TimeDeatH
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Everything posted by TimeDeatH
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I like the mod, do to the destruction. I leveled chernogorsk to a pancake in under 5 minutes :).
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F-117A NightHawk - Alpha Released
TimeDeatH replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I just came. -
F-117A NightHawk - Alpha Released
TimeDeatH replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is it going to be invisible to radar at a certain distance, considering it's a stealth plane? -
F-117A NightHawk - Alpha Released
TimeDeatH replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
My drool bucket is almost full, I can't wait till release -
Acayn's Tie Fighter Pack comes to Arma2
TimeDeatH replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Someone should make a world based in space, like have the small ships docked at an imperial star destroyer/mon calamari cruiser. Put some lasers on the big ships, make them moveable, make them like a building so you can run around in them, and make it so when the big ships do move, the small ships still stay in the docking bay. Oh it would be awesome, but would take a tremendous amount of time. -
Very disappointed with Editor interface Non user friendly
TimeDeatH replied to Flash Thunder's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I thought they were a guy at first considering, pc game. Then when they gave me a link to a demo mission they were helping me with, and noticed they had their own url, checked the website, and found poetry. It's confusing me. Guys like pc games, but not too many of them enjoy poetry, girls like poetry, but not too many of them enjoy pc games. I'm sure kylania will reveal theirself after this post, lol. :459: I haven't been that off topic in a while. -
Very disappointed with Editor interface Non user friendly
TimeDeatH replied to Flash Thunder's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
We only help those who help themselves. Make an effort and listen to what we have to say. If you want to get into college what do you have to do? MAKE AN EFFORT, not complain that it is too hard and they should lower the standards (unfortunately they are because of people that have your kind of attitude). Kid, we are trying to help you, but you will not help yourself. If you keep this attitude, life is going to smack you hard across the face. Also, 2 things, If you want something suggested maybe you should clean your post a bit like, "I would like to suggest that BIS should make a loadout menu for the editor, this would improve...(fill in with positives) It would help... (fill in with positives). Thank you for reviewing my suggestion. Does anyone else agree with my suggestion?". Usually when you go off with negatives you will get answers that are negative, go off as positive and you will get positive answers. Do not try to say that you didn't make any negative comments because things like "I paid 50$ for the editor and it's not good enough for me." is negative. I don't know how old you are or whether your even going to read this paragraph because of immaturity, but we are willing to help, don't screw it up by being negative (kylania tried to help when you were negative because he/she? is very forgiving and nice). The second thing is, post in the right forum, it doesn't take that long to navigate around. I hope you get it working though. -
How to use the delete waypoint (basic)
TimeDeatH posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
deleteWaypoint [_grp, 2] How would I go about using this? I want to set it in a trigger. Do I put the group leader name in for _grp? Does 2 stand for the numbered waypoint? -
Very disappointed with Editor interface Non user friendly
TimeDeatH replied to Flash Thunder's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The reason why the game is so flexible, is because of scripting. Without it, the mission I am working on probably wouln't work. I'm new to scripting and it doesn't bother me a bit, in fact I enjoy it! With every script I learn, the more I can use those scripts for various things without asking. Here is a little piece of gold for new scripters that want things to function in the editor. (When I say I'm new to scripting I mean functions, so, don't bash me bro, don't bash meh.) http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 ask around on this forum about some of them. People help me when I ask about them, kylania has been very helpful for me. BTW, I started scripting, in mid august I think...Idk, but also don't go off as me being old and had dealt with other games like this before, because I'm 15 and this is the first game I started it. I'm a :dancehead:-----> n00b <------:dancehead: too. -
How to use the delete waypoint (basic)
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So is the group name the name of the leader? And if it isn't where can I find the group name, btw kylania, I got the bmp-3 part of the mission working, I just need to figure out why they aren't getting in the heli. My guess is that I didn't put the correct name for the group, so it isn't deleting the get in bmp-3 waypoint, which is on hold untill the heli gets shot down. Note using this code: deleteWaypoint [grigori, 2]; Obviously the waypoint may or may not be 2, but the one i want to delete. Grigori is the group leader. -
2 Questions on how to...
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm sorry for double posting, but kylania, can you edit that demo mission so that if the helicopter crashes along the way a nearby BMP-3 picks up Grigori then takes him to the location. Name of BMP-3: planb -
I have a mission where you are the blufor and have to kill a leader of the opfor, is there a way to when the leader dies/gets killed before a half hour that it says mission success and have the mission end just like an armory mission, and if half an hour goes by and he isnt dead a helicopter moves in and picks him up then drops him off, and have the usmc fail the mission and have it end the same way if it was a success only it says mission failed, and to have it vice versa for the opfor? List of what I've just explained Success blufor: 1. Blufor attacks opfor 2. 0-29:59 minutes go by and you kill the leader. 3. It says mission success ( or something similiar ) anywhere on the screen. 4. Mission ends Fail blufor: 1. Blufor attacks 2. 30 minutes go by 3. A helicopter comes in and picks up the leader and drops him off at a location 4. It says mission failed ( or something similiar ) anywhere on the screen. 5. mission ends Success opfor: would be same as fail blufor, only it would say mission success ( or something similiar ) anywhere on the screen. Fail opfor: would be same as success blurfor, only it would say mission failed ( or something similiar ) anywhere on the screen. For reference: Leaders name will be Grigori Ivanov, helicopters name will be The Farewell Wagon I have never done scripting before, and havent used triggers before, so go easy on me, or I just might
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Request for briefing.
