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loshon

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Posts posted by loshon


  1. 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?


  2. 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:

    Nul = this execVM "ammo.sqf";

    Hope it helps.


  3. 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?


  4. 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!


  5. 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!


  6. Hi, tis me again, and in my limited knowledge I am searching for a way to make a single explosion (Like a D30 round or LGB). I want to use it for several things, like making an explosion under an enemy jet when it flies over, (none of that complicated bomb dropping stuff, I just want a boom) and calling in a strike on a pre-designated position. (I'm pretty sure I want to use an action, and I think I know how to do that. Maybe.)

    Basically, I need a very flexible, simple, loud, and serious boom.

    It's amazing how hard it is to find simple information, how did everyone else start out with scripting and the such? It seems very complicated.


  7. Hi, if you can't tell by the question, I'm really new to map editing. I was wondering if anyone could shed some light on jets flying around the player, doing nothing but flying. I don't really care what side they're on, but I just want them to fly around. I tried making a bunch, then giving them waypoints (with a cycle as well), but all they do is fly over once and never come back.

    Incase that's kind of hard to understand, basically what I need to do is this: make planes fly over me, without attacking me, over and over and over...

    Anyone have any ideas? I've been scouring the forums for the last 20 mins and couldn't find anything. May just be my lack of researching ability.

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