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MeIvin

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Everything posted by MeIvin

  1. Hello! @ocgamer I don't mean to sound too critical or anything, as I'm no expert. They are rescuing hostages, doesn't sound like something they would send in grunts to do - in fact, it seem not totally unlikely that they would send in a unit that specializes in direct action, and counter-terrorism. I totally agree however with you on the equipment. Some smoke would be good. And the gunner in the vehicle, but I don't think he has NV goggles, it is after all pretty light outside. The AI is broken when it comes to gunnery from vehicles (too accurate imo). Maybe set his skill a bit lower? @Acelondoner I haven't tried it much, but so far it's been very enjoyable, so thank you! Even as a "1-man-team", but when I get to the hostages I don't get any action/radio to get them with me. Is this intentional? Do I have to do something magical (ie. kill all the enemies? - if so it would be great with a hint popping up when you get there saying something like "too dangerous to extract with hostages, try to kill some more dudes". Kind Regards Melvin
  2. I like it! I would've used it if I hadn't made my own thread a couple of hours earlier. (D'oh) If you have made something you (and your squad/group) enjoy - chances are high that someone else might enjoy it too. And releasing it isn't that much work. (unless you've made a unit replacement pack in which you play as a cardboard box shooting other cardboard boxes with air. But then again that could attract metal gear solid fans I guess.) Melvin
  3. MeIvin

    Melvin's mission(s)

    Yes. Have fun with it! And if you make some changes you like, feel free to share them as well. Maybe you're not the only one who likes it ;)
  4. This thread made me release my only finished mission (well it's never finished, but it will do.) I guess many of us can be a bit "self-conscious" about the stuff that we make, I know I am, because there is such a vast amount of good addons and whatnot out there. So for me this was a push in the right direction, and as Mosh said: if one person enjoys it then it's worth the effort :) Melvin
  5. Hello, if you use a trigger to trigger the explosion call it whatever. Then use an addAction on the device that explodes. (ie. _bombaction = bomb addAction ["eliminate the bomb",eliminatethebomb.sqf] so, then in your main mission folder you have the eliminatethebomb.sqf which can look like this: deleteVehicle whatever; That will delete the trigger, and the explosion won't be triggered. There's probably neater ways to do this, but here was a solution that should work just fine for the basic addAction (in SP - haven't tested this in MP). Kind Regards Melvin
  6. Hello, if you don't want people to see your markers, you can in the init put: markername setMarkerAlpha 0; So if you don't want people to see ie. marker alpha it would be alpha setMarkerAlpha 0; You will have a briefing, but the markers will be hidden. Kind regards Melvin
  7. MeIvin

    US Soldier Template

    Thank you for making and releasing this Binkowski! And also a big thanks to everyone else in this thread who's answering questions and helping out. Kind Regards Melvin
  8. Hello, is this what you're looking for? http://forums.bistudio.com/showthread.php?t=97339&highlight=follow Hope it helps. Kind regards Melvin
  9. Wow! Thanks for the effort. It's looking really nice and detailed. I'm sure it will be of help to new mission makers. (and maybe some old ones as well) Kind Regards Melvin
  10. Hello. What you can do is run the 3D editor mission as a sqf in the init of a regular 2D editor mission. You will have to edit the mission.sqf first, but it is doable. (you have to remove "processInitCommands; runInitScript; finishMissionInit;" ) Kind Regards Melvin
  11. Hello. I'm wondering, did you read the other post? Because I think it explains the exact problem you have. Or maybe I didn't understand the post I linked. I think I did though :) Kind Regards Melvin
  12. Hello. In the trigger you want to have activated first put a variable (ie. cheesecake) true. onAct: cheesecake = true; then in the ending trigger put condition: !(alive player) AND cheesecake or whatever you had there already and add AND cheesecake. Regards Melvin
  13. Hello. Yes it's possible. http://forums.bistudio.com/showthread.php?t=109926 Kind Regards Melvin
  14. Hello, What do you mean with disable radio, which functions do you want disabled? Do you mean the radio triggers? (0-0-X) Or do you mean the ingame VoIP? This could be good to know to be able to assist you. Regards Melvin
  15. MeIvin

    Task issues

    Hello. Without knowing more it's just a wild guess (for me), but it sounds like the trigger/script setting the task was activated only on his machine. How is it triggered? Kind Regards Melvin
  16. MeIvin

    Tasks to group?

