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Everything posted by Egosa-U

  1. 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;
  2. Having the same issue here - even you uploaded file says "It seems that isnt a ArmA pbo" :(
  3. 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/
  4. http://forums.bistudio.com/showpost.php?p=1667402&postcount=3
  5. 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>
  6. Maybe you should start reading the wiki/pinned topics..^^
  7. 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...
  8. Did it just now - works. You must do something wrong.. Heres the demomission: http://rapidshare.com/files/404358600/test.Desert_E.zip.html
  9. 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.
  10. Use a pbo-extractor to gain editor-editable mission files to learn from..
  11. 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.
  12. I hope you are referring to a system without onboard sound...if you don't, you know the answer :rolleyes:
  13. 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
  14. 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.
  15. 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...
  16. Egosa-U

    Evil Dogs

    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??
  17. 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
  18. 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.
  19. Still seeking for a solution or workarounds.... Got the Marker shown on sighting the enemy, thats how far i got now...
  20. 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..
  21. You could recall the secops module after some time to continue it running with a trigger and a timed condition
  22. Try: onMapSingleClick "this, {_x setPos _pos; onMapSingleClick """} foreach units group P1";"; As long as P1 is the leader, it should work...
  23. 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.
  24. It doesn't even work, if you setpos X- and Y-coordinates?