evans d [16aa]
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Posts posted by evans d [16aa]
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Right, I've done searches, I've directly copied and pasted bits of code but it's still not working.
Here's the inilization script:
//Begin "init.sqf" //Add briefing ("briefing.sqf") execVM "briefing.sqf"; getMyLaserTarget = compile (preprocessFileLineNumbers "func_getMyLaserTarget.sqf"); sleep 0.1; if(true) exitWith ();And here is the briefing script:
player createDiaryRecord["Diary", ["NOTE_NAME", "NOTE_TEXT",""]]; //Objective 1 tskobj_1 = player createSimpleTask["OBJECTIVE_NAME"]; tskobj_1 setSimpleTaskDescription ["OBJECTIVE_MESSAGE", "OBJECTIVE_NAME", "OBJECTIVE_HUD_TITLE"];
Thanks guys, I appreciate the effort you all go to to answer this simple question.
If it changes anything, this is for a single player mission.
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For option a, and I'm not too good at editing either, you might be able to make a trigger saying that when BLUEFOR is not present he can move on. Although, a better one might be timing how long the conversation goes on for and then make a trigger saying that...
when BLUEFOR is present, wait x and move onto the next waypoint
To do that, make a simple trigger saying
BLUEFOR present IN THE TIMER BOXES CHANGE THEM TO THE AMOUNT OF TIME YOUR CONVERSATION TAKES initilization: this on act: LEAVE THIS BLANK And sync the trigger to the next waypoint for the informant.
I'm not sure if I've explained this well, so let me know if this wasn't clear. :D
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Ah, ok, thanks. Just trying it now!
---------- Post added at 05:44 PM ---------- Previous post was at 05:39 PM ----------
Yup, she's working fine now. I think it's because I was putting null rather than nul but it didn't flag up with any errors on either account so I could be wrong. Anywho, thanks.

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Yeah, it's in a land waypoint. Is there anyway that the script can include some sort of check to see if the chopper was on the ground? Maybe some sort of getPosAlt 0 thing? Not too good at scripting, really. I'll try the first script and increase the sleep amount. I expect it's seconds and it does seem to be hovering and flying around a bit before it does land.
Anywho, thanks. And if you can include that altitude check then I'd be very gratefull! :bounce3:
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Hi guys,
I've got a script that is meant to make a chopper keep it's engine on after it lands but, unfortunetly, it doesn't.
It's initilized thus:
null = [NAME_OF_HELO] execVM "engineon.sqf";
And the script code is as follows:
_unit = _this select 0; waitUntil {!(isengineon _unit)}; _unit engineon true;As I said: the pilot turns his engine off, and seing as this guy is doing a hot extraction, it isn't very realistic.
Is anyone able to edit the script so it works?
Thanks! :)
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Sorry, it's just gone midnight here and I'm about to turn into bed and therefor a little supid. Would you mind giving me a step by step guide as it were to doing that?
I've created my trigger called extractionCalled and another called CASCalled, so what do I do after that?
Thanks, and I'll take a looksie in the morning. :)
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Ah, thanks. Wasn't sure if it was a bug or not. Not sure where the bug tracker is so I'll let one of you two do that :)
The problem with my triggers is that they are single use only as they have no need to be used again. I'll just keep it for the time being until another patch is released.
Thanks again guys!
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Hiya guys,
I've got a small problem with the radio triggers you can make in the editor. I have created 2, one that calls in a chopper to extract you and one that calls in a chopper to protect you. However, the radio displays
CALL FOR EXTRACTION CALL FOR CAS //this is where the problem begins... ****TO TRANSLATE* ****TO TRANSLATE* ****TO TRANSLATE* ****TO TRANSLATE* ****TO TRANSLATE* //etc...
Does anyone know what's going on or how to recify this?
I'm using the latest patch and the standard ArmA II (NOT OPERATION ARROWHEAD).
Thanks.
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Thanks, I'll give it a go. I'm only calling it that because the crew are all USMC pilots to make the chopper look more eralistic rather than some randon soldier flying as co-pilot. I see your point, though.:)
---------- Post added at 06:50 PM ---------- Previous post was at 06:08 PM ----------
Works like a dream. Thanks mate!
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Hiya guys, I was given this script and it isn't working for me. Can anyone see where it's going wrong?
{ if (_x != driver insertionhelo) then { _x joinAsSilent [player]; }; } forEach (crew insertionhelo);I'm initilizing it in a trigger thusly
null = execVM "pilotsjoinsquad.sqf";
Anyone care to help me out here?
******************************
EDIT:
Issue resolved:
Thanks to "Muzzleflash" for the script.
For others, the script is as follows:
_cargo = crew <VEHICLENAME>; _cargo = _cargo - [driver <VEHICLE_NAME>]; _cargo joinSilent <GROUP>;
And initilized in a trigger thus
null = execVM "<NAME_OF_SCRIPT>";
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:)I'm using an MH-60S Seahawk. I'll try out the turret thing, though, thanks.
EDIT:
Ok, that didn't work :( Anyone else got any ideas?
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No one going to help?