    Hello, in the init of your squad leader: Squad1 = group this; Should do the trick :) http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 Here is a list of useful commands for further reference. Kind Regards Melvin
  17. That should work :) for more information: http://community.bistudio.com/wiki/clearMagazineCargo. Also I think this thread may belong in the "ArmA 2 & OA - MISSION EDITING & SCRIPTING" section. A moderator will probably move it quick enough :) Kind Regards Melvin
  18. Hello, I don't know if there is a way to do that, but if you remove the magazine from the cargo of the vehicle then the "Take 30rnd" will not be there. To remove the magazine you can use clearMagazineCargo nameofyourvehicle or if you feel lazy you can place clearMagazineCargo this in the init of your vehicle. Hope this helps Kind Regards Melvin
  19. Hello! If you have a unit named unit1, you place a trigger. And you place a trigger that is being triggered with the presence of said unit (ie. group the unit1 to the trigger, and in the trigger menu you can trigger it with the presence of the unit) in the "onAct" field you can place unit1 setCaptive false; and that's it. Kind Regards Melvin
  20. Hello, I guess I misunderstood the setting a little then. The AI will most likely take the shortest route, and if your spawning points are along the same axis (or big parts of it) I guess it's natural that he will drive the same path. However (without me having tried it,) I guess it could be possible to place some invisible markers/helipads on the path of some possible routes and make a script that either moves existing waypoints, or creates new ones (given that your vehicle have none) randomly from the selection of invisible "locations", and then the 2nd waypoint is either your destination or a different "branch" of the route to it. If you decide to move waypoints I guess "SetWaypointPosition" is the way to go. (http://community.bistudio.com/wiki/setWaypointPosition) Sorry if this just is a wall-of-text that is so basic that you've already tested it and didn't give the results you wanted. Kind Regards Melvin
  21. Hello, There are probably neater ways of doing this, but here's a simple way of doing it. If you place the unit/vehicle you want at one of the locations you want it to spawn, then place ie. 2 empty markers (invisible when you play) you can then group the unit/vehicle with that marker and it will spawn at either of the three locations. Now if you give this vehicle a waypoint to the destination, (just one,) it should drive there. My experience is that the fewer waypoints I use the more often it will stick to the road, this may be just coincidental though. It also helps to set the unit to "safe" or "careless". Hope this helps. Kind Regards Melvin
  22. MeIvin

    Objective

    Hello, It's all pretty much in the link kylania gave you: http://www.kylania.com/ex/?p=65 take a look at it :) Kind Regards Melvin
  23. That's because the 2nd animation (the roll over from the back) is the "injured" roll from back, and it only allows you to crawl (like when you've been shot). The 3rd animation is the get up from laying and that allows you to move again (the animation I have placed in the 3rd trigger). If you have it in a script then: (2nd animation); sleep 3; (3rd animaztion); Should do the trick, even though I don't know what your script looks like. Regards Melvin
  24. Getup isn't an action, it's just a variable I made to trigger the 3rd trigger. It could just as well have been monkeyrobsbank = true. Or am I misunderstanding something? Kind Regards Melvin
  25. if you're trying to use sleep in triggers then that won't work. I think that only works in scripts. Maybe you forgot to change the triggers to repeatable? The idea behind the getup = true (and then the getup = false) is just to be able to reactivate the 3rd trigger which allows you to get up. Trigger 2 and 3 are linked. so 2 will activate 3. and since we want to repeat them I think we have to set the condition for trigger 3 to false. (I may be wrong though) The only problem I see with my solution is that if you're making a MP mission you will need a set of triggers for all the units that want to "fake their death", instead of one script that can be called by all of the players. Kind Regards Melvin
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