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stephen271276

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Everything posted by stephen271276

  1. I have a mission where a friendly Vip is assasinated by an enemy sniper. The problem is he is set quite far a way 400m in a vantage point, now he is supposed to take the shot via trigger using a doTarget doFire command but he doesnt take the shot? i then tried a sinced "destroy" WP but he just tries to run closer to to take the shot which ruins the feel of the mission. Any ideas?
  2. How do I delete user made missions from my Scenario list? I cant find where thay are saved to?
  3. Is there a way to have a "Safe Zone" for blufor in a mission? I have a patrol script running and ambient combat but want an area in the city where no opfor will spawn or enter is this possible via a marker?
  4. Hi guys this is the first time Ive had this problem and am wondering where am going wrong? I have a script named map.sqf Which as you can see gives me two options wether to accept or decline a side mission, the problem I have with the following part is this... Wether I accept or decline the mission The "Accept/Decline" options stay in my action menu? How do I get rid of them? Heres the Accept/Decline scripts I made/// accept.sqf decline.sqf
  5. Hi Ive searched the forums and seem to have found half the info i need... I have a small object "Photos" as an objective to retrieve, which is fine I know how to place the item and how to create an action to pick it up which then deletes the item, but Id really like to make this more realistic and actually have the item in my inventory! Is this possible?
  6. What am I doing wrong here? I want o spawn a single enemy unit via a trigger at a marker position names Marker1
  7. stephen271276

    Collecting inventory items?

    As a add on to this thread, lets say for instance I placed PMC_documents with an enemy general, and part of mission is to retreive the dicuments how would I let a trigger know a player has it??? And create a hint/Complete objective?
  8. stephen271276

    Spawn unit wont work?

    Still cant get it to work? Any ideas?
  9. stephen271276

    Collecting inventory items?

    PMC classnames by any chance??? thanks btw
  10. Boooo where is this file? Says "not on this server"
  11. Part of my mission involves an ai tram mate investigating an ied, the ied explodes and the ai is injured using setDamage command. No at this point the player radios a medivac chopper which arrives and a group eject and secure the area, the group includes a medic who iv ungrouped upon the landing of the medivac. What i want to happen is the medic to go to the injured ai perform a heal anim which then revives the injury and they all board chopper and leave, leaving the player to continue with his mission..... Ive tried this script... a2 doMove getpos injury; sleep 2; a2 dowatch injury; sleep 1; a2 playmove "AinvPknlMstpSlayWrflDnon_medic"; sleep 4; injury setDamage 0; injury removeAllWeapons this; injury switchMove ""; a2 switch move ""; [injury] join a2; Note the medic is called a2 and the injury is called injured. It doesnt work!!!!! HELP! ---------- Post added at 05:20 PM ---------- Previous post was at 04:48 PM ---------- Solved
  12. stephen271276

    New ArmA 2 Animations?

    Unit playmove "testsurrender"
  13. Hi I have all three hard copies of A2, OA, and now reinforcements.... Problem is Combined ops works fine and finds A2 fils no problem but Cant seem to get all three working together??? Am using alpine stars A2 Launcher and it shoes up the BAF and PMC mods which ive ticked , but not there in game?
  14. stephen271276

    Problems getting A2OA to find BAF?

    Thanks Demon, sorted now!
  15. stephen271276

    Problems getting A2OA to find BAF?

    that link is the same one, it says this when game loading? Addon CAAir_BAF requires 1.54 of application But am running 1.51? Also on the main menu screen it shows the BAF and PMC logos????
  16. "Error compiling pixel shader PPSrite Ti:0" Any idea what this means?
  17. Does anyone know of a way to make stealth realistic in arma 2? Ie having silenced weapons seems pointless when as soon as you kill an ai it alerts the rest of them anywy
  18. Similar to the Keypad in coltan blues....
  19. Put it in the innit line of anything else but the suitcase. Is it poss to make the suitcase a weaponholder so files can be placed inside it?
  20. As an addon to this thread would it be possible to open the case like the "gear" menu to see whats inside?
  21. stephen271276

    Stealth

    Thats what I was worried about..... Looks like my next mission idea is goin in the rubbish bin, lol
  22. where do you put this? In any units init?
  23. Hi The youtube link isnt working can you post the url in this thread?
  24. stephen271276

    Need help with a script

    Hi Here how I do it although Im not the best at scripting am a bit of a noob myself.... name the enemy "VIP" or what ever else youd like.... Create a trigger with zero for both axis as its not needed to cover an area. In the Condition box type.... (VIP distance player <3) (This activates the trigger when the player is 3 mtr from the VIP.) Then in the On Act box type.... act = player addAction ["CAPTURE","capture.sqf"]; VIP switchMove "testsurrender" (This creates the action "CAPTURE" in your action menu) You now need to create the sqf file itself which will look like this.... capture.sqf VIP switchMove ""; sleep2; [VIP] joinSilent player; player removeaction act; This trigger and sqf works well as it also adds an anim where the VIP will put his hands on his head as if surrendering then when you "CAPTURE" him hell join your group
  25. This is a mission which I hope you will like, all feedback is welcome. A big thanks to the forum community for making most of this mission possible. http://rapidshare.com/files/461117508/Op_Hunt_the_Rabbit.Takistan.pbo
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