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Raptor Jesus will love you for this. -
Request for briefing.
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you read my above post all the way through you would see that yes I did. -
Request for briefing.
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Component 'COMDLG32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid That is the error I get when trying to start it. I have extracted all files to a folder on my desktop and COMDLG32.OCX is there with it. Perhaps it is because I'm running Vista 64 bit? -
Make AI fly at a certain altitude.
TimeDeatH posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to make AI fly at a certain altitude before they get to their next waypoint? I was mentioning this in another thread, I called it "Cocky Pilot Syndrome", because they kept running into trees, buildings, etc (in helicopters)... If I can make them please tell me how to. I'm pretty sure this would finish making my mission if I could do this. -
Make AI fly at a certain altitude.
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I know why it wasn't working now. flyInHeight only works between 2 waypoints not just one, so you have to have it for the waypoint you just finished, and the waypoint your heading towards, otherwise it will not work. I'm pretty sure it's that or it only recognizes the flyInHeight after you have passed the waypoint. Edit: It's only after you pass the waypoint that it flies at the correct altitude, also after you have passed the waypoint it will fly at the correct altitude as long as it's in the air (IE if you pass another waypoint your default altitude will be what you set it at.). -
Make AI fly at a certain altitude.
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can't for the life of me get this to work. Can someone make a demo mission of an mh60 that is sitting on the ground, loads some units, and then has the helo fly to their desired altitude then fly over to the transport unload waypoint staying at that desired altitude, then when they get there (obviously) have the soldiers get unloaded then have the helicopter climb back to the desired altitude and move. -
Make AI fly at a certain altitude.
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I put H for the helicopters name, and put on the act field of the transport unload waypoint field: h flyInHeight 185; and when they were done loading the soldiers, they took off and only went about 50 altitude off the ground, between the load, and transport unload. I want the helicopters to be flying at an altitude of 185 whenever they are in the air, but they start off on the ground so the 1st code can't be used. However it helped the mv22s that I had that do start in the air. -
Make AI fly at a certain altitude.
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Where would I put setPos into, does it just go after the flyinheight? Would it be: "unit flyInHeight 12345; setPos" ? Also, kylania, were you saying yes to all 3 of the questions? -
Make AI fly at a certain altitude.
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does the 12345 stand for altitude, IE, can I put any altitude there? Also, I just put that in the init? (do I have to substitute the name of the helicopter for unit?) -
Flying AI wont transport unload under fire.
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You have to remember: these are mv22s, they don't fly as fast as regular helicopters when they are in heli mode, this causes them to crash into trees, buildings, etc...For some reason when I don't have the helipad there they can land perfectly without hitting anything. If I do put the helipad there, they don't leave, but crash into crap 4/5 times. I wish BIS would fix their "Cocky Pilot Syndrome" and have them fly higher. My mission is all heli insertions, mh60s, chinooks, mi8s, mv22s, and littlebirds, the progress of the mission has been slowed down many times before by this "Cocky Pilot Syndrome". -
Flying AI wont transport unload under fire.
TimeDeatH posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have 2 MV22s that are to transport unload about 500-1000 meters outside of a town that has many enemy soldiers, and once the MV22s are fired upon they instantly leave the battle and don't unload the soldiers. I have set both of the transport unload waypoints behaviour to careless and they still leave, is there any way I can force them not to leave? Edit: I guess noone will even attempt to answer this, because it is another bug in ArmA 2: http://dev-heaven.net/issues/show/3919#note-5 I hope BIS is working on this. -
2 Questions on how to...
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Once again, I've studied it all changed the music, and made a seperate mission with vice versa for the opfor. I've also added a group of soldiers inside the helicopter (It's flying over the sea instead of starting on the ground), so when the helicopter lands, they come out, and grigori and his squad go in. I wish I could see the whole thing in action, but: http://dev-heaven.net/issues/show/3919 I'm going to have to wait till patch 1.4, or when they fix this in the beta patch (someone already said it was fixed in the beta patch!). -
2 Questions on how to...
TimeDeatH replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, basically, the helicopter is going to pick him up within 30 minutes, and if he escapes the mission is lost, if he dies within the short time between the 30 minutes being up and the helo picking him up it is still considered a victory. The only problem is I don't know how to do any of this so I need some help.