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A-SUICIDAL

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Everything posted by A-SUICIDAL

  1. I really appreciate all your help. I'm trying so hard to get this to work, but I'm still having trouble. Basically I step within a trigger and it immediately sets the small red ellipse marker area surrounding the trigger from Red to Green, changes the flag from Takistani to USA, changes the respawn location to be that area. The only thing missing is the indestructible custom filled ammo box which I want to move to that new location. So basically I just need the trigger to change the location of the ammo box and keep its custom added weapons script running and not conflict. No other functions are needed. I'm using "Ammo Box Filler" from http://www.armaholic.com/page.php?id=5843 In the ammo box init field it uses: null0 = this execVM "ammo.sqf"; this allowDamage false; There will be 8 small areas that need to be captured in any order. As each area is captured it will then become the new respawn area. Everything is working except for the ammo box relocating to the new respawn area. Based on the above example you posted. Do I name the 8 triggers to be called obj1, obj2, obj3, obj4, obj5, obj6, obj7 and obj8 ? Do I name the 8 small Red Ellipse markers to be called area1, area2, area3, area4, area5, area6, area7 and area8 ? Where you had put: waituntil {_run = false or obj1 = true}; I'm not at the level yet where I understand all that stuff, but I'm trying my best. Is there an example mission anywhere that I could download that simple has a trigger that causes a crate to move from one location to another? ---------- Post added at 05:56 PM ---------- Previous post was at 05:10 PM ---------- I tried this earlier: ammobox setPos (getmarkerPos "area1"); and it didn't work. Then I just tried it again and it did work. Must've been a typo on my part. It's unbelievable how much time can be wasted trying to resolve and issue with something that simply needed proof reading.
  2. I'm not sure how to do that, but I will try. That is exactly what I want to do.
  3. A-SUICIDAL

    intro video help

    I fixed the problem with trying to get the men into the chopper, and everything seems to be working fine, but I still have an error at the beginning telling me that I am missing ";" someplace in my mission. Is there a tool/program that exists that can open the mission text and show errors highlighted in red or something of that nature? I've been through the mission file so many times and just can't seem to find a mistake anywhere.
  4. A-SUICIDAL

    intro video help

    Yeah, I can't seem to fix this. I selected everything from the intro and hit ctrl-x and then went into the mission and hit ctrl-shift-v to paste it in the same exact place, then I saved it and previewed it and suddenly some error stuff appeared at the top of my screen. The movie then played ok, except for when the command was given for the player and playables to get into the choppers. They were not getting in at all, but before I pasted everything into the mission, they were getting in. Has anybody had this problem after pasting everything from their intro into their mission where suddenly an error appears? It says: undefined variable in expression class blah blah blah... Line 2 Line 2 just says... class Mission an undefined variable? that could be anything within my mission. geez. Would there be a log file created showing me the exact location of the error in my mission? And is there a way to force the player and players to get their buts into the chopper somehow? If I use moveInCargo it will teleport them into the choppers and that will look lame. Do I need to set them to notI should just give up on this. I spent like a zillion hours on this so far and it was coming along great, but now it's falling apart and it just doesn't seem worth it anymore.
  5. A-SUICIDAL

    Triggers and Spawn

    I was having trouble deleting a man that was in cargo in a chopper. I am able to delete him when he isn't in the chopper, but not after he gets in. It's not a bog deal, I'm sure I will figure out a work around for it.
  6. A-SUICIDAL

    Triggers and Spawn

    you're too awesome
  7. A-SUICIDAL

    Triggers and Spawn

    So tired of searching. How do you despawn a unit?
  8. A-SUICIDAL

    intro video help

    It's sorta working now, except I'm getting a message saying that line 2 of my mission.sqm is missing ; and during the middle of the movie the player and playables used to leave their line formation and run over and hop in the choppers, but now they leave formation and form some kind of a strange huddle, which sucks. Now I need to figure out how to get rid of the error and also find another way of getting the men to get in the choppers without teleporting them into the choppers using moveInCargo. I was using: [s1,s2,s3,s4,s5,s6,s7,s8,s9,s10,s11,s12] orderGetIn true; and it was working fine, now I'm stuck on that and the error thing.
  9. A-SUICIDAL

