Jump to content

evans d [16aa]

Member
  • Content Count

    204
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by evans d [16aa]


  1. This is the main reason I got PBOView for... that and ripping scripts.

    Here's the way to do it!

    1: Open PBOView and click open (it looks like a folder with an arrow at the top left of the window).

    2: Find the PBO "Trial by Fire" (it'll probally be somewhere like ArmA II\addons\trialbyfire. It came with the game so it won't be in the missions folder).

    3: Double click on it and hey presto! You can see everything in that PBO.

    4: If you then want to rip everything out of the PBO you click unpack (the box with an arrow pointing up in the top left of the window).

    5: Specify where you want it to be saved, I suggest your ArmA II profile folder so you can access it imedietly in the editor (it'll be something like "Documents\ArmA 2 Other Profiles\**USERNAME**\missions") and remember to save it with ".islandname" at the end (where island name is the name of the island that it was made on)).

    Hope you can find what you need with this, if I haven't been clear PM me or reply to this and I'll help you through anything you need. I would upload pictures but it takes forever to upload them for some reason. I can if it'd help and my instructions don't mean a thing :)


  2. Heya guys, trying to make a shooting range and to make it more challenging I want some of the targets to move side to side like they do in the armoury and at the beginning of Red Harvest.

    Waypoints don't work, and that's pretty much the limit of my knowlage.

    I might be going to the wrong place, of course. I'm going to Empty > Targets > Target (small)

    Is there maybe a "living" target that accepts waypoints rather than an "empty" one?

    Cheers!


  3. Sorry mate, but that doesn't work.

    waituntil {{_x in extractionhelo} count units player == count units player};

    Just gives me the error Type Bool, Expected Nothing and getting rid of the waitUntil bit just makes it flag up Type Code, Expected Nothing. Really kinda anoying.

    Anyone got anything else?


  4. Ok guys, my missions screwed up...

    I'm trying to get my chopper to land and stay on the ground. Now, before anyone says something along the lines of "USE THE FRAKKIN' SEARCH FUNCTION!" I will say that I have actually done some searching and I have found nothing to help me. I'm not sure how thourough (sorry about spelling) my search was but hey, I tried.

    Anywho, here's my code in the waypoint:

    extractionhelo land "LAND"; nul = [extractionhelo] execVM "engineon.sqf"; nul = execVM "marksmoke.sqf";

    And in the waypoint after it lands:

    {alive _x} count (units group player) == {_x in extractionhelo} count (units group player);

    However, the chopper touches down (so far, so good)... and it imedietly takes off again without the squad inside.

    So; wos goin' on?


  5. I had EXACTLY the same issue in my mission. What I did was to place a chopper and, in the initilization field, put

    driver this allowDamage FLASE; this allowDamage FALSE; this setBehaviour CARELESS;

    Not letting it recieve damage means that the chopper won't be shot down while you are inserting and the pilot won't be killed so the mission doen't finish before it's begun. The careless bit means that the pilot will ignore all incomming fire.

    I then put a transport unload waypoint down and in the activation field I put

    CHOPPER_NAME land LANDING_POINT

    Where CHOPPER_NAME is the name of your chopper (duh) and LANDING_POINT is the name of an invisible helipad I placed at the point I wanted my team to be inserted.

    This should make the chopper fly to the area, land, drop off his troops and turn off his engines.


  6. Ok, here's that code:

    Initialize in a trigger.

    ON ACTIVATION:

    [uNIT_NAME_IN_CHARGE_OF_GROUP,AIRCRAFT_NAME] exec "jump.sqs";

    Unit name should be an easy one to guess, so if you have a unit called player in charge of your group then you would put player in there. Aircraft name is what you call the aircraft. If you called your C-130J bob then the code would be

    [player,bob] exec "jump.sqs";

    Script:

    ?!(isServer) : exit
    _grp = _this select 0
    _flz = _this select 1
    _jmp = units _grp
    
    _i = 0
    _j = count _jmp
    ~(random 2)
    
    #start
    unassignvehicle (_jmp select _i)
    (_jmp select _i) action ["EJECT",_flz]
    _i=_i+1
    ~.4
    ?_j>_i:goto "start"
    exit;

    The crew of the aircraft doesn't jump out so it should only be your squads that go. This is NOT a HALO jump so you can't control where you go but you eject and have a parachute... unless you're using ACE...

    *A tear shed for those lost during testing of this script with ACE2 enabled :cry2:*


  7. WORKS FOR ARMA 2 - UNTESTED IN OPERATION ARROWHEAD!

    This should work. It requires waypoints but it works, I'm using it in my mission.

    INITIALIZE (Put this in the waypoints activation box):

    nul = [NAME_OF_HELO] execVM "engineon.sqf";

    And the script itself (put this in your mission folder and call it "engineon.sqf"):

    _unit = _this select 0;
      waitUntil {!(isengineon _unit)};
    _unit engineon true;

    This will wait until the helo has landed and as soon as he turns his engines off (thinking everything's fine and dandy) he turns them on again.

    Like I say, you need a waypoint that the chopper will fly to and land on:

    ON ACTIVATION:

    NAME_OF_HELO land INVISIBLE_H_PAD_NAME; nul = [NAME_OF_HELO] execVM "engineon.sqf";

    And another waypoint that it will fly to when everyone is picked up. You can give that a timer so the helo takes off after a certain ammount of time or you can put this in the condition box on the next waypoint:

    CONDITION:

    {alive _x} count (units group GROUP_LEADER_NAME) == {_x in HELO_NAME} count (units group GROUP_LEADER_NAME);

    GROUP_LEADER_NAME would be the name of the unit in control of the group (obviously), not the actual group name (like RAZOR, it'd be something like Cooper because Cooper is in charge of Razor).

    If you need anymore help on this then don't hessitate to send me a PM.


  8. I have a script at home that ejects people when the vehicle passes through a trigger. I'm at college at the mo but I'll put it up here in about an hour or 2. I will say this, though: the script is not mine and I can't really script myself. I'll U/L the script and how I initilized it and hopefully we'll both be able to see some kinda pattern emerge! :D Hang in there buddy!

×