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farix

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Everything posted by farix

  1. Hey Guys. Another question from me , and hopfuly its the last until i finish. So Far the mission i am making is 90% completed. the last straw i was going to add was AI Recruitment. I Was wondering if theirs a script that supports multiplayer PVP (2 Sides). I've played around w/ This : http://www.armaholic.com/page.php?id=12113 but i have very little knowlage of coding and i can't seem to get the If/Then statements to work So what i'm looking for is a eithar a fix for my script up their , or a entire new system of recruting AI , i'd prefer a entire new system hopfully its just out their and i can't find it =P Thanks again -Farix
  2. 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
  3. Got 2 new questions for you guys. Both i have looked up and down these forums and haven't found the exact one 1. - Is it possible to use a Action to spawn a Vechile fully loaded with Crew and all . ( I have found a code to spawn 1 , but i need to be able to do it unlimted times ) 2 - The entire squad structure in ARMA 2 kind of disappoints me is it possible to divide your team that you are leading into a sub team so they would have a independent formation but still be under your command (possibly breaking off into another AI Team leader under your command , but not transfering to another human player) Thanks ~ Farix
  4. ---------- 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
  5. 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
  6. 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
  7. 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
  8. Well , i'm on a roll now i've asked 3 questions today. My Mission is almost fully complete now but it seems that everything invovled with the carrier has problems. The Respawn points within the carrier are bugged and spawn you in the water , this is not fixable becuase the opposite side respawns on stable ground. So i was wondering if their is a way to use a trigger to add a action when a player is in a certain area to teleport to a certain height , say 18 So if the player is in the water inside the respawn area he can hit the action to move to 18 (the carrier deck). Thanks =D -Farix
  9. 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
  10. 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
  11. 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)
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. I can't even get the example script to work when i paste it in a units init line. What am i doing wrong (I have very little scripting experience)
  18. How do i turn BIS's fnc spawnVechile into a action
  19. @Ky - The BIS Spawn Veh Function only works for Tanks and Cars (Things that defaultly come with crewmembers) . But if i wanted to spawn a C-47 loaded with a airbourne squad would that be possible ?
  20. looking for a script / system to get rid of fire team members if they have gotten stuck or are wounded. (like the system in BE Warfare)
  21. I thought i was done... But nope still have problems. Inside my carrier i have a bunch of LVCP's (Landing Boats). and on the Nimitz theirs a little area just for launching boats. BUT its at a werid height of course... The script i found sets the object at its default height. Heres the script that I used - This part in Spawner.sqf This part in a flags init I used this trigger to allow for newly spawnly players to spawn ontop of the carrier but it only works for players , not empty vehciles So i need a trigger , or a modified script to set the postion of the newly spawned boat. Thanks -Farix
  22. Yeah Pretty much. I already have a Veh Respawn Script in place , but it only respawns them if they die or are abandon
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