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Everything posted by 1para{god-father}
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Cargo Load and Drop Script
1para{god-father} replied to sxp2high's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
[quote name= EDIT 2: with psivalli's code ammocrates and vehicles land on the ground, but ammocrate content is still not accessible when the crate is dropped in midair (one can see the content of the box but one can't switch or grab anything), only when the crate unloaded from the ground one has full access.. I tried all 3 codes, none worked for me to retrieve content of an ammocrate when it's been dropped in midair. however, with psivalli's code the ammocrate lands on the ground (unlike the ATL code). for what it's worth, the original code worked for me just as well as psivalli's code (crates landing on ground) - the unaccessible content issue remains however with all 3 versions.- Well it works for me with no issue after the change, I can get all weapons etc.. out of the crate once it lands on the ground, did you change it for all size small,med,large,XL ? but then again i never had your issue with the Parachute !!!! Also if you read back a little he is working on a new script ! -
Generate Random Position
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahhh thanks that is what i needed Cheers -
Generate Random Position
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That would not be possible as it is dynamic the Area i need to attack, the vehicle could be anywhere on the map so once i trigger i need to spawn in a ambush i get a random location already but if i want to spawn a ambush of 10 groups i need 10 random location so the only way i know is to generate my script 10 times I.e 10 diffrent _positionToSpawnIn _vehicleambush=VEH1 _ang = random 360; _dis = 100; _dx = sin(_ang)*_dis; _dy = cos(_ang)*_dis; _positionToSpawnIn = [((getpos _vehicleambush) select 0) + _dx, ((getpos _vehicleambush) select 1) + _dy, 0]; _upsgrp1 = [1,_positionToSpawnIn,1,["ambush1","spawned","showmarker","delete:",30,"respawn:",5]] execVM "SCRIPTS\UPSMON\MON_SPAWN.SQF" -
Generate Random Position
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
10 diffrent Groups in diffrent positions wityhing the area, so a random _positionToSpawnIn each time. Will try that kylania now - many thanks -
Check Any Unit is !alive not all
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If I wanted to activate a trigger if 1 of say 3 vehicles are destroyed how can I do that , I know I can do !alive aaaa AND !alive bbbb AND !alive cccc but I want to activate if any of the 3 vehicles have been destroyed not all. i.e can you use a "OR" i.e !alive aaaa OR !alive bbbb etc.. ? Thanks -
Check Any Unit is !alive not all
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks guys so many ways :) -
Delete Marker on trigger Deactivation ??
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Must be missing something here , I get the trigger and it all works fine i get the Hint , but then deletevehicle does not seem to work as the marker will not go ? Is that the correct way to delete a marker ? /////Make Marker///// _ambush1 = createmarker ["ambush1",getpos _vehicleambush]; _ambush1 setmarkershape "ELLIPSE"; _ambush1 setmarkersize [150,150]; _ambush1 setMarkerColor "ColorRed"; /////Make Trigger/////////////////////// _triggeram1 = createTrigger["EmptyDetector",[getPos _vehicleambush select 0,getPos _vehicleambush select 1,0]]; _triggeram1 setTriggerArea [150,150,27,false]; _triggeram1 setTriggerActivation ["EAST","NOT PRESENT",true]; _triggeram1 setTriggerTimeout [0,0,0,false]; _triggeram1 setTriggerStatements ["this", "hint 'Mission Finished';","sleep 5; deleteVehicle ambush1;"]; -
Delete Marker on trigger Deactivation ??
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahhh i thought it should be on the Deactivation ! That works :) Cheers, so what is Deactivation used for ? -
Delete Marker on trigger Deactivation ??
