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Mandingo

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Everything posted by Mandingo

  1. Would someone be kind enough to point me to two scripts. 1) how to make a unit sit down as a prisoner until the Join WP is activated by the rescue team 2) how to stop the enemy AI from killing their prisoner. Thanks in advance....
  2. How do i place a unit in a building, they always end up on the roof if just placed. Thanks again
  3. Hi, I have been trying to build in some INTRO Camera scripts. It says in the tutorials to create scene.sqs script which i have done after setting up the cameras and making sure the camera unit was changed from "camera.sqs" to scene.sqs. Everything looks good but when i try to run the mission it says cannot find script.sqs. I made sure i put it user/documents/arma2/missions/missionfolder but I still cant get it to work. do i need something special to make the script activate on INTRO start. Any help will be appreciated
  4. I am having problems installing a few of the briefing editors (A2B and Briefing Editor) with this error coming up 'comdlg32.ocx' or one of its componants are not installed. I down loaded this file and installed it into the Windows/system folder and then hit start/run and executed the file which said it installed. But it still dont work. any Ideas
  5. Hi Splicer, ok I did what you mentioned below and it seemed to make things worse, the enemy became hell bent on their attack and they all charged out of the town and came flying down a road in their jeeps guns blazing. I used "Fortify" and I used "NOMOVE" but maybe there is somthing I am not quite understanding here. everything else was followed to the T as in your post. My objective of course as you know is to ensure the units I pace in a marker stay in that marker area and only engage me from within the zone looking out or of course if I am in it as well then I would expect them to become very excited. Please can you elaborate on what the actions would be for each of the "NOMOVE" and "FORTIFY"commands?
  6. I have noticed in my missions especially using Path Finding mods for the AI that as soon as the mission starts some AI units will come looking for you even though they have not or should have not detected you yet. Is there anyway to stop this from happening or someway to make sure all AI units remain in a certain radius of the area you placed them in? Thanks
  7. Could anyone help me with the Parameters monsada has mentioned above. I am not sure where or what to do.. Thanks...
  8. I down loaded the FFAA Ter/Civ and weapons but it keeps giving me an error about @ACE Main_ Needs CAB MAIN or something like simular. Does anyone know what this might be...
  9. Hi Monsada, sorry but im new to scripting therefore need alittle more help. Where exactly should I put "NOMOVE" or "FORTIFY" Parameters? I am already using the UPSMON but the guys are leaving the grid area I give them and come looking for me. Yhanks for your help...
  10. Mandingo

    FFAA Units wont work

    The Actual Error I recieve reads as follows. Addon 'acex_sm-main' requires adon 'CBA_MAIN' Yes I do have ACE installed. cheers
  11. Ok see what you mean, well I have in the mission folder a briefing.sqf file and a INIT file to execute it along with my Intro. I thought that if a save the mission to Single player then the briefing screen would come up after the intro has played. With multiplayer its the oposite, briefing comes up but no intro, I remember from my resistance days that the intro wont work with MP so that now makes sence. Adding the intro to a camscript is beyond my ability right now. Anyway thanks for the support here...
  12. Hi Guys, Firstly a quick thankyou to all who have helped me with scripting so far. Great community feel here. I have noticed that If you have an intro it only works in SINGLE PLAYER, a Briefing only works in Multiplayer. Can someone guide me to getting both working in MP and SP. Big Thanks guys
  13. Hi, Cany get the briefing to come up in single player.
  14. Mandingo

    Prisoners

    No I did not make the heal animation, I was not sure how to do this...
  15. Mandingo

    Prisoners

    davincy, that now works great thanks for your support. just one problem the unit will not follow although he is now grouped with me. In fact he wont follow any commands appart from sit. Any ideas how to bring him back into my full command. Thanks ---------- Post added at 10:45 PM ---------- Previous post was at 10:42 PM ---------- I noticed you said this may happen, can you show me an end script to bring him out of prison mode? Also Pls explaine where I should put this.. thanks again
  16. Mandingo

    Prisoners

    Hi davincy81, Sorry i cannot follow you there, my fault i am a NEWB to this and I am struggling still. You say make another trigger that is activated by player. How do i make a trigger which is activated by player only? also would the below acript be placed in On Act Box or On condition? Would this script look like this? [Name1] joing grpnull; [Name1] joing Name2 Name1 and Name2 = name I give to my units yes?
  17. Mandingo

    Prisoners

    Hi Icebreak, I have inserted the script shown, I presume the first one goes into the UNITS INIT Box, and the second goes into a trigger activation box. Dont seem to work though when i enter the trigger with another friendly unit, I also tried to put a Join WP and Join and lead WP sync'd and still nothing. Any ideas?
  18. Mandingo

    Camera Script help

    Ok got it working, I changed the script name from scene to intro and now it works. Go figure...
  19. Mandingo

    Camera Script help

    Appreciate the support dude, thanks
  20. Mandingo

    Camera Script help

    Scene is being done from the Intro, I had used a game logic for the exec "scene.sqs" but also changed this to a player Unit. Unfortunately i am still getting SCRIPT "Scene.sqs"not found. Should the INIT file be called INIT.SQF or INIT.SQS Is the following code in the scene.sqs file correct and is there any special spacing between the code sections needed or does it look fine? titlecut [" ","BLACK IN",5] _camera ="camera"camcreate [0,0,0] _camera cameraeffect [ïnternal", "back"] ;=== 8:49:58 _camera camPrepareTarget [-88090.41,-28642.25,13054.61] _camera camPreparePos [5112.60,5167.96,0.43] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera ~15 player cameraeffect ["terminate",""back"] camdestroy camera end1=true; exit; I now have all the above files in the user/documents/arma2/missions/missionfolder
  21. Mandingo

    Camera Script help

    Can you explain the init.sqf? I know I have used these for my mission briefings such as execVM "briefing.sqf"; do I also need one for my "scene.sqs" file to activate such as "execVM "scene.sqs"; ? Thanks for the help
  22. Mandingo

    Camera Script help

    Ok i saved it as mentioned but still get the same thing. Do I need any other files in the mission folder like a file to execute scripts and make them run? ---------- Post added at 12:53 AM ---------- Previous post was at 12:52 AM ---------- Do i need to save it as script.sqs and not scene.sqs?
  23. Mandingo

    Camera Script help

    titlecut [" ","BLACK IN",5] _camera ="camera"camcreate [0,0,0] _camera cameraeffect [ïnternal", "back"] ;=== 22:21:22 _camera camPrepareTarget [-90436.47,-15857.42,20708.35] _camera camPreparePos [5112.75,5168.07,0.47] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera ~15 player cameraeffect ["terminate",""back"] camdestroy camera end1=true; exit; The above is the script that I have saved as "scene.sqs" file in notepad and copied it into the user/documents/arma2/missions/missionfolder I am sure its something missing from how I am calling the script... Sorry just a NEWB at all this. thanks for the help
  24. Thank you very much thats works a treat....
  25. I am new to editing with ArmA2 and in one of my missions I would like to set a trigger that makes Text appear on the screen when an object is destroyed. I have a village with two ammo crates in it that need to be destroyed to get the mission objective complete on the screen in text. If i use a C4 charge to blow them up they catch on fire and then eventually disappear into the ground. How can i set the trigger to recognize (Emtpty Objects) like ammor crates have been destroyed? thanks
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