Egosa-U
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Everything posted by Egosa-U
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Explosive trigger not working
Egosa-U replied to Toasticuss's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You got to set it to a side, e.g. if your Player is west, set it on west -> Present. "Thislist" only refers to a specific side: So its West, present, once THIS and player in thislist; -
Trying to UnPBO OA Campaign ?
Egosa-U replied to jblack9's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Having the same issue here - even you uploaded file says "It seems that isnt a ArmA pbo" :( -
Start a mission inside a heli with AI flying?
Egosa-U replied to jonneymendoza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
My advice: Reading is way better than watching videos. You'll always stumble upon some questions in your mission-making career. Its easier to find a specific point in 2 or 3 tutorial-files than watching through videos, waiting for the exact spot you were looking for... Try that one @ start - it has a lot of good basics and most of the codes/tricks apply even for todays A2-OA: http://www.armaholic.com/page.php?id=4847 For the actual classes-list go here: http://www.armatechsquad.com/ArmA2Class/ -
How to activate the PEQ lasers in the Editor?!
Egosa-U replied to Ventris's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showpost.php?p=1667402&postcount=3 -
How to turn on the PEQ lasers in the Editor?
Egosa-U replied to Ventris's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Found a flashlight command - you can find out the laser-command with that link too: <Group / Object> enableGunLights <true / false> http://community.bistudio.com/wiki/Master85%27s_Sandbox#New_Commands Would say that should do: <Group / Object> enableIRLasers <true / false> -
Start a mission inside a heli with AI flying?
Egosa-U replied to jonneymendoza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Maybe you should start reading the wiki/pinned topics..^^ -
Start a mission inside a heli with AI flying?
Egosa-U replied to jonneymendoza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
maybe a space somewhere in the code, a locked chopper... nevermind, you got it to work now. You've also asked for a rainy daytime in your initial Posting: On the right side in the editor when you click on the Intel-Screen(date and Time displayed), you can setup the Daytime, weather and fog values... overcast-slider to the left: rainy weather, overcast to the right: good weather. fog-slider to the left: less fog, fog-slider to the right: more fog... -
Start a mission inside a heli with AI flying?
Egosa-U replied to jonneymendoza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Did it just now - works. You must do something wrong.. Heres the demomission: http://rapidshare.com/files/404358600/test.Desert_E.zip.html -
Start a mission inside a heli with AI flying?
Egosa-U replied to jonneymendoza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the code says: Each unit of the group gets the same "order to be inside on initialising mission" heli1 = name of helicopter That should at least do the trick for the unit where the code is written into the init-line.. This code is pretty much one of the oldest codes since OFP - must work therefor. -
Environment - Effects and colors-modules(was Sandstorm?)
Egosa-U replied to mcnools's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use a pbo-extractor to gain editor-editable mission files to learn from.. -
Start a mission inside a heli with AI flying?
Egosa-U replied to jonneymendoza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Youre right. -
Start a mission inside a heli with AI flying?
Egosa-U replied to jonneymendoza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the code i posted or real scripts? Small code snippets can be put into the init-line of an object you placed on the map. The longer it gets, the more useful it is to use a script-file. and place it into your saved-editor-mission folder. -
OA: Suggestions for designing a map to test the new 128 audio sample rate
Egosa-U replied to jpinard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I hope you are referring to a system without onboard sound...if you don't, you know the answer :rolleyes: -
Start a mission inside a heli with AI flying?
Egosa-U replied to jonneymendoza's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Place a chopper with attribute "flying" on map, name the chopper Heli1. Place a Group of Soldiers on map, set one as player in that group. Write into the groupleaders init: {_x moveincargo Heli1} foreach units group this -
OA: Suggestions for designing a map to test the new 128 audio sample rate
Egosa-U replied to jpinard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How about letting different helos fly to and from or passing the "player" repeatedly. Also it would be possible to do that with Armored vehicles, too. Set all units captive or without ammo, so they don't shoot down each other. Different distances cause different sounds for each vehicle. at some point you should hear a difference imho. -
How to increase squad size above 12
Egosa-U replied to SalvageTruck's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
give your 12-man group a groupname by wrinting this into the leaders init: grp1 = group this the take a second group ans write into each man's init the following: this join grpnull; this join grp1; You could also use "joinsilent", so the men don't talk when joining. Don't know, how large your group can be with that... -
I thried to make the Evil Dogs a bit more variable, but am not sure if this works right. I tried to combine the two scripts from page two (Scars09 + Big Daddy): this removeAllEventHandlers init; [this] exec "humanattack.sqs" I'm not that good at scripting and i'm sure there is a mistake in there somewhere. Could someone fix it for me, so it would also work if there are other Players/west units around??
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addaction after respawn?
Egosa-U replied to _BARNS_'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Call it up again after the vehicle is "alive" again, like here with the weapons: http://forums.bistudio.com/showthread.php?t=76731&highlight=Weapon+respawn Especially with Rommels-answer (#3): http://forums.bistudio.com/showpost.php?p=1334119&postcount=3 -
Military Symbols for all enemys (with ACM)
Egosa-U posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi. I can't figure out, how to setup the military symbols for every enemy unit on the map or in a certain radius around the player-team. Even if i spot them, they dont show up. I've tried combining an existing unit with (group ruOfficer) setvariable ["MARTA_alwaysShow",true]; but that doesnt work either.. I got it working for my side, but not for the enemy. I'd like to combine it with the ACM to have the possibility to see enemy movements and to setup flanking positions or traps. thnaks in advance for any help. -
Military Symbols for all enemys (with ACM)
Egosa-U replied to Egosa-U's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still seeking for a solution or workarounds.... Got the Marker shown on sighting the enemy, thats how far i got now... -
SecOps stops working after a bit?
Egosa-U replied to Lucky44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
set a trigger with the timed countdown-condition (like covering the isle and checking if the player is in thislist). After that, you put the secop-code-parts into the "on activation" field, for example: =[["supply_drop"],player] call BIS_SOM_addSupportRequestFunc; [["tactical_airstrike"],player] call BIS_SOM_addSupportRequestFunc; [["aerial_reconnaissance"], player, [[]]] call BIS_SOM_addSupportRequestFunc; should work, but havent tested it.. -
SecOps stops working after a bit?
Egosa-U replied to Lucky44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could recall the secops module after some time to continue it running with a trigger and a timed condition -
Mapclick, setPos on group. How?
Egosa-U replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try: onMapSingleClick "this, {_x setPos _pos; onMapSingleClick """} foreach units group P1";"; As long as P1 is the leader, it should work... -
How to create objects inside buildings
Egosa-U replied to Lucky44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Or use this: this setPos [(getmarkerpos "aaa" select 0),(getmarkerpos "aaa" select 1),((getmarkerpos "aaa" select 2) + 10)]; aaa is the name of the marker you placed on the building. I used the radio-tower on utes, placed the marker and moved the object via code successfully into the controlroom. -
How to create objects inside buildings
Egosa-U replied to Lucky44's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It doesn't even work, if you setpos X- and Y-coordinates?