RonnieJ
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Posts posted by RonnieJ
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hey guys... I cant seem to get this working... tried with:
_trg = createTrigger["end1",getPos player];
_trg setTriggerArea[0,0,0,false];
_trg setTriggerStatements["this","!alive maintarget", ""];
_trg setTriggerType "END1";
But it wont work...:confused:
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Ah right it should havde been < insteed...
And great script m8 thx alot :)
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Hey guys... any idea why this is not working?
rNumber = round(random 1000);
while {rNumber > 950} do {
rNumber = round(random 1000);
hint format["nummer: %1",rNumber];
}
also tried with while "rNumber > 950" do {
Got another question... anyone know how to make a random x/y coor from a allready created marker?
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Looks good m8!
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How can I avoid this? I use it only for some air support... and the notes are really unwanted
---------- Post added at 01:38 AM ---------- Previous post was at 12:17 AM ----------
Is it even possible?
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I keep getting this error no matter what I try...
"Addon Extended_EventHandlers requires version 1.08 of application"
Any ideas?
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I dont know why but I can get this thing to work proberbly... I only need the revive bit and thats the only thing I cant get to work.
When I shoot a teammate I get no revive option and the player is plain dead on the ground not in the "hurt" state.
I tryed to change the test mission posted by norrin but nothing... I made 2 players s1 / s2 West soliders... and added:
/ LIST OF PLAYABLE UNITS
NORRN_player_units = ["s1","s2","s3","s4","s5","s6","s7","s8"];
/ UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED
_can_revive = "soldierWB"; //array no.18
_can_revive_2 = "soldierGB"; //array no.19
_can_revive_3 = ""; //array no.72
_can_revive_4 = ""; //array no.73
_can_be_revived = "soldierWB"; //array no.20
_can_be_revived_2 = "soldierGB"; //array no.21
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Worked but the enginge gets shut off... I want the AI to keep it running untill the group is loaded...
---------- Post added at 05:08 PM ---------- Previous post was at 05:06 PM ----------
Ah found it:
Force helicopter landing. Landing mode may be:
* "LAND" (complete stop)
* "GET IN" (hovering very low, for another unit to get in)
* "GET OUT" (hovering low,for another unit to get out)
* "NONE" (cancel a landing) Available since ArmA 2 57463 build.
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Hello... on a trigger I call this
waypoint0 = bravo addwaypoint[position player, 1]; waypoint0 setwaypointtype "Load";
But the chooper just hovers above my head... ive tried to place a invisible H pad at my possition but thats the same problem... how do I get it to load the group and then continue??
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Thx working perfect :)
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No the players is on west side... and I spawn the "RU_MotInfSection_Recon" group... in this group there is a vehicle that gets nuked by the rest of the infantry in that group... weird? :S
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Hey guys... I have a problem when I spawn a group using a trigger... As soon as the group is spawned the group start nuking the vehicle that is spawned with the group..
The code is:
Enemy3 = [getmarkerPos "Enemy3", side player, (configFile >> "CfgGroups" >> "East" >> "RU" >> "Motorized" >> "RU_MotInfSection_Recon")] call BIS_fnc_spawnGroup; wp1 = Enemy3 addwaypoint [position AI2, 0]; wp1 setwaypointtype "SAD"; wp1 setWaypointSpeed "FULL"; wp1 setWaypointCombatMode "RED";
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Still not working :(
In my mission folder I made the "Description.ext" file. In this I put;
respawn = "BASE";
respawnDelay = 5;
Then I load up the game and make the marker named "respawn_west" eclipse 20x20...
Export to multiplayer and startup a game.
Fly up in a chopper and crash... then I get to the bird and the game ends with a debriefing :confused:
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Sure ill try it again but it sounds pretty much like the things I did the last time... The description.ext need to be in the missions folder right? And when I export it I dont need to make another one in the exportet multiplayer folder right? Its all compiled into one file right ? :P
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Hey guys... ive searched the forums and found some examples but cant get anything to work... I tried the one with the description.ext but I kept spawning as a bird... I made the file - put in the code - made the marker - exportet to multiplayer but still nothing...
Isent there a simple trigger? !alive player spwanTheCrapoutOfHim?? :)
I dont need it to be pretty... I just need the player to repop at the base when killed.
Hope there is someone who can assist me.
Thx
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What I am trying to do is giving the mission some flow... so some objects are not visible to the beginning... so when some trigger happens I want some markers to apear together with some units... any "easy" way of doing this? I havent really tried to "hide" stuff yet... :confused:
Not sure how I can set theese objectives pop in the mission briefing either... they have to be hidden at first and pop on a trigger...
Anyone able to help me with this?
thx.
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Hello.
I played operation flashpoint ages ago and actually made som decent maps thoose days. Now I have bought arma 2 and I am enjoing it :) But now I cant recall how to script theese things... here is my question...
How do I make a friendly target (not in group) use laser on a target so I can bomb it and,
How do I make a friendly target (not in group) pop some color smoke on trigger?
Thx :o
---------- Post added at 06:34 PM ---------- Previous post was at 06:06 PM ----------
about the smoke... making a smoke grenade pop at a location would surfice as well...
Create end trigger not working
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
ye im not completly sure of the syntax but thats how far ive gotten with it :) The target does exist..
_Radar = createVehicle ["RU_WarfareBAntiAirRadar", [_x,_y,1], [], 0, "NONE"];
_Radar addEventHandler ["HandleDamage",{(_this select 4) == "PipeBomb"}];
_Radar setVehicleVarName "maintarget";
hint format["Unit's name: %1",_Radar];
returns the name "maintarget"