farix
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10 GoodAbout farix
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Hey guys. Kinda a odd question for all of you. I'm using Deadfasts Chroma Key Walls to attempt to get a tank into After effects. Only problem is I only have the AI to do my bidding , I am using Gcam to get the shot , but whenever I use the waypoints to tell the tank where to go it eithar spazzes out or turns its engine off and dose not move. I have tried using both the modual verison of Deadfasts as well as the Object. Anyone know a remedy to this ? maby a way to force the AI to move no matter what the situation
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Bump +
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---------- Post added at 09:08 PM ---------- Previous post was at 08:43 PM ---------- [/color] That is the code i am using . i need somthing to allign the degree on which the vechile is placed ant the height of the vehcile
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well i love how your a god at scripting kylania. But i think i'm over complicating things. i am just trying to recreate this script w/o the move to and the eject functions of the script. It seems to freeze when the vechile spawns at the marker , it odsen't join the player sgroup. I also need a parameter for a set pos , beucase you know everything i do is usally on a boat =P
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hmmm well i am not amazing at coding , i just want a simple script to spawn say a LAV-25 with full crew + a group. All the attempts i have done by modifiying the C-47 script havefailed
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I'm just getting into a habbit of bumping old posts , kind another random question. I'm trying to spawn a cargo helio (MV-22 etc) with a full squad of marines inside it + having the entire squad plus the crew join the players squad is that possible ? + limiting the action to say... once every 5 minutes
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Action To Move to a certain height
farix replied to farix's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well i can't use other scripts to spawn the vehciles . i'm using the warfare module to spawn everything. is it possible to modifiy this script to allow the vechiles to spawn at certain height ?. This is just conidering Manned Vechiles -
Action To Move to a certain height
farix replied to farix's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry to bump a old post. But would it be possible to use this script for empy vehciles , and occupied vechiles as well ? How would i go about changing it -
Warfare BE - Start with Pre-Made Factorys ?
farix replied to farix's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I asked Benny . And Got a Response "Hey, Sorry if i've skipped this message for a while (didn't even see that i had pm's ). Using an Aircraft carrier is kinda special, you have to adapt several things. - The spawn point (on deck), it can be done by adapting the GUI_Respawn and adding a fixed carrier spawn (a Logic for instance) which will spawn the player at a certain height if selected. - A Factory can be placed within the editor, to do so: 1. Place a Factory in the or a logic which create the proper kind of factory and give it a name 'MyFac' i.e 2. Edit Init_Server.sqf structures array, (i.e WestBaseStructures = [MyFac]) - To change HQ Model, check the core structures files: 1. ['WFBE_EASTMHQNAME','MyVehicleClassname',true] Call SetNamespace; - Adding more than one HQ is a difficult but feasible task: 1. Convert the MHQ System from an object to an array of objects (i.e WestMHQ = [obj1, obj2]) and adapt the code 2. Once converted, you can get the closest HQ by using the SortByDistance function (i.e '[player, WestMHQ] Call SortByDistance') If you still have problems dealing with those stuff or don't comprehend some of those, don't hesitate to contact me on msn: benny_boy66@hotmail.fr Good luck, Benny." Hotshots OFP Fourm PM -
Warfare BE - Start with Pre-Made Factorys ?
farix posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey everyone. has anyone ever modfied a verison of Bennys Warfare to place Factorys at start ? i can't figure out how to do it. there is buidlings in the editor for barracks etc , but they don't actually impact the mission. is there some script i am missing ? Thanks -Farix (Mesg sent to benny on Hotshot fourms aswell) -
Hey Guys. Another quick question. In a current mission i am working on. After my first Stress test phase i ran into a few problems. In the mission Players have access to recruiting full infantry squads , and fully crewed vehicles . BUT sometimes , just due to ARMA 2's engine the AI will get stuck on nothing or get wounded and be rendered useless , or they may have been recruited by accident. I Need a GUI to select a squad member and disbandon him (Kill Him). Also i need a Parameter to limit the amount of commendable AI units . As of right now it is unlimited , so i had a few smart testers just recurting 15 infantry squads (About 190 People) and just massing them across the map. Thanks
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Perfect =D !
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arghh this is going to go on forever +rep for you kylania But... The Sherman Joining the players group only promots 1 man out of the entire tank group to join ( I belive it is the Comander slot?) So the tank cannot recivie commands
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Standby. ---------- Post added at 04:37 PM ---------- Previous post was at 04:33 PM ---------- West seems to work. But The Tank is static , i'm not 100% sure if there is actually crew inside it and it dose not join the players team. It just sits their and dosen't do anything ---------- Post added at 04:39 PM ---------- Previous post was at 04:37 PM ---------- Yeah theirs def Crew in it. Just isn't joining the players Team , so it dosen't do anything execpt sit their =P
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Script works for airbourne. Somthing a hell of a lot simplar tho - I just want to spawn say a Sherman at a given marker I'm using this Orginally that would spawn a Empty Sherman at the USAIR marker which was at a postion on an airfield. But now with the BIS FNC at the end the script stops functioning