andysfile
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Everything posted by andysfile
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I have A2, OA, BAF and PMC. What is the path of least steps installing them and updating without superfluous reinstalls and patches?
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Thank you, kind nyancat :)
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We need to give BI our money! P.S. Is it known if the same engine is being used?
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Automatically fire artillery
andysfile posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
andysfile replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
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)? -
Heli drops troops, retreats, comes back with more
andysfile posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
Heli drops troops, retreats, comes back with more
andysfile replied to andysfile's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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). -
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'?
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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!
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Question about SCUD missile
andysfile posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
Question about SCUD missile
andysfile replied to andysfile's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For the sake of simplicity, I think this will be a nuclear warhead :p Thanks for the answer! -
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.
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Make an OPFOR unit never targetable
andysfile posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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? -
Activating a trigger if more than 2 animals die
andysfile posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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: -
First Aid: Simulation probability
andysfile posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've linked First Aid: Simulation to all units in a group individually. I want this in the mission since it is infantry based but at the same time it would be nice if such people sometimes dropped instantly. This slightly increases the difficulty and also helps stop a problem where everyone ends up rolling around turning the game into Nurse Patrol. Is there a way to set a probability on whether the First Aid Simulation module activates when someone synced to it is shot? -
First Aid: Simulation probability
andysfile replied to andysfile's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Solution! -
Unloading only some from heli
andysfile posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I want to have a helicopter land, unload a weapons team, fly to the next insertion point, unload a sniper group. I know how to make a helicopter land and work with helipad objects but I can only get everybody or nobody to unload when landing. Anyone? :p -
Unloading only some from heli
andysfile replied to andysfile's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks both of you :) My problem was partially caused by thinking groupthis was one word. I don't know what the _x means in the demo mission but it works now anyway :D -
for making a game that easily goes into my favourites stack and sending me printed maps half way across the world! I've already made two people buy Arma2 from my recommendations :p Keep up the great work :D
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Is There a Way to Lock Movement Keys?
andysfile replied to pipscouse's topic in ARMA 2 & OA - GENERAL
If you run the game through Steam, hold W while bringing up the overlay. Once the overlay is up you can release W and close the overlay and you will be running without pressing anything. -
Thanks! Now I can use scoped weapons in close quarters :D
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I'm playing SCUD valley and can't use the scope on the SCAR. While impressed I can use the iron sights on top, it makes it kind of difficult to snipe :p Is there any way I can use the scope again? It is still attached.
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Success criteria (satchel charges)
andysfile replied to andysfile's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow, nice demo mission! I have a way to go with the editor yet :eek: -
Success criteria (satchel charges)
andysfile posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I want the mission to progress if: the player detonated a satchel charge on a certain truck or the player hasn't detonated the charge after some time (let's say 10 minutes). By progress I mean be given the next waypoint. I figured out how to equip satchels but I don't know how to use triggers at all. There is also a second team of AI; in the case they fail planting their own satchel before the player reaches the extraction heli there should be a timer so the player isn't left waiting but maybe that can be figured out later. What do I do :eek: