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Everything posted by wickedstigma
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Simple Artillery Strike v1.0
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, I know that is the way, but when I'm using the OnMapSingleClick command and put arguments in the array before the execVM it keeps saying " ; Missing" and there isn't any semi colon missing. I made this same code without the OnMapSingleClick first just create a simulation of an artillery strike on a small mission and it worked perfectly, but when I added the OnMapSingleClick i had to change the code a bit becuase of this error. ---------- Post added at 12:58 PM ---------- Previous post was at 12:57 PM ---------- Thanks man! Much appreciated. -
SNiper Support Script v 1.0 beta [HELP!]
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, but thatnks anyway! but I dont get really the tag thing, ig put the names like snprInfil because of a (good/bad) practice I developed with visual basic, where I called the objects like a text box like txtName and things like that. I saw the link about the tags you gaved me but every tagged thing has a word before the underscore and the variables here don't have them. So what you are saying is like instead of using teamSniper use _teamSniper ? ---------- Post added at 10:54 PM ---------- Previous post was at 09:50 PM ---------- @ST_Dux I merged the code you gave me with my code and the only part that didn't work properly was the part that joins the team with the player, its like the game completly ignores the waitUntil and joins automatically the whole team with the player when the script starts. Also I don't have the snipers in a separate team since I don't know how to make another team inside the same script. I tried to make it with the createGroup command but the sniper don't spawn when I do it that way. Here is the new code: (I colored red the code that's not working. //Sniper Team Support By: wickedStigma //------------------------------------ // Creates group [WORKING] snprSupport = CreateGroup West; //Creates Helicopter [WORKING] transportHelicopter = createVehicle ["UH1Y", [(getMarkerPos "supportSpawn") select 0, (getMarkerPos "supportSpawn") select 1, 50], [], 0, "FLY"]; //Creates Helicopter Crew members [WORKING] transportPilot = snprSupport createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; transportPilot moveInDriver transportHelicopter; transportGunner = snprSupport createUnit ["USMC_Soldier_Crew", [0,0,1], [], 0, "CAN_COLLIDE"]; transportGunner moveInGunner transportHelicopter; //Creates Sniper and Spotter [WORKING] teamSniper = snprSupport createUnit ["USMC_SoldierS_SniperH", [0,0,1], [], 0, "CAN_COLLIDE"]; teamSniper moveInCargo transportHelicopter; teamSpotter = snprSupport createUnit ["USMC_SoldierS_Spotter", [0,0,1], [], 0, "CAN_COLLIDE"]; teamSpotter moveInCargo transportHelicopter; //Gives move action to Helicopter [WORKING] transportHelicopter move (getMarkerPos "snprInfil"); //Wait until Helicopter is over Infil to land [WORKING] waitUntil {unitReady transportHelicopter}; transportHelicopter land "LAND"; //Wait until helicopter is near the ground and tell the sniper and the spotter to unload [WORKING] waitUntil {(position transportHelicopter select 2) < 5}; unassignVehicle teamSniper; unassignVehicle teamSpotter; [b][color="Red"]//Wait until sniper team is off the helicopter and make the helicopter return back to base [NOT WORKING] waitUntil {{vehicle _x == _x} count (units snprSupport) == 2}; (units snprSupport) join player; transportHelicopter move (getMarkerPos "supportSpawn")[/color][/b] I also tried to make make a while do but it happened the same thing. -
SNiper Support Script v 1.0 beta [HELP!]
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks both of you guys for the prompt response. Ok, I get it, but how can I create more than one group in the same script? just doing the same thing with the createGroup command? Im going to try to merge this code with my code to see how it goes. Ill post later the results, thanks again. ---------- Post added at 05:59 PM ---------- Previous post was at 05:57 PM ---------- I am using checkInside as a pointer not as a command. Thanks for the suggestion! Im glad I finally got some response. Thanks again. -
SNiper Support Script v 1.0 beta [HELP!]
