Ramon Berenguer IV
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Posts posted by Ramon Berenguer IV
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Are there any news about the english translation?
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You're always very kind, W0lle. I tried again, but the it crashed again; so I think that the problem is my computer. However, you have been very useful to expand my limited knowledge on the scripts. Thanks again.
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I'm making this mission, but I have a great trouble: suddendly, while the player is in a Ural, the game crashes :confused:. Now I want to understand if this crash happens because I made a mistake or if the cause is something else. So, could you try my mission? Here is the link to download it:
http://www.megafileupload.com/en/file/225412/Intro-Chernarus-rar.html
Thanks! :)
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Well, I did some experiments and it seems that the group stop moving when there are enemies in sight or after a fight. I still fail to find a thread like this, so... any idea?
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Well, I have this group in wich there is also the player; they have a waypoint route to follow, but at some point they stop. I cant' understand why they do this, they have a very simple route.
I remember some time ago I read something like that, but I was unable to find again that topic.
Please help me, this is the only thing in my first mission that still does not work.
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Thank you all. I solved using the alternative method of "disable/enable AI", as also suggested by W0lle. Now it works correctly.
Greetings!
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Ok: how to nullify a doStop this command? :j: I tried to use "Name stop false" but it doesn't work.
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The problem with using LGB is that it's so powerful, it sometimes blasts the vehicle tens of meter across the map. If that's not the required effect, an M119 shell would be better and much smaller too - an LGB is quite big so can sometimes be seen as it spawns! :):D yeah, you're right! It was a destructive example :p
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It's quite simple: you need to create an explosion. Just use this code in a trigger:
bomb = "Bo_GBU12_LGB" createVehicle getPos vehicleName
"Bo_GBU12_LGB" it's the type of the bomb you want to cause the explosion (here is a list: http://community.bistudio.com/wiki/ArmA_2:_Weapons#Artillery_Weapons_and_Special_Ammo . You have to choose in the section "Vehicle & Static Weapons" or "Artillery Weapons and Special Ammo"; take only "Ammo classnames" entries). VehicleName indicates the name of the vehicle you want to explode. In practice with this command you create a bomb magazine on the object (in your case a vehicle); the bomb will explode, creating the effect you were searching for.
Let me know if there are troubles!
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You're very kind, zwobot!:) I'll try and I'll let you know how it ends

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Okay then. Thank you guys! :)
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But this would not create two separate routes with visible waypoint. There are other ways?
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This is what I want to do: the player is moving with a team whose he's not the leader. At some point there is a choice that the player should do; how can I make that if the player decide for "1" the AI team follow a waypoint, and if player choose "2" the AI team follow another waypoint?
P.S.
"1" and "2" stand for the two options.
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Resolved :cool:. It was simply as galzohar said. Thank you all!
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:eek: Incredible!
It would be great to have something like that in english! Unfortunately I can't help in a translation because I know nothing of German. :(
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I mean: when a mission begin, usually it's immediately visible the map. Then you press "Continue" and the mission begin. Just as in the campaign's missions. Instead in my mission, I don't automatically see the map at the begin.
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Useful explanation: thanks!
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OP stands for "Opening Poster", the one who started the thread....in this case: you. ;):D oh, great! :rolleyes:
However, thanks you all guys, I think it was as shk said! In fact I wrote the text for the init.sqf on Word, then I copied it on the file, and the quotation marks were in different type of letter. Now it works, thanks! I only have a doubt: how can I make the text appear as the mission begin? I have only to edit the description.ext?
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Ehr...forgive me tyrspawn, but what do you mean with OP? :D
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Here is the briefing.sqf, aswell:
waitUntil {!(isNull player)};
waitUntil {player==player};
switch (side player) do
{
case WEST:
{
player createDiaryRecord ["Diary",["Promemoria","Puoi uccidere il soldato come preferisci."]];
tskobj_1=player createSimpleTask ["Uccidi il soldato"];
tskobj_1 setSimpleTaskDescription ["Devi uccidere il soldato vicino a te per vedere se funziona il file briefing.","Uccidi il soldato","Uccidi il soldato"];
player setCurrentTask tskobj_1;
};
case EAST:
{
};
case RESISTANCE:
{
};
case CIVILIAN:
{
};
};
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Well, I have this big problem: I start my mission, but the Notes and Tasks are not showed, even if I've already created them in the briefing.sqf; so I tought twas because of the init.sqf. Here is it:
//begin init.sqf
//Add briefing
nul=[] execVM “briefing.sqfâ€;
if(true) exitWith {};
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Thanks to you both, Beagle and Master gamawa, with your help I was able to do exactly what I have in my mind; really thanks!
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Ok, I'll try that and I'll let you know, thank you again! May I take advantage of you for another question? How can I ensure that the headlights of a vehicle are lit?
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Ah-ha! I did it! Thank you! Only one thing is not like I would like: as the mission begin the team leader give the order to move. I would have preferred he gives the order at the landing.
AMS Camscripting Tutorial [2.0]
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Thanks, I'll wait for news :)