Jump to content

andysfile

Member
  • Content Count

    40
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About andysfile

  • Rank
    Private First Class
  1. andysfile

    Patch order

    Thank you, kind nyancat :)
  2. andysfile

    Patch order

    I have A2, OA, BAF and PMC. What is the path of least steps installing them and updating without superfluous reinstalls and patches?
  3. andysfile

    Preorders

    We need to give BI our money! P.S. Is it known if the same engine is being used?
  4. andysfile

    Preorders

    Get them up, go go!
  5. I want an AI MLRS to fire all its HE rounds at an airbase when a timed trigger activates. This is simple but I can't figure out how to do it. The only tutorials that I could find involved player interaction in guiding the artillery. HEEELP please :p
  6. What SSD would be best for ArmaII? Intel X-25M 120GB GSkill Pheonix Pro 120GB Would this also fix stuttering from texture streaming in busy areas (with lots of trees, some BAF scenarios)?
  7. I couldn't find that script but I've managed to plot the heli's path and loop it, landing on each side. The AI riflemen would have to spawn when the heli crosses a trigger. When it lands, they would move and get in to the helicopter (like synced Load/Get In waypoints) allowing the heli to move off again once everyone is on board. That might be a bit hard so I'll probably only need to find out how to spawn a squad with the init line (moveincargo).
  8. Is there a way to infinitely loop a helicopter to fly in, deliver troops, fly back to wherever, land (optional), spawn a new rifle squad inside the vehicle and continue reinforcing? Destroying the helicopter can be an objective to cut off the supply of enemies.
  9. andysfile

    Questions about bombs/targeting

    Quick question to do with this topic: Is there an object in the editor I can place which jets can lock on to as 'Laser Target'?
  10. andysfile

    I'm a noob.

    It took me a few tries to realise this but, on Jackal when the siren starts, a flare goes up lighting up the entire base and its surroundings. You can barely see the flare with the night vision goggles on. Try setting the charges, moving towards the extraction point (going too far makes the detonator ineffective and removes the Touch Off action) and turning the NVGs off. When you detonate, make sure you are hidden behind some rocks until the flare fizzles out. Then make a dash uphill!
  11. For the sake of simplicity, I think this will be a nuclear warhead :p Thanks for the answer!
  12. I'm making a mission where you are tasked to call in air-support to disable an enemy convoy. The convoy is protecting the transport of a SCUD missile. Does the SCUD missile itself have any systems preventing disaster before it hasn't been properly launched? Should the group have to separate the missile truck before calling in the bombing run? At the moment I've made them have to separate it because I thought a bombing run might trigger a bigger explosion - just wondering if this is realistic :p
  13. andysfile

    Which respawn method do you like?

    I chose Group but Bird is also okay. When I implement the built-in first aid modules in my custom maps, I assign them to units with a low chance they will activate which helps make it a little more realistic while still giving players a reason to stick together.
  14. I have a Takistan Army commander running to a Huey, which is spinning up for an escape. Once the Huey flies off, I want to the player to pursue and make AI more just 'for show'. At the very beginning of the mission an Apache, which is all the way across the map, hits it with a Hellfire which destroys it. How do I make BLUFOR AI ignore this helicopter?
  15. I'm making a level where one player has an M14 and is facing a farmyard full of animals. The shooter has to guess which animal the other player is pretending to be to win and the animal can win by not getting shot for 30 seconds or having the other player shoot two real animals. This trigger should go off if the shooter hits two real animals: bomb="Bo_GBU12_LGB" createVehicle [(getPos shooter1 select 0),(getPos shooter1 select 1),0] For the 30 second timer I'll think of something else. But I can't figure out how to set these win conditions. How can the game know that two animals have died and the difference between 'real' animals and the player-controlled one? :eek:
×