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmmm still cannot get it to delete the marker I get the Hint Finished but it does not delete the marker still ? Anything eles i am doing wrong ? _ambush1 = createmarker ["ambush1",getpos _vehicleambush]; _ambush1 setmarkershape "ELLIPSE"; _ambush1 setmarkersize [150,150]; _ambush1 setMarkerColor "ColorRed"; _triggeram1 = createTrigger["EmptyDetector",[getPos _vehicleambush select 0,getPos _vehicleambush select 1,0]]; _triggeram1 setTriggerArea [150,150,27,false]; _triggeram1 setTriggerActivation ["EAST","NOT PRESENT",true]; _triggeram1 setTriggerTimeout [0,0,0,false]; _triggeram1 setTriggerStatements ["this", "Hint 'Mission Finished';","deleteMarker 'ambush1'"]; -
BIS_fnc_taskAttack -undefined Varible
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Getting a error on the BIS_fnc_taskAttack -undefined Varible - can somone please advise where I am going wrong ? (BIS_fnc_spawnGroup works no problems) Also should I use BIS_fnc_taskAttack or just use WP to send them in to attack ? which is best ? _ambush1 = createmarker ["AMBUSH1",getpos _vehicleambush]; _ambush1 setmarkershape "ELLIPSE"; _ambush1 setmarkersize [150,150]; _ambush1 setMarkerColor "ColorRed"; _grp = [ _positionToSpawnIn, _side, _enemyCount] call BIS_fnc_spawnGroup; _null = [_grp,(getMarkerPos _ambush1)] call BIS_fnc_taskAttack; -
Spawn distance from pos
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Guys you are all great, love this community always so helpful ! Another question I can get BIS_fnc_spawnGroup working with a marker but not with x,y,z where am i going wrong ? _positionToSpawnIn = [getPos _vehicleambush select 0, (getPos _vehicleambush select 1) + 30,0]; hint str _positionToSpawnIn; _grp = [getPos _positionToSpawnIn, east, _enemyCount] call BIS_fnc_spawnGroup; Opps sorry worked it out did not need getpos !! Thanks guys ! -
Spawn distance from pos
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK need some more advice please ! I have spawned a vehicle that driver around some WP around the map, once it get destroyed I would like to spawn in a group of men to start an ambush , I know I can get the position of the vehicle But how can I then spawn them a good distance away from that position and attack i.e Seek & Destroy Thanks -
How to Reference something create in script
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys! -
How to Reference something create in script
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Some advise please Say i create a A10 using the following:- _A10Spawn = [markerPos "some_marker", random 360, "A10", west] call BIS_fnc_spawnVehicle; If i want to check in a trigger using the editor that the A10 is destroyed how can I reference it ? as i presume i cannot use "!Alive __A10Spawn" What is the work around ? thanks -
Convoy creator & convoy control v1.0
1para{god-father} replied to DTM2801's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just started to use this but cannot find out how I can work out if the Convoy is destroyed ? I have tried !alive Convoy_1 with a hint but it never get the hint once i blow it up ? Any idea how i find the name assisgned as it is via script ? Thanks -
motorized group do not load up ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I know this is a silly question but i just cannot seem to get it to work ! I have placed a motorized group down and given the leader some WP's the first is load but they do not get in they just follow the Vehicle on foot ? also tride GETIN but they still do not get in. Any advise on how to get these guys to get in and not walk ? Thanks -
motorized group do not load up ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just placed a Pre made Group direct from the editor, one with a transport vehicle in - so there should be no issue about room ?! -
motorized group do not load up ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well it must be me as the bliters still will not get in ! have tried Demonized suggestion - no luck , have tried putting them all in "Cargo" still no joy ! Any other suggestions apart from a hammer :) -
motorized group do not load up ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The above code must be missing something as it will not let me use that ? It was for an ambush so needed a WP can you suggest a new way ? need 2 trucks full of Inf to get to a marker for an ambush when bluefor enter a area. should i just use a script then ? Cheers -
DMZ Delete [script]
1para{god-father} replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great script ! -
How to Simulate AA hit
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a helicopter called "Extract1" and when it get into a trigger area i want it to explode in midair so simulate a AA hit. Can anyone let us know the best way to so this ? Thanks -
How to Simulate AA hit
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks that is great ! -
How to Simulate AA hit
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks but would like to know how to activate a trigger via a named vehicle -
How to Simulate AA hit
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, If i want to set a trigger that will activate just for say the helicopter "Extract1" what would i need to use in the condition ? -
SPY Battle Statistics (bStats)
1para{god-father} replied to Spyder001's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, Another quick question Does this apply to just Vehicle weapons or also weapons you carry i.e can it count how many bullets my AK will fire ? Opps just read your OP and noticed it does both sorry ignore above :)