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Hiya guys, me again. Think I've sorted out my problem with the chopper landing but I now have another issue. My mission start when you crashland on an island after the pilot is killed by very accurate small arms fire. I have it, so far, that the players squad jumps out but the rest of the chopper crew stay in and majesticaly glide to their deaths.
Now I know that this isn't a very realistic thing, because, lets face it; how many troops are going to stay in a chopper while it's crashing and say to themselves "No, no. I'm not jumping. Lets see how this goes."
So I'm trying to get the rest of the guys to join the players squad and it all goes well until the last bit:
pilot2 joinAsSilent [player,5]; gunner insertionhelo joinAsSilent [player,6]
After the gunner joins the squad I want the other gunner to join too... but he doesn't. I should say that I am not adding in pilot2 because I think he's the other gunner, he's the co-pilot. So, who's the other guy? Gunner2 or something?
Woah... I babbled there for a moment, didn't I?
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They do fire rockets, they just need a target that's worth it. Imagine you're a proper pilot; you're hardly going to fire a hydra at a single man rather than your machine gun. In my mission I have an AH-6D that flies in to help the player and he fires rockets at large concentrations of enemy infantry. No scripting needed :D
Hope this helps!
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Assuming that what you did doesn't work, Eclipse has some great tutorials on YouTube.
You'd be looking for the HVT tutorial.
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Anyone going to help out here or is this thread gonna die like the last?
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Hmm... the scripts didn't seem to work for some reason. I'm now experimenting with just putting some code in the initialization box.
So far I have
this flyInHeight 35; this allowDamage FALSE; driver extractionhelo CARELESS;
And when the helo gets to the land waypoint I'm putting some code in that won't let it go until the players squad is inside.
Can anyone think of a decent way to do this other than
player IN extractionhelo; squadMem1 IN extractionhelo...
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Right, haven't been able to try it this weekend due to other commitments, but tomorow is a definate. I intend to utilize it.
And Wokstation, I'm using an object in the editor because that's what I orignialy started with. The extraction chopper was to wait at the base for 3 minutes after the call for extraction was sent then it flies to an invisible helipad in Porto Hazena and lands, waiting for the player and their squad to board, at which point it takes off again and RTBs.
I'm trying to find a script because when the chopper reaches the waypoint that tells it to land OPFOR small arms fire keeps it hovering.
What I should have probaly asked for was a script or some code that allows the chopper to ignore OPFOR fire and land. Is there some way I can set the drivers and gunners states in the initialzation box for the unit so it lands?
Thanks.
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Yeah, it is, sorry. Now I think about it I should've given credit. I'm going to try it out later today, but at the moment I'm a little pre-ocupied.
Thanks!
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Thanks mate, I'll give it a go tomorow! :D
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ok, I've got a script and I think I've butchered it to suit my needs. This is following on form my other post that just kinda... died.
I'm hoping that this will allow me to make my helo land even if it's underfire.
_HeliPilotGroup = createGroup WEST; _HeliPilot = driver extractionHelo; [_HeliPilot] join _HeliPilotGroup; _HeliPilotGroup setCombatMode "blue"; _HeliPilotGroup setSpeedMode "full"; _HeliPilotGroup setBehaviour "careless"; _HeliPilot allowDamage FALSE; extractionHelo allowDamage FALSE; _lz = getpos player; _lzSpot = "HeliHEmpty" createvehicle _lz; waituntil {((extractionHelo distance _lz) < 200)}; sleep 3; extractionHelo land "land"; waituntil {((getpos extractionHelo select 2) < 2)}; doStop _HeliPilot; waituntil {(player in extractionHelo)}; _deleteVehicle _lzSpot; _HeliPilot doMove extraction; waituntil {((extractionHelo distance extraction) < 200)}; _lzSpot = "HeliHEmpty" createvehicle extraction; "SmokeShellGreen" createVehicle extraction; sleep 3; extractionHelo land "land"; waituntil {(getpos extractionHelo select 2) < 2)}; doStop _HeliPilot; sleep random 2;Ok, where is this going wrong? Because I'm sure it is.
And I'll finish up with a nooby question, how do I initilize it? I've put execvm "forcedlanding.sqf"; in my penultimate waypoint and it's saying something along the lines of type script, expected nothing. I'd quite like it if it requires the player to pop a green smoke for the helo to land on. And if you can help me make it so that helo has to see the smoke that'd be great.
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Fuzzy, sent you a copy of the mission.
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Ok, got a little time;
Is the script already in the game or would I have to make it? If I have to make it, what would I have to put in it?
Thanks!
EDIT:
Jelliz, isn't that giving commands to the same unit twice? Sorry, bit new to all this.
EDIT:
Can't get the script command to work. Care to give me a big of a shove in the right direction? I mean, do I have to make the script or is it already in the game? Thanks
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Thanks mate, trying that now.
EDIT:
Ok, kinda worked... it's still got it's engines on and it's kinda still hovering. I'll fine a way, I hope....
Anywho, I'll have to look at this again tomorow, got a drama exam to go to and then cadets in the evening so I'll take a look at any other messages tomorow.
Thanks for the help/incomming help!
Bashkire.



Briefing not working: Where am I going wrong?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Ah! Thanks, I'll give it a go. :)