    intro video help

    I moved all of my intro stuff into the mission and when I start up the mission in multiplayer - it crashes my game to desktop. My init.sqs file looks like this: execVM "briefing.sqs" execVM "intro.sqs" execVM "mission.sqm" The end of my intro.sqs file looks like this: camdestroy _camera Endmission "End1" exit I don't know what I am doing anymore. I tried everything. I'm getting so sick of crashing to desktop. Even when I tried getting it to work for just single player it kept crashing after the intro finished. When I test it in Multiplayer it doesn't even play the the intro stuff that I moved into the mission, instead it just crashes right away. I tried searching around for a multiplayer mission that I could download that had an intro movie so I could use a pbo extraction tool and then examine how the author got it to work and use his method, but I can't find an mission like that anywhere. I'll keep researching how to get my camera scenes to work in my multiplayer mission and I'll keep checking back here to see if anybody has responded with any helpful advice or instructions. Thanks in advance.
  10. ok, so i have the intro camera panning in to each player in my 6 man coop mission and im trying to get their name to appear on the screen, but after searching for like 8 hours i was only able to find an example from the armed assault editing guide - by mr.murray. when it pans in on the leader of the 6 man coop team, i want it to say something like... Team leader: JoeShmoe I named each player to be soldier1, soldier2, soldier3 etc. This is what I have for when it pans in close on the soldier1: _camera camSetTarget soldier1 _camera camsetrelPos [0,1.5,1.5] _camera camPrepareFOV 0.700 _camera camCommitPrepared 1 @camCommitted _camera hint composeText [parsetext format["<t size='1.2' align='center' color='#ff0000'>Team Leader %1</t>", name player]]; the part... hint composeText [parsetext format["<t size='1.2' align='center' color='#ff0000'>Team Leader %1</t>", name player]]; ... is what copied right out of mr.murrays editing guide, but it's not working correctly, probably because it won't working in in arma2, idk. The "ding" sound works, but not the text. so my question is... what do i put there to make it work so it grabs the actual player name and throws it up on the screen? Or maybe point me in the direction of an "arma2" tutorial that explains how to do this. thanks in advance.
  11. omg thank you so much. it worked.
  12. nope, doesn't work. a bunch of errors at the top of the screen that time. im still searching everywhere for any information on how to get this to work and i'm having no luck at all. I really appreaciate your help so far.
  13. it almost worked. it panned in and displayed the centered white text: "Team Leader Error: No Vehicle"
  14. I making a coop mission and I want 3 AI opfor enemy officers to be surrendered in our custody at mission start. So i removed their weapons, placed them near my team, but now i just need to get them to be *surrendered* and also make sure the AI in my team don't shoot them at all. eventually a chopper comes to evacuate us and i would need the prisoners to board the chopper and we all fly away and yay some other stuff and mission completed. how can i make them so the are surrendered and keep my AI team from killing them?
  15. Thank you kylania, that did the trick. Sorry I sounded a bit unpleasant, but omg I stressed myself out in the editor over the last 2 days. I used to make tones of cold crisis missions, yeah, like ten years ago, and I just started poking around with the editor for arrow head 2 days ago and I'm so upset that I cannot remember how to script the simplest little things. I figured it would all come back to me, but not much of it has. I feel like I'm repeating the 3rd grade all over again. Anyway. thanks for the help, it really cheered me up to see it working correctly. Thanks ;) ---------- Post added at 12:15 AM ---------- Previous post was at 12:11 AM ---------- Oh, what about removing the gear from ammo crates, like the smoke grenades, watch, gps, bino's etc? Is there a way to do that? I know how to add the weapons and ammo I want, but I don't know how to remove the extra gear stuff.
  16. I have a Operation Arrowhead stand alone. Can anybody give me an example of how to replace a player loadout for OA? It apparently doesn't work the same way as it did for regular Arma 2. I've tried a bunch of different ways and nothing seems to work except for removing all weapons. Please do not explain to me how to add an mp5 for Arma 2. As far as i can tell, there is no Mp5 in OA. I do not have Arma 2. I have Arma 2 Operation Arrowhead. I am trying to do this as described earlier in this thread. but it does not work in OA. Any help from somebody that knows how to do this in Arrowhead would be much appreciated.
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