly armed locals mixed with trained regulars of the enemy. There are regular army aviation support and defence troops stationed at the airfield however after preliminary air strikes white flags have been seen, so we expect little resistance."]]; player createDiaryRecord["Diary", ["Friendly forces", "<br/>1st Platoon will be deployed on the north flank. 2nd Platoon will capture the high ground overlooking the airfield. 3rd platoon will conduct the assault on the airfield.<br/><br/>Due to a risk of mines the first phase of the operation will be conducted dismounted only, the AAVs will hold the beach."]]; player createDiaryRecord["Diary", ["Mission", "<br/>1st Platoon is to secure the northen flank of the island. This will be achieved by Alpha squad securing the town of Kamenyy, with Bravo and Charlie squads provding flank cover. Alpha squad will not proceed further than the limits of advance marked on your maps. 81mm mortar support is on call, however collateral damage is to be avoided at all costs."]]; player createDiaryRecord["Diary", ["Situation", "<br/><img image='pic.jpg' width='200' height='200'/><br/><br/>Prior to our landing on the main island of Chernarus, our marine task force will secure the airfield on the small island of Utes. Our company will be performing the assault with support from the MEU task force units. The island is expected to be defended only very lightly by enemy forces with support from an disgruntled population. The key to our success is to quickly assert control over the island while maintaining civilian infrastructure and dignity."]]; // Secondary Objective tskObj3 = player createSimpleTask["Secondary: Avoid Civilian Casualties"]; tskObj3 setSimpleTaskDescription["The civilians here are relying on us to restore order and let them return to a peaceful life, we can't just blast our way through.", "Avoid Civilian Casualties", "Avoid Civilian Casualties"]; //>---------------------------------------------------------< // Secondary Objective tskObj2 = player createSimpleTask["Secondary: Avoid Friendly Casualties"]; tskObj2 setSimpleTaskDescription["Let's not take any risks. It's not worth going home in a box for this. Stay frosty!", "Avoid Friendly Casualties", "Avoid Friendly Casualties"]; //>---------------------------------------------------------< // Primary Objective tskObj1 = player createSimpleTask["Primary: Secure The Town"]; tskObj1 setSimpleTaskDescription["Your squad has just landed on the beach <marker name='BAlpha'>here</marker>. Your task is to secure <marker name='BObj1'>this</marker> town ahead of the main landing force to ensure safe passage for further combat echelons. Meanwhile Bravo and Charlie squads will secure the enemy compounds on the flank and endeavour to prevent enemy reinforcments reaching the town.", "Secure The Town", "Secure The Town"]; player setCurrentTask tskObj1; };I saved the mission as a Single Player mission and when I start it no briefing appears. What am I doing wrong?
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Alright I've been playing around with the editor a lot and in a lot of things I want to be able to do you need outside script files. I'm trying to get a good understanding of how all this stuff works. I'm still new so its hard to understand some of the technical stuff going on.
I would like to know how the outside scripts work. So far what I've gotten is that you use a trigger or initialization to cause the scripts to be active. However, "init.sqf" seems to have some significance and I'm not very sure what that does. Is there any guides or anything on all of the different script types?
Also on a side note, I saw in a thread that your script files should be blank icons and not have the "hidden extensions" dealy. I did disable hidden extensions and corrected the file type, but there is still a little notepad icon on the files, and so far I have been unable to get an outside script to run correctly. I AM using notepad to edit them. Is there something else thats preventing them from working?
Edit: also, how do you make intros go into the mission, and the mission go to outro?
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Thanks a lot, these are very helpful =]
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I would like to know if there is a way to make it so that when the player is in a specific location they have the ability to detonate satchel charges that are owned by an AI. By specific location I mean that the player can't detonate them unless they are IN the location (trigger would work here)
Also I need a script for making an AI place a satchel charge in a specific location (i.e. next to a truck to blow it up) when a trigger is activated.
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I see, thanks for the clarification. I'm trying to get a good understanding of these commands. :)
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Okay, so if I'm getting this correctly...
Make a file called "unit.sqf" (I read stuff on this part elsewhere),
copy/paste that code into the file and edit to be the proper unit and what not, then use the execute code to execute it in a trigger?
The .sqf file would have to be in the directory that the map file is in I'm guessing? Or no.
Also, on to the next part of the spawn, I want them to be individual from any groups because if they're in a group they're going to run over into formation. I tried using commandStop but that didn't work, I think the AI leader just ordered them back into formation. I have all other units on the map set independently so it's more stealth style where they are all standing in the exact spot I want them, and they also don't know that their friendlies are dying. So on to the point of this...
Is there a way to get them in their own group? I did try one way, which is to create a new Center, then an empty Group, then add a single unit to that group before but if that would work I didn't do it correctly.
Also about the script for spawning... I was reading up on briefings and someone said that you won't be able to see the briefing in the Preview, you had to export it as a mission. Is this the same for other scripts? Or just briefings?
Thanks,
J
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Okay, let me see if I understand this correctly.
"thislist" is checking to make sure that the player is on the same side that is activating the trigger? Hence the note?
