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Posts posted by panda123
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Where can I find documentation about to use ace modules ?
The only doc I've founed is the 6th_Sense_Deadeye_guide_ver_1.7.
Thanks.
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thanks a lot :) danke :)
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may you upload us an example mission please ?
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nice "flying-boumboum" (:))now I have to find a way to activate via a trigger
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In this forum you can find a script for this
put in waypoint init for example : Follow = [group this, 20] execVM "DoFollow.sqf";
and create with your editor Dofollow.sqf and put
_group = _this select 0;
_distance = _this select 1;
while { ( { (alive _x) } count (units _group) > 0) } do
{
if (vehicle leader _group distance player > _distance) then
{
{_x doMove (getPos player) } forEach units _group;
};
sleep 5;
};
It's not really good because a group follow you like body guards (for my opinion).
May be this script help you :)
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grazie stupendo lavoro :)
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Hi,
How implement cba/csm sounds in a mission without creating problems like :
- 6 tasks shown in the briefing instead of 3
- AI are blocked during the mission
Does someone got the same problem like me before ?
(note : cba was updated yesterday)
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I don't understand how the Hoz timer works. I'd like to use it via triger.
If someone could help me, please.
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I got a problem with the briefing multiplayers mission, only the leader can see the briefing and not other players why ?
In the folder I have :
- R3F_revive folder
- briefing.sqf
- description.ext
- init.sqf
- mission.sqm
- stringtable.csv
Did I forget something ?
Thanks for your answers :)
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Is it possible to set up a number of arty calls with secop module ? because in the trigger you have only two option : one time, and repeatedly.
thanks for your answers :)
---------- Post added at 01:14 PM ---------- Previous post was at 11:24 AM ----------
ok I think I got my answer ...
---------- Post added at 01:15 PM ---------- Previous post was at 01:14 PM ----------
admin can cancel this unusefull post
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Interresting question. I think we need more infos about this module. I mean the possibility of changes (like set up number of calls or change units and other things ...)
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I don't understand how it works
I've tried with trigger( in init : null = [playergroup,GameLogicSpawn01,1,111,333,6,12] execVM "chasepatrol.sqf" detection bluefor) and with logic nothing happens except bip sounds
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smokable plants ? :p
ok I'm out
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nice mod thanks :)
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isOnRoad ? "Check whether given position is on road. " What is that for ?
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suggestions :
- why not puting minefield ?
- more ennemies soldiers
- ennemies soldiers preparing ambushes in the forest and on the roads
- fortifications
I'll be ready for another test, thanks all :)
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no bugs for me excellent game well made thanks :)
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Thanks for this script :)
In the example, russian units are blocked at the first marker waypoint when I put ennemies units in front and russians don't shoot. Does somone has the same problem ?
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thanks for the info :)
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thanks it works perfectlly :)
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thanks for your answers :)
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Hi,
Did someone find a way that make AI crossing a bridge or a railroads bridge like normal person ? They always go down and swimm and loose their weapons.
Thanks for your answers :)
I like this one :bounce3:
http://www.youtube.com/user/collateral163?feature=mhw5#p/f/0/WiKndye2fFE
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I'm ready to engage sir !
:)
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I'll probably be there :)

AI reacting on flare
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
for one streetlamp
trigger then activation
([0,0,0] nearestObject IDname) switchLight "OFF"
for lots of streetlamp
{_x switchLight "OFF"} forEach ((getPos centre) nearObjects ["StreetLamp",200]);
200 is the radius