SGJackson
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11 GoodAbout SGJackson
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Lance Corporal
core_pfieldgroups_3
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Interests
Editing missions and the Call Of Duty games... I fucking love those games!
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Occupation
Scratching my ballz...
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Biography
I love guitarrs! And, of course, AC/DC!
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What does "_this select 0" and "_this select 1" do?
SGJackson replied to SGJackson's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1st, i know what an Array is... But of all who posted you where the one that i really like the more xD PD: Is that your computer progamation in your signature?! It's almost the same that mine! Best Regards, SGJackson! -
Randomly Spawning Group In Three Different Positions
SGJackson replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can teach you how to put them in the direction that the player's going... Example: The player chooses to go East, then the group will be moved to the east! you simply place a trigger activated by the side of the player and add to the OnAct: {_x setpos getpos <direction>} foreach units group <leadername>; :P it's not what you were asking but i was bored and this doesn't harm anyone xD If i know something else i'll post it ;) Best Regards, SGJackson! ---------- Post added at 02:54 PM ---------- Previous post was at 02:39 PM ---------- I just got this from the editing guide that i told you to download: The following Syntax enables one to move a unit or an Object to a random position. The Syntax consists out of the values of the XYZ – coordinates and the marker positions. The Engine will recalculate the random position by using this information. Name setVehiclePosition [[1000,2000], ["Marker1", "Marker2", "Marker3"], 0] I didin't test it... Do it yourselve :P Best Regards, SGJackson! ---------- Post added at 03:04 PM ---------- Previous post was at 02:54 PM ---------- FORGET EVERYTHING THAT I SAID!!!!!! I GOT THE ANSWER AND YOU KNOW WHAT? IT'S IN THE GUIDE TOO!! THIS IS EXACTLY WHAT YOU NEED!!!! well, that's what it said in the guide: Random positions Best, Best, Best Regards, SGJackson! -
Simple and basic Artillery... NO SCRIPTS!
SGJackson replied to SGJackson's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh, i ain't got ArmA II multiplayer... I'm argentinian so if i buy it, it won't come with the original key included... I'll have to buy it from an american site and that'll cost 50 bucks maybe? Well, here in Argentina, you have to multiply 50 x 3.85, and that gives you: 192.50$ and i'm 13 yrs old xD... Best Regards, SGJackson! PD: Argentina is a real s***! -
How to make AI's shoot civilians like if they were shooting a normal enemy?
SGJackson replied to SGJackson's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys! and xPaveway, no it doesn't work ;) but thnx for the post anyway! Best Regards, SGJackson! -
What does "_this select 0" and "_this select 1" do?
SGJackson replied to SGJackson's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Guys, i really appreciate this but... I DIDN'T GET A S*** OF WHAT YOU SAID! Thnx anyway ;) Best Regards, SGJackson! -
Temporarily Setting Prone + 'Moveto' Questions
SGJackson replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No... I took the liberty to do a test and figguer out what you need! {_x DOmove getpos Target} foreach thislist; that's the command you need... otherwise they won't move... Now, i recommend putting a name to the group leader and doing this: {_x DOmove getpos Target} foreach units group <leadername>; it's much more organized and i'll guarantee no mistake in game! And, why are you doing this with commands and not with waypoints? Because if you want to make a unit move to its destination i'll be easyer witrh waypoints! I figguer out a way of doing it WITHOUT waypoints... it's not tested it just got trough my mind: you put 2 game logics, the 1st one named Target, and the second one named target2, a group and 2 triggers.. Put the first trigger to be activated by your group side, in the OnAct place the syntax: {_x DOmove getpos Target} foreach units group <leadername>; now, place the second trigger ON the game logic... I meant, the Axis should match with the size of the game logic ¬¬... Now put the trigger to be activated by the side of your group again and place the same syntax in the trigger BUT changing Target for Target2... now the group will move to the game logic Target and when they get close to the area they'll change direction and kep moving to the other game logic JUST LIKE IF THEY WERE WAYPOINTS!!!!!!!!!! Best Regards, SGJackson! -
Temporarily Setting Prone + 'Moveto' Questions
SGJackson replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think the AI first eliminates every single enemy precense first... Because if you observe, every single time the AI find an enemy he goes prone, and if he goes prone he's going to take it out.. and i say: yes, it takes every enemy out first. Best Regards, SGJackson! -
Temporarily Setting Prone + 'Moveto' Questions
SGJackson replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hallo again! You need to use this syntax to get them prone/crouched/up: this setunitpos "down"; that it making them go prone, this setunitpos "up"; is getting them to stand up... and if you want them to crouch: this setunitpos "middle"; if you want the unit to DECIDE BY ITSELF if being in prone or crouched use this: this setunitpos "kneeldown"... now with the moveto... As i said in my other post... you gotta think by urselve... instead of asking test it! put different moveto orders and see it for yourselve xD! Best Regards, SGJackson! -
What does "_this select 0" and "_this select 1" do?
SGJackson replied to SGJackson's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
heheheh thnx mate ;) Best Regards, SGJackson! -
Init Help with AI Pilots in AI Vehicle + Deleting Them
SGJackson replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Finally! xD Super Best Regards, SGJackson! -
What does "_this select 0" and "_this select 1" do?
SGJackson posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hallo all! My question is simple 'cause i've been taking a look at commands and scripts and i still don't understand what do them do?! This is just for knowing it doesn't help me with anything :P xD Best Regards, SGJackson! -
ArmA 2's Artillery Module
SGJackson replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If anyone wants to make a SIMPLE artillery just take a llok at my post: http://forums.bistudio.com/showthread.php?t=94184 PD: IT TAKES NO SCRIPTS... I got a problem with the modules so, i gotta figguer out everything by the hard way xD :P Best Regards, SGJackson! -
Init Help with AI Pilots in AI Vehicle + Deleting Them
SGJackson replied to HateDread's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if you created MEN and i mean ONLY MEN and with that i meant NOT IN A VEHICLE then just enter the syntax DeleteVehicle Crew1; deletevehicle crew2... Or you could do an Array: deletevehicle [crew1,crew2] or if you want to delete A GROUP then enter this: {deletevehicle _x} foreach units group <grpleadernamehere>; or deleting every unit that enters A AREA: {deletevehicle _x} foreach thislist; (thislist = Axis of the trigger) PD: PLZ DOWNLOAD THE EDITING GUIDE, i learned most of the things there... Best Regards, SGJackson! -
Simple and basic Artillery... NO SCRIPTS!
SGJackson replied to SGJackson's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks to you for testing if it worked xD hehheheheheheheheheh Best Regards, SGJackson! -
Helocopter pickup without waypoints?
SGJackson replied to arthur666's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Dang guys! why don't you just add in the condition <urname> in <heloname> and in the OnAct: <heloname> land "GET IN"; That way the helo will fly as low as to pick you up, now i recommend this page: http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 And i recommend checking this: OnMapSingleClick That should go well... Best Regards, SGJackson!