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks man, I still don't know how to script cams but will look forward to it soon since I'm learning everything I can to make a good mission. I have a lot of ideas for different missions merging real life stories with intense firefights, and different roles through the campaign. And about the Sniper Support script its really frustrating me because even though I convert it to sqf, that I will post later, things like the waitUntil the ifs and everything else doesn't want to work. Not even the sleep command works. ---------- Post added at 04:59 PM ---------- Previous post was at 04:06 PM ---------- I recoded everything and still doest work as it should. Here is the code: I changed the marker names to supportSpawn and snprInfil //Sniper Team Support By: wickedStigma //------------------------------------ // Creates group snprSupport = CreateGroup West; //Creates Helicopter transportHelicopter = createVehicle ["UH1Y", [(getMarkerPos "supportSpawn") select 0, (getMarkerPos "supportSpawn") select 1, 0], [], 0, "FORM"]; //Creates Helicopter Crew members transportPilot = snprSupport createUnit ["USMC_Soldier_Pilot", [[0,0,1], [], 0, "CAN_COLLIDE"]; transportPilot moveInDriver transportHelicopter; transportGunner = snprSupport createUnit ["USMC_Soldier_Crew", [0,0,1], [], 0, "CAN_COLLIDE"]; transportGunner moveInGunner transportHelicopter; //Creates Sniper and Spotter teamSniper = snprSupport createUnit ["USMC_SoldierS_SniperH", [0,0,1], [], 0, "CAN_COLLIDE"]; teamSniper moveInCargo transportHelicopter; teamSpotter = snprSupport createUnit ["USMC_SoldierS_Spotter", [0,0,1], [], 0, "CAN_COLLIDE"]; teamSpotter moveInCargo transportHelicopter; //Creates Transport Unload Helicopter wp1 = snprSupport addWaypoint [(getMarkerPos "snprInfil"), 0]; wp1 setWaypointSpeed "NORMAL"; wp1 setWaypointType "UNLOAD"; //Checks if sniper is in the helicopter while {checkInside == true} do {checkInside = teamSniper in transportHelicopter}; waitUntil {checkInside == false;} //Makes sniper and spotter join your team [teamSniper,teamSpotter] join player; //Makes trasportHelicopter come back to base wp2 = snprSupport addWaypoint [(getMarkerPos "supportSpawn"), 0]; wp2 setWaypointSpeed "NORMAL"; wp2 setWaypointType "MOVE"; sleep 30; deleteVehicle transportHelicopter; deleteVehicle transportPilot; deleteVehicle transportGunner; Things that I think will solve the problem but haven't been able to do it successfully even though I tried: Separate snipers from the main group by creating another group inside the code. This way I could give them a waypoint to attack without joining the player while the tranportHelicopter returns to the spawn and delete the vehicle. Create a trigger in the middle of the snprInfinl marker so as soon as the snipers touch that trigger they join the player Remove the waitUntil so the sniper and spotter joins you from the start and create a trigger in the middle of the snprInfil marker with a radius at least of 25 meters, that when activated makes tranportHelicopter land "GET OUT" and the while close to the ground eject the sniper and spotter from it. If I could create another group inside the code i could make another group for the pilot alone, this way I could make insertions even in combat by setting the behavior of every other crew member to Combat and the Pilot to careless. Create a trigger with a radius of 50 meters so they can para drop from the helicopter to the ground. I tried to make this but I cant make the waitUntil or the trigger coding to work, I even tried creating a trigger on the editor to move it to the snprInfil position with the code and it didn't work. Any help will be appreciated. I will keep posting progress. -
SNiper Support Script v 1.0 beta [HELP!]
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
60 views no comments? -
Does anyone has any idea why this happened. It happened without changing any settings or installing something. It just happened. Can someone help please?
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My Grass Dissapeared!!!
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA - TROUBLESHOOTING
ill try it and post results in a few minutes. ---------- Post added at 07:37 PM ---------- Previous post was at 07:30 PM ---------- It worked! Thanks a lot, I think it was actually just helmand valley, but I will have to check out the islands one by one. Maybe its because it has to turn off the game plants to use the CAA1 plants instead. Thanks again -
My Grass Dissapeared!!!
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA - TROUBLESHOOTING
how can I fix it back then? Overwriting the config file? If so, how do I do that? Also I forgot to say that now the other units when you look at them at a considerable distance they look like they are lagging even though I'm not playing online. -
SecOps Manager related question
wickedstigma replied to mrcurry's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think all of those things could be done with a while "alive player" do {whatever} . But I will have to look into it to see if I can help. Btw, how you did made your own arty code? Im really looking forward to it since Im interested specially in adding more features to one of my codes, I mean, like for example when you call the Arty with SOM you know it gives you the option of the different rounds, the HE, the smoke and everything else. ---------- Post added at 05:51 PM ---------- Previous post was at 05:45 PM ---------- Just keep pointing to your target with your laser designator to the place you want the bomb placed until the place is bombed. It would be nice that the A10 also shoots his GAU-8 at the target. -
My Grass Dissapeared!!!
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA - TROUBLESHOOTING
What you mean, that this could happen when you use helmand valley? -
How do i trigger an explosion in the editor?
wickedstigma replied to richiespeed13's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This one is really good, it can be modded to do many great things! -
KnowsAbout for player ID of target enabling assination options
wickedstigma replied to SFC11B's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there any easy way to use the knowsAbout command? -
This one is easy and it works great, but the guys dont move as far as I know.
