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AFreeman

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Everything posted by AFreeman

  1. Hi everyone, this is my first time posting on these forums. Basically I got ARMA II a couple of days ago and my favourite part is mission editing. Mainly from my OFP days. I have been searching through the forums for some advice on triggers and waypoints. One of my missions I'm trying to do is have a few patrols around a certain area, but if BLUEFOR is detected in a certain trigger for example I want a certain sound to be activated (preferebly an alarm sound but cant find one in the actual effects, if there are any addon sounds of alarms if someone could post a link that would be great :).) Once the alarm is activated I want the patrols to move to a certain location with the seek and destroy option and maybe some backup vehicles activated from another part of the map to come and help. First thing I tried was doing a trigger, Activated by BLUEFOR and as present then syncing the trigger to the seek and destroy waypoint from the patrols. But they just seem to go and search and destroy straight away. Tried HOLD functions then seek and destroy but they just carry on through the waypoints instead of doing waypoint 1 then waiting until the trigger is activated for waypoint 2. I basically just try out random tests to build up my skills. Any help would be appreciated :)
  2. Hope this is the right part of the forum, if not i do appologise. Not a pro editor or coder/scripter but I just wanted to know if you all could help me out with a problem.. http://img19.imageshack.us/img19/2493/errorlp.jpg Basically this error shows up for a few of these addons and it keeps mentioning the config file which I have tried to find config editors so that i can check where the mistake is in the coding, this also is happening with the Nemesis zombie mod pack. P.S if you cannot read the error message clearly, here is what it says: File cwalienscorpio\config.cpp. line 274: /CfgVehicles/': Missing '}'
  3. Ah right thanks, didnt actually notice the top left, obviously i've been adding addons from Arma 1 but some have worked i guess unless some are mixed with both versions. Thanks alot for the help everyone, im trying to get some sort of zombie mod but people say none have been developed for arma 2 at the moment.
  4. Ah so the CW addons are arma 1? i didnt notice that as on armed assault info ity doesnt state i dont think what arma the addon is for. All as I remember is in the txt file the guy states that there will be an error pop up but just click ok and start as normal, except this error occurs before the game starts. Is there a zombie mod for Arma 2?
  5. The zombie mod im using is for arma 2 as all the addons i get are from the armed assault info site. For some reason i cannot even find the config.cpp file what part of the arma folder is it in?
  6. AFreeman

    Ignoring enemy fire

    I think one simple thing you could do, even though I too am new to the editor, is set the behaviour of the fleeing soldiers to careless and on full speed..I have tried this in one of my missions and the soldiers just ran and ran and ran.
  7. I haven't really posted much on the forums for a while but I've now updated ARMA and started to try and create my missions again. One mission I'm trying to make is with the use of camera.sqs aswell where I want a couple of soldiers to try and sneak out of a base first of all without weapons. I would like to try and direct the AI to an ammo crate for them to access a weapon which they can then use to fight off the patrols within the area. However so far I have found no way of scripting or commanding the AI to do it on its own instead of a player ordering them too. Any ideas as to what could be done? ..Guessing theres not a way lol.. :)
  8. Hi all, new questin for you. In Arma 2 is there a way to decrease the range of the AI so that you can look at them in the distance without them twigging you are there? I have tanks on patrol and enemies running in but as soon as the mission starts they go into combat positions and start attacking from a very far distance.
  9. Yeah that does sound pretty complex but i'll try it out, thanks :) Is there a way once the patrol senses the bluefor and does an S&D that is the bluefor is eliminated that the patrol will go back to its original cycle, or is that what you was saying in the deactivation..? Because every time i've seen computer go on an S&D he runs everywhere even when the enemy is finished lol.
  10. Appreciate the advice, thanks very much :) With my triggers I never set it as a "switch", what does switch actually mean?
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