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dwinar

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About dwinar

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  1. Can we have any hope that the scripts will be reuploaded or the site will be back online?
  2. Thanks for those advices, now I know where to start. I didn't know that prefix "_" actually mean something :P and the defining variables in another file sounds good anyway it's what I do for dialogs but didn't get the idea to use it with simple scripts.
  3. Is there someone who can give me an advice how to freely pass variables that were initialized in one script to others that were started later? Is there way to make global variables inside sqf script? For example there is an event handler fired on getting hit by AI now it launches a script with objects of shooter and player who got shot, now the sqf takes those arguments and create markers on positions of those objects. The question is: how can the script launched for example via radio use those positions?
  4. Because it's still Editing & Scripting and making AI do something is a part of editing I think :P But maybe I should post it in the QUESTIONS & ANSWERS... That's a shame that this forum doesn't allow to delete your own post...
  5. Hey there, Is there any possibility to make soldiers shoot at helicopter with their personal weapons or MG? I mean without scripting. I don't think it's unrealistic or something. What's the problem with shooting back at Mi-8 gunner that fly around you at for example 30 meters, because it is problem for BIS to implement such behaviour for AIs... Edited: ok if there is no better option then I would like to ask you for idea for a good script that will handle different helis with different soldiers that have their waypoints.
  6. Now everything is clear... I found this: Operation Arrowhead list of fixes: Engine ------ * Fixed: Cursor on the windows borders no longer flashing when attempting to drag/resize the window. * Fixed: Win7/Vista Aero preview should no longer be activated by mouse movement while playing. * Fixed: Helicopters no longer lifting off when aircraft passed over them (http://dev-heaven.net/issues/14589). * Fixed: AI Helicopters wobbling up and down (http://dev-heaven.net/issues/14410). * Improved: Enemy targets are now unassigned once their crew is killed. * Fixed: doFire did not work on most targets. * New: Multihome servers support. Commandline parameter -ip=my.ip.add.res available. * Fixed: SetCaptive doesn't stop AI shooting at a unit/player. * New: allMissionObjects script command. * New: Script command setPlayerRespawnTime. * New: new AllDead command. * Fixed: Video playback stuttering. * Fixed: Locality issues of objects in MP (mainly updates from nonowner errors). Version raised to I was so happy when I could get the ArmA 2... But noooo to get fully working game you need to buy damn expansion... Again thanks for the help. Now I at least know where are my problems with game coming from...
  7. In ArmA 1 there was no problem with manual targetting (select all -> 2 -> 0 for more targets -> 1, after that select all -> 3 -> 3 for fire). And for trigger as you described above it was exactly what I was doing in ArmA 1 and it worked. So if this method works for you in ArmA 2 too it means that I have bugged copy or BIS repaired this issue in further versions. I have ArmA 2 1.09 (max patch without expansion packs).
  8. Yes it is exactly what I want to do and what my units don't want to because I have even manually ordered them to fire at empty car in game and they didn't execute the order. What version of game (although it may have nothing to do with the problem) do you have? PS
  9. OK I tested this addon at last and it works really nice I only have to remove the invisible target when the real is in bad condition but that's easy :) Thanks everyone for suggestions it helped me a lot. Cheers!
  10. dwinar

    ARMA 2 Healing System?

    Sorry guys for my interference but I don't get the point of this medic discussion. galzohar why can't you just play/create missions without this healing system?? You aren't forced to use it. It is really cool to have choice whether you want to play "realistic" or "unrealistic but in someone's opinion more FUN". EDIT: LOL sorry for necroing this thread, I didn't look at the date of last post :P
  11. Sure I put the addon with mod folder method :) And the "deletecollection" works for me (makes vehicle invisible) and I have ArmA 2 version 1.9
  12. Sounds really cool but I have only ArmA 2 without expansion packs. Anyway I tried and can't find those invisible targets in editor. Second option was to use "deletecollection car1" and it works, but empty cars can't be targeted (even by ingame player's command O_O while in ArmA 1 there was a training mission when you were asked to command your troops to destroy empty civilian car LOL) and car with hostile driver is a target unless driver is dead, so when they kill him there is no more shooting O_o I didn't try the option with animation that puts driver away but I suppose he still can be killed even if not seen so they'll stop shooting too...
  13. doTarget works (soldiers aim at the vehicle), but doFire not really (no shooting) maybe it would work after changing weapon to some rocket launcher but... Come on it's just a car few series from AK47 and it should be unable to move... PS Thanks for all those replies :D
  14. It means that ArmA 2 editor is useless... You can't do missions with defending vehicles/houses (in OFP I could get tank to attack building). I'm not gonna script billion conditions checking if unit of attacking group is able to get near car while under fire and script shooting (forcing shooting at car is almost impossible even if there is a driver, when killed they stop shooting so the car is almost unscratched)
  15. That's strange... In OFP it worked perfectly even on empty vehicles. Puting enemy soldier into the car and removing him doesn't help them to consider it enemy car :(
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