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Okay cool... is there any way to set it to player only for entering the circle?
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Thanks, I will check them out.
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I would like to know the best way(s) to spawn individual units. I have been trying to figure it out to no avail.
I need to know how to spawn a unit at a specific location. I also don't really know how to find the coordinates for a specific point, and I think I would need that.
Also, I want them to not be able to radio each other. I'm using this for a stealth map, and if someone in a group dies then the rest of the group is alerted. I don't want this. Is there any way to silence radios so they don't know? Or maybe can I have them independent from a group when they spawn or change it that way shortly after?
Thanks,
J
Edit: Also on a side-note:
I'd like to know if theres any way to PREVENT the detonation of a satchel charge. I want it so you can't detonate the charges unless you're in a certain location. Basically like just remove the option to from your list of options when you push the mouse wheel but make it available when you're in a certain location. Also with the possibilty of only allowing you to SET them at a certain location? Help here would be really appreciated.
Edit again:
I think it would be better for the units to not be in teh same group because I want them to just stand around in one spot unaware. If they're in a group they're going to move around and crap.
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Okay, so I've been playing with it all night and got most of what I want working. Thanks for all the help so far but I still need help on a few things that are probably pretty easy.
1) I want to make it so there are multiple "waypoints" or at least markers/icons on the screen during gameplay that show where target ammo trucks are. I want these only to appear once a certain trigger is activated too. Just putting markers doesn't make them appear like waypoints, and I'm not sure you can have multiple waypoints at once. How would you do this?
2) After the target trucks have all been destroyed there should be a waypoint out of town to an open field where a helicopter comes to pick you up. I know how to make the chopper come in but is there any way to make the pick up a lot easier without the helicopter flying around too much?
3) I was thinking about making an outro for it. I was thinking of this: as soon as you enter the chopper it fades to a camera up above showing the chopper or something and then it just shows it take off and fly off and fade out, and the mission ends. I don't know how to work intros/outros, are there any good tutorials on these?
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Okay, I decided to revert to an earlier save and just go from there. This was saved before it started "waiting".
Sorry for all the questions, but I'm trying to figure this stuff out.
I have another one tho (lol.)
I have it set so the people that you "rescue" board a truck at a certain location and switch to that truck's team. I then want this truck to drive off. I gave it a waypoint and syncronized it with the trigger that causes the people to enter the truck. They get in the truck fine and switch teams fine, but the truck doesn't drive off after.
I also want it to display multiple "waypoints" at once for the user. I want these to be back on the ammo trucks part. Is this possible? Or can you just use a marker. I want them to have an icon display during gameplay, not just on the map. Also, I want them to display only once a certain trigger is activated.
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Thanks, these are really helpful.
One thing though. My first waypoint leads to some dudes who join your squad when you approach them. However, once you reach the waypoint it doesn't set the next one. It just sits at the same waypoint saying "Wait".
How do I fix this?
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I'm making a mission where you have to get into a town and plant satchel charges on ammo trucks and destroy them. After they are destroyed, they will trigger alarms and endless spawns of guys will come after you from the town. You then have to make it back to where you started and get picked up by a chopper. I have some questions though.
1) I have 3 different target trucks in 3 different locations. Can I have a marker for each one that says Destroy at the same time?
2) How do I do the repeated spawning? I only want one or two spawns at a time but I want it so if you manage to kill them they will respawn and come at you again, forcing you to retreat.
3) I also want the player to have to wait until they've put all 3 bombs in place to detonate because a single explosion will cause the alarms to go off. How can I make it so if any one of the trucks is destroyed it will set the alarms/spawns off?
4) Can you make it so there are sleeping enemies? I've seen animations for them sleeping in chairs and such. How do you do this?
5) Can I make patrolling enemies that walk a specific path repeatedly?
Last question..
6) For some reason one of my waypoints keeps stopping at "Wait" and won't let me go on to the next one. It wasn't doing it before and I'm not sure what is causing it.
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I was trying to think of ways that you could call in airstrikes.
1) Could you make it so when you type something it spawns a helicopter to come in and attack stuff for a minute and then leave and disappear?
2) Could you make it so that theres a A-10 flying around but it's frozen in one spot way off the side of the map and when you use the laser designator it unfreezes it and moves it somewhere near you so that enemies will remain in their "unaware" state until you want the airstrike in?
3) Could you use smoke grenades to mark targets?
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So it will activate once you enter the radius of the axis on the trigger?
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Hey, I'm very new to scripting and all that.
I've been playing with it trial and error in the in-game stuff (init box, act/deact boxes, stuff like that) and I am having trouble getting something right.
I want to have something happen when the player is in a certain location. I'm stuck on the condition part.
I put:
myLocation = location ;building1
into the condition of a trigger. I didn't originally have the colon in front of building1 but it told me I was missing one.
I have a game logic/location unit placed next to the player spawn with the name Building1, and the trigger is set to activate by BLUFOR (which player is) I also have it set to display a hint on activation, but so far it does not work.
What am I doing wrong?
Scripting files help
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Thanks tons kylania, this has been really helpful
-J