Antigoon
Member-
Content Count
192 -
Joined
-
Last visited
-
Medals
Everything posted by Antigoon
-
When I have two units that start with the "M252_US_Bag_EP1" and "Tripod_Bag" respectively, they can assemble the mortar just fine, however they can't enter it! It seems locked from entry? Placing the M252 on the map, you also need to have it unlocked to be able to man and fire it. So I think it is locked by default. Is there a way to unlock it and still have the units start the mission with the mortar dissassembled and on their backs? MP by the way.
-
Mortar locked at start
Antigoon replied to Antigoon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx, Demonized....again :D -
Placing Soldiers in Guard Towers
Antigoon replied to Sgt_SyphonX's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I simply use this in the init line of a unit: 0=this spawn { while {alive _this} do { hintSilent str (getPosATL _this); copyToClipboard str (getPosATL _this); };}; I walk my unit to the exact spot I want the guard or static or whatever to be, pause, and then put in it's init line: this setPosATL [color="Red"][xxx,xxx,xxx][/color]; Where the last part is simply the coordinates of my units position at the time I paused it, so the red part is just pressing ctrl+v. Real easy and fast. Ofcourse, as neo said, the AI could have some problems with his pathfinding, but myself I haven't encountered any yet. But I try not to put the AI in some silly positions, so that might help. -
Mortar reloads, fires..but no shells or explosions?
Antigoon replied to Antigoon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, it worked, thx Demonized. -
Mortar reloads, fires..but no shells or explosions?
Antigoon posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a mortar "2b14_82mm_TK_INS_EP1" set up and once I fire all 8 rounds, I try to reload it with addmagazine "ARTY_8Rnd_82mmHE_2B14"; The strange thing is that the mortar reloads fine, and fires the rounds. However you cannot see the projectiles leaving the tube (you could while firing the first 8 rounds) and so no explosions either... Tried changing mortars but no joy. I'm pretty sure there's only one kind of HE ammo for the Podnos.... -
SHK_insurgentMortar
Antigoon replied to shuko's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Damn, kylania, you can do that in vanilla aswell!:icon_ohmygod: -
SHK_insurgentMortar
Antigoon replied to shuko's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Having a problem with this. If you would use the artillery computer, you would have the option between close, medium and far range. However I want to use the script it as it was originally intended,...without it. So when I started creating my own rangetables (I don't use the estimated distance either), I realised I only have the "close range" option. From 100m (ele 85) to 500m (ele 50). I guess this is the default range when entering a podnos (simulating the charge). Is there a way to make it possible to switch between ranges (charges) without enabling the artillery computer? -
Nope, bad idea imo.
-
Hmm...not interested. Reminds me too much of a few other games, whose philosophy I'd really like Arma to steer clear of.
-
mission makers, please, for the love of god!
Antigoon replied to Millenium7's topic in ARMA 3 - GENERAL
I tend to disagree with that, kylania. I can understand it, but in my experience having only one life in a mission promotes teamplay. Ofcourse you can have fantastic missions using respawns, but the minute your server goes public, you get these rambo one man "teams", trying to take or finish objectives all by themselves. I admit...even I have been guilty of doing that. But once I found me a server with likeminded people, trying to play the game the way it's meant to be played (imo;))...I never looked back and enjoyed the game immensily. And to be honest...people keep coming back to that server, specifically for those reasons, so I'm certainly not the only one who enjoys those "watch what you do, coz ya only have one life!!" missions:). Btw, nice to see maio and dale bickering on the forum, tsk, tsk, hehe :) -
Isn't that what demos are for?
-
I use a Roccat Kave and the difference made in playing the game was enormous. It's one of those headphones that uses multiple speakers and it really does work perfectly. Before that I used a creative fatality headphone, it used a usb port and I had nothing but problems with it, including poor support from creative. Buying the Roccat was one the best improvements for playing Arma imo!
-
Mr Murray Editor Guide
Antigoon replied to Overwhelming's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Indeed! -
Limited time available
Antigoon replied to Antigoon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx a lot for the quick reply, Demonized:)! -
Hi, is there a way you can subtract time from a starting amount? I was thinking of using addAction to make a piece of equipment available to the player, but only for a certain amount of time. So when he selects 'Activate', the equipment is available and the timer starts running...and when he then selects 'Deactivate', the timer stops and the equipment is unavailable again. Ofcourse when all available time is used up, the equipment is no longer available.
-
UPSMON - Urban Patrol Script Mon
Antigoon replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you save a mission you are making or editing and go to where the save folder is, inside you can create an init.sqf that gets read and executed everytime you start the mission. To do this, create a simple .txt file and change it's name AND extension to "init.sqf" (it'll ask you whether you want to change the extension). After that simply follow the instructions on the site you just mentioned to use UPSMON. No worries about changing the program or such, you're simply creating a file that gets read by the program... -
setpos of static weapons...
Antigoon replied to KillSh0t's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Put this in your unit init 0 = this spawn { while {alive _this} do { hintSilent str (getPosATL _this); copyToClipboard str (getPosATL _this); sleep 0.1; } }; As soon as you find the spot where your static would be good, pause, alt-tab out of the game and copy-paste the position! Voila:D Edit: Shuko's example will probably be easier, since you have the direction already and don't need to set it afterwards. -
What's the overall best rifle for the AI in Arma II?
Antigoon replied to David Schofield's topic in ARMA 2 & OA - GENERAL
Lately I found the M14 to be my favorite. Again the 7.62 argument, the FAL and Mk17 have the same advantage..on the AK side it would be the AKM for the same reason. Edit: I practically never use burst or full auto, I prefer to aim... -
Thx, Shuko!
-
Your script is working great, but I have one more question. Suppose I want to spawn enemy around something with two markers attached, the blacklist marker wich prevents the enemy from spawning too close, and the spawnmarker somewhat larger than the blist marker. But I need to define a free zone, where noone spawns in a large area around the object, so once the object is moved inside that area, enemy no longer spawns around it. I tried this with a second, bigger and static blist marker but either the overlapping doesn't work, or I'm calling the script wrong. I'm still struggling with scripting, so I think it's the latter. How do you put multiple blacklists in the call to the script? And are the overlapping blist markers possible at all?
-
equiping players at mission start.
Antigoon replied to styxx42's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Look or search for the "assign gear" script. I don't know if it's by Galzohar or if it's part of some other script( might be F2 framework), but it does exactly what you need.. -
UPSMON - Urban Patrol Script Mon
Antigoon replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://dev-heaven.net/projects/upsmon/wiki/MON_spawn -
Call script with setWaypointStatements
Antigoon posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How can you call a script inside the setWaypointStatements command? I've tried a few ways but no luck...don't know if I'm writing it wrong or even if it's entirely possible... -
Check number of enemy units in trigger area
Antigoon replied to Antigoon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx ,Demonized, I got it to work! -
Check number of enemy units in trigger area
Antigoon posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would like to check whether the number of enemy units inside a trigger is below a certain number. I used this {alive _x && side _x == east} count allUnits < 10; in the condition, but it doesn't seem to work. Even better would be to see if the enemy numbers are below a certain percentage, but below an absolute number would work too.