Toyguy
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10 GoodAbout Toyguy
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Mine showed up in about 3 days from their Florida office. I've gotten it installed and am running through some of the training missions and a few others I've been able to download so far. I'm looking forward to really digging into the development side of things too, once I get a bit more familiar and read more of the docs. Anyone aware of any MP groups or servers? Dave
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Is it true that timing commands, like WaitUntil, don't function in Triggers? I had a Trigger set to go off only on a Condition (Activation and Type set to None). The Condition was simply time >10 && Arty_Avail; I had set Arty_Avail to true in another units Init box. The On Act contained [["artillery_barrage"], player, [[Mortar, [7,9]]], [true]] call BIS_SOM_addSupportRequestFunc; Arty_Avail=False; Arty_Used=time The On Dea contained WaitUntil {time > Arty_Used + 300}; Arty_Avail=True; What I expected was for the Trigger to activate after 10 secs, and populate a support request on the Comm menu. That worked fine. I then expected it to wait 5 mins and then put another support request on the menu. Instead, it immediately started popping them as fast as it could go. It appeared to be completely ignoring the WaitUntil statement. Is this known behavior? Thanks! Dave
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A little SOM Artillery problem
Toyguy posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm obviously doing something wrong here, but I can't see what it is. Here's the setup: I have a single player character. He's just standing on the map, no waypoints or anything. In his Initialization field, I have the statement Arty_Avail=True; The player is linked to a SOM. The SOM is named SOM1 and is itself linked to the Artillery module. The SOMs Initialization field contains the statement this setVariable ["settings",[[], true, nil, nil, false]]; to deactivate the secondary missions, etc. and provide only artillery support. The Artillery Module is named Mortar and is linked to an on-map 81mm Mortar unit. That unit just sits there, no waypoints nor any initialization, etc. Finally, there is a trigger on the map. It is set to activate repeatedly and I have tried numerous Activation modes: Anybody, Game Logic, BLUEFOR, etc. Timeouts are all set to zero and the Type is left at None. The Condition box has the statement Arty_Avail; and the On Act box has the statement [["artillery_barrage"], player, [[Mortar, [7,9]]], [true]] call BIS_SOM_addSupportRequestFunc; What I expected to have happen was the Player, when initialized, would set the Arty_Avail to true. This would then activate the Trigger due to the condition Arty_Avail and add an Artillery option to the Comm menu. Needless to say, it doesn't work. If I change the trigger to one where BLUEFOR must be present and walk the Player into the trigger area, then it does work, so I'm confident of the SOM and Artillery module configuration. What's the best way to set up a Trigger that will automatically fire on game start and add the Comm menu item? What am I missing here? Thanks! -
I'm getting my feet wet with mission editing. I'd like to be able to randomize the start positions for the OPFOR. I've found the no-script technique of dropping a series of markers, then grouping the unit with the markers. That works fine for one unit. Is there a way to make sure that all the Opfor units would start at the same randomized spot? I thought about adding an overall leader, grouping everyone to him, then grouping him with the markers, but that didn't seem to work. Whenever I tried to group a fireteam with the leader, the fireteam leader lost all his groupings with his team. Any better way to accomplish this? Thanks!
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Do yourself a favor and go checkout Tactical Gamer. They prepackage the mods they use and they use a Sync tool that makes downloading then launching the whole thing relatively easy. Plus it seems like a friendly and active community.
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Zenger, what is the music in your video? Loved that song and it fit the mood just right! Great work!