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Aodan

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About Aodan

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    Lance Corporal
  1. Aodan

    Plane and Helicopter realism poll.

    I would love to see some realism in the aviation sector of ArmA finally. Something like (at least near to) FSX? That would be amazing. There are things like LockOn and the VRS SuperBug addon for FSX that are good examples of modern aircombat sims. I think ArmA2 could have used that.
  2. Thanks mate testing that out right now. Hoping that'll fix it, but I didn't change the script at all. I could run it fine with some of the other animations. maybe I changed something accidentally. Thanks a bunch! ---------- Post added at 09:23 PM ---------- Previous post was at 09:21 PM ---------- Oh and sorry I'm a bit of a newbie with the scripting but do I put animLoop= at the beginning or just whatever comes after?
  3. Hey everyone, I have been making a live base, and It has a lot of animations going. I have been using this script: _unit = _this select 0; _anim = _this select 1; while{alive _unit}do{ _unit playMove _anim; waitUntil{animationState _unit != _anim}; }; And calling it with: 0 = [this,"WhateverAnimationHere"] execVM "animLoop.sqf"; It has been working so far, but when I try some animations like: LHD_midDeck Where the guy is talking and looking to his right, it doesn't even want to play. I do it the traditional way (Make a trigger, add "this switchmove "animation", make a waypoint add "this switchmove "animation") and it works fine, but it doesn't loop. I tried this to see if it would loop: animLoop = {_unit = _this select 0; _anim = _this select 1; while{alive _unit}do{_unit playMove _anim; waitUntil{animationState _unit != _anim}}} And then put this in the waypoint and trigger: 0 = [this,"WhateverAnimationHere"] spawn animLoop And it still doesn't play. Any ideas?
  4. Thanks mate. I searched it up through the terms "A-10 guns only" "Guns only" "Single weapon" "Fire single weapon" "Use specific weapon" "A-10 use specific weapon" But nothing came up. Guess you had the magic terms :o ---------- Post added at 01:56 PM ---------- Previous post was at 01:54 PM ---------- Oh and I forgot to say that this really isn't what I was looking for. Could I use that script and just change the weapon value? Do I put it into a trigger or make a new script and use it? Sorry if i should have posted this there, but I'm a bit of a newbie when it comes to things like these.
  5. Hey everyone. Recently, I have been making videos (Awesome videos) and I was wondering one thing: I have been making videos where there are sporadic fights going on, and I want A-10s to use only Guns and the Hydra missiles. Is there something that I can put in the init line that restricts them from using any other weapon? Thanks in advance!
  6. Ah I can't wait for the Nimitz! This is probably the most waited on add-in in ArmA2 history.
  7. Hey everyone, I know that this is probebly not the place to post this, so I am sorry and I will understand if this is removed. I am having a problem with the new Beta patch. I installed it, it was OK, nothing new really, and I wanted the old ArmA2 back, so I deleted the "Expansion" mod folder in the main directory, then realized that there was an uninstall tool. So I restored the "expansion" mod folder and clicked uninstall, it went OK, so I started up the normal ArmA2, and all of my save files are gone. I went to the "ArmA2" Section in "My Documents", and all of the missions and save files ARE there, I just cannot see them in ArmA2. Will re-installing ArmA2 or the Beta patch fix this? And if this is NOT it the right place, where should I post this? And sorry for being such a Newbie at this, kinda freaking out right now because I had some good missions going that I was planning on releasing to the general public. Thanks a bunch! ---------- Post added at 09:49 PM ---------- Previous post was at 09:03 PM ---------- Bahaha... Sorry about the post guys. All fixed. The problem is too obvious, so I don't care to admit what it was. Forum closed ^_^
  8. Hey everyone, I searched this up and nothing came up, so here it is. I'm trying to make an ambush mission, where a group of marines in walking by a highway, which is near farmland (This is all in Zargabad by the way), and I am trying to make the Takistani units start in prone mode and be lying in the tall grass so the marines don't see them, and then they suddenly attack upon the marines reaching a trigger. Any way to do this? It's probably quite obvious, I may be just missing it. Thanks for your help!
  9. Hey everyone! Thought I'd add to the creative pool here. I was thinking of adding a very detailed F/A-18E SuperHornet to the game. Not sure if this is possible, but by detailed I mean most of the buttons and switches in the cockpit can be pushable. That doesn't have to happen, but at least something thats accurate and isn't some horrible remake. Thanks!
  10. Yes I have had that problem, but I have Separated them so they are not flying as close to each other, and I have the landing waypoints set so they are not within a dangerous flying distance. Also they are not grouped, they are separate choppers. ---------- Post added at 09:04 PM ---------- Previous post was at 08:56 PM ---------- OK, I have the land waypoints fixed (Thanks to Cobra4v320) and I have new invisible landing pads down, spaced the choppers out a bit, and fixed the LZs so they are not too close, and yet my choppers still just hover over the landing pads. I still have no idea why.
  11. I tried it and now the CH47 just hovers there. ---------- Post added at 02:54 PM ---------- Previous post was at 02:54 PM ---------- Hmm Ok I'll try that.
  12. Would it tell them where to land though? So they would land where I set the waypoint?
  13. I have A problem with the CH47s (And possibly other aircraft from OA or otherwise) in maps that came with the regular ArmA2. I can't seem to get 2 CH47 Chinooks to land at a set Transport unload waypoint with this line of code in it : 'P1 land "H1"' and 'P2 land "H2" P1 being the pilot, and H1 being the helipad(Invisible) and P2 being the second pilot and H2 being the second helipad. There are enemies nearby, but they are not opening fire, and neither are the gunners on the Ch47s. I don't think this would hinder it. As soon as it nears the Transport Unload waypoint, it immediately heads back to base (Another landing waypoint where they get out). Is the CH47 from OA not backwards compatable with the original maps from ArmA2?
  14. Thanks for showing me the new script. Do I need to download something? I'm a bit of a newbie when it comes to scripting, so I have absolutly no idea how to do this. What part to I need to put in a trigger? what part goes in to init of the men or maybe the On Act of a waypoint? its not giving me any errors when I put the group name of my group and this: nul = [groupName] execVM "groupEject.sqf"; into the trigger (Which I have made 50x1000 so when the C-130 full of my troops that are inCargo pass through the trigger, they are supposed to all jump out.) But nothing happens. No errors at all. Just nothing happens. Help!
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