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Campaign ideas...
wickedstigma replied to IronSight94's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
well, i think i am going to start my first mission today. will make a small sniper mission in Utes just to start. It will include the ACE mod to add realism to it. It will be at night and you will have to wait for a certain person to appear to take him out, then escape and if you escape without being traced you win. The thing is that I know how to handle the order of the events. Like, first you have to go here, then wait, then this thing will appear and last if you do this you win if not you lose. Get what I am saying? -
ACE Balaclava and NVGs at same time, possible?
wickedstigma replied to Xen0tech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Finally! Thanks a lot! ACE is truly awesome, but there should be a pdf for ACE noobs of how to use all the basic things. -
ACE Balaclava and NVGs at same time, possible?
wickedstigma replied to Xen0tech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The magazine remove worked! Strange thing is I did it before but nothing happened. might be syntax error. Im going to try later the balclava thing. Is there any user guide for the controls of ACE mod? Im having a really hard time deciphering the damn keys. For example I cant even use the HuntIR. -
ACE Balaclava and NVGs at same time, possible?
wickedstigma replied to Xen0tech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I dont know even how to use the damn balclava :(. DO you know how to remove sniper (M107) magazines in ACE ? -
Move to relative position
wickedstigma replied to k i n g's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Lol, thanks. I documented and modded the code to add another chopper, have them spawn in safe location, not flying, and that after certain time they will dissapear. I put the timer to 120 seconds just to see changes and how they react and everything else. It will also move the target marker to position [0,0]. I will edit it later to make different things like the target icon will disappear, different choppers and planes, and all other stuff I have in mind. Thanks again, the only part I actually needed to understand was the OnMapSingleClick but now that I see the entire code I learnd a couple of other things. Btw, I dont know whats the difference between sqs and sqf. Could you tell me if you know. Is there any advantage or something? Here is the code: -
Move to relative position
wickedstigma replied to k i n g's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks a lot, it worked great. I'm going to use your script as model for my script or maybe edit yours if that's ok with you. -
Moving in Helicopter NOT part of group??
wickedstigma replied to meade95's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To make it go back to base, do the following: 1. Create and invisible helipad and call it base an place it somewhere safe, and create another invisible helipad and call it exfil. This can be found on Empty>Objects> H (Invisible) 2. Create a "MOVE" WP, (Waypoint), to near the base and write the following code in its init: helicopterName land "base"; 3. Now create another WP but this time a "HOLD" WP. This will make the chopper wait unitl you order the chopper to go to the next WP. 4. Create a "LOAD" WP on the area you want to Exfil. Add this code to its init: helicopterName land "exfil"; 5. Create another "HOLD" WP. 6. Create a "TRANSPORT UNLOAD" WP and add to its init: helicopterName land "base"; Now we have to create the triggers to call the copper to the Exfil and to let the pilot know when you are ready to take off. 1. Create a trigger and set a and b axis to 0. Set the Activation to "Radio Alpha", set the Type to switch and write in the Text box something like "- Im ready for exfil, send in the chopper." without the quotes. 2. Now sync this trigger with the first "HOLD" WP. What this will do is to disable the "HOLD" WP, because the trigger acts as a switch, and let the chopper go to its next WP. 3.Finally, create another trigger with the same information as the first one, but this time you are going to write on the Text box something like: "We are ready, go!" and sync this trigger to the last "HOLD" WP you have created. Thats it! And as I said before, this can be done in a lot of differenct ways including with markers, OnMapSingleClick, and/or with a script. you will have to add some more code to add/delete different options while the mission progress. For example replace the physical triggers core some code on a script which will add the remaining code once the first part of the trigger is executed. Hope this will help you. -
Helicopter script
wickedstigma replied to zordak's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
About the get down a rope I dont know how to do it, but for the rest, read this and tweak it as you need. http://forums.bistudio.com/showthread.php?t=99575 -
WOW! I take back what I said, this one is too awesome! Im glad I downloaded it.
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Campaign ideas...
wickedstigma replied to IronSight94's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, it would be nice. I think it would be good if there where infantry, armor and everything else, and your mission consisted on you beign the air support, from CAS to escort and all other duties whatever aircraft you decide to use for the mission. ---------- Post added at 04:55 PM ---------- Previous post was at 04:40 PM ---------- The new expansion, Arrow Head, has a map of 170 km x 170 km, that's bigger than where I live! It should be big enough for a good areial jet based campaign. For now I think that a helicopter based campaign could be done in Chernarus due to size of the map and speed of the choppers. -
I prefer this one for now. Maybe Ill use the launcher later.
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Missiles, IEDs and Menus
wickedstigma replied to wickedstigma's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks. Ill try this tomorrow.