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loshon

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About loshon

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core_pfieldgroups_3

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    Cello, Design, Debate
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    Student
  1. Thank you very much, kind sir. I shall try it out at the soonest opportunity.
  2. Hello, I'm creating a mission where the players re spawn inside a circling helicopter that's around 1500-1900 meters in the air. (It flies in circles.) I'm trying to get HALO to work with the _genAct and addAction, however, when I click on the action while in the chopper, nothing happens. Here's the code I put in the init of the helicopter: _genAct = heli1 addAction ["HALO Jump", "ca\air2\halo\data\Scripts\HALO_getout.sqs"]; I tried using forced eject and multiple other scripts that I found through searching the forums, however, I don't see why this super duper simple one won't work. Does anyone experienced have any ideas/suggestions?
  3. I wouldn't use ArmA edit for this, all you have to do is: 1. Make a text document in the folder of the mission you are working on. Copy and paste the script provided higher on the page. Then, save that as "ammo.sqf" (with quotes) in the directory you made the text document in originally(this should be your mission folder). Then, in the "init" field of your ammo box, or helicopter, type in: Hope it helps.
  4. I have no idea, as I'm pretty beginning level myself, but I would suggest trying it on a new mission with just the heli and you, to see if it's a problem with the command or something else in the mish.
  5. Thanks, this is great! However, for those off-times when I don't make maps in ACE2, does anyone know where I can get a Vanilla crate-filler? Good work!
  6. The AI are incredibly hard to predict, and outcomes often change, due to the complexity. I think your best bet would be to get a bunch of peeps with Laser Markers targeting different locations and have an Air Sup. script such as Draper's come in and bomb it with LGBs. As for a camera to catch the action, I'd say just someone with their gun lowered. However, I have no idea how making cut-scenes in ArmA works, so you can basically just disregard this entire post if it's not relevant. Can't say I didn't try, eh?
  7. In the init field of the box: Where X is how many you want in the box. You can try it with the following if that doesn't work.
  8. Awesome, thanks. Great guide, and I'm looking forward to updates! :)
  9. But that's going to a fixed location, without joining the squad, and taking no special actions... I think Draper's script is your best bet, it works very well. Installing scripts is easy, so I'm gonna assume you know. If not, be sure to ask!
  10. You could just have a large amount of markers set up on places you know are flat ground all over the map, and have it select the one closest. You'd have to ask someone else how to do that, though.
  11. You're prolly thinking of Synchronizing it. You have to sync the Get In waypoint to a vehicles Load waypoint. Anyhow, glad to hear you got some of it working. I have no idea how to delete a unit during a mission, but you could always spawn a bomb a few feet above it's head.
  12. Whoa. You're taking a mighty complicated route. I'm not really sure why you would want control over them, and if you did, it is going to be quite complicated. However, this is what I would do without them in my squad: The helicopter starts off, with it set to "None" (as opposed to "In Formation") at an H (vis or non, doesn't matter) at the airfield. Then, you make a trigger anywhere, activated by Radio Alpha. Use HateDread's code, slap that in the On Activation field for the trigger, and set it's mode to repeatable. The Heli should fly around you and attack things when you press 0-0-1. (It's worked for me before) Then, have another trigger that is activated by Radio Bravo, with anything that tells it to land at the H it started at. I don't know what this would be, but something with "Heli1, Land, and H1" in it. (Where Heli1 is the chopper name, and h1 is the H name.) Now, your idea of procedurally generated waypoints is something I'm unfamiliar with, as I'm quite new myself, but for an attack role it seems unnecessary. Transport would use markers and the such, but I also have no idea about that. If you had a fixed position of engagement, you could simply have the way points synced to the 2nd trigger and the 3rd trigger. (SaD and Dismiss) Having the Helo join the squad seems like it's unnecessary, but it may just be me. Hope I helped at least a little bit!
  13. Well, I've got no idea about loading gear into a vehicle through the editor, although I know it can be done with choppers somehow. To delete something, hold your mouse over the entity in the editor and press 'Delete' once. This goes for everything. Not sure what you mean by "fused", but you may have placed the waypoint directly on top of the chopper's "selection box" (that's what I call it), effectively hiding the chopper to your cursor. I would suggest not placing the waypoints directly on top of units, it can lead to trouble. There appears to be no way to select the chopper if there's a waypoint exactly on the selection node. You'll need to delete the waypoint. If the waypoint isn't on the chopper, simpley go to the Units tab (f1), and click on the chopper. You can also double-click on it to edit it, hold down Shift+Click to rotate it, and click and drag to move it. Good luck!
  14. Yeah, I second, you guys are great. It's amazing the precision and patience all you experts have. Really helps us new guys out a lot. Thanks a bunch.
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