

Adrenaline4real
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Stealthy play style still sucks......?...
Adrenaline4real replied to nuggetz's topic in ARMA 2 & OA - TROUBLESHOOTING
I honestly agree there. Sniper: Ghost Warrior is great in this perspective. it actually has some more means of AI discovering you and alerting. there is a raid alarm in enemy camps. and the AI does shout loud to alert others. -
Sabotage building waypoint
Adrenaline4real replied to Adrenaline4real's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
awesomeness it worked! thankyouu =) ---------- Post added at 01:27 PM ---------- Previous post was at 01:14 PM ---------- hey there what if i expect to sabotage 2 helicopters in 1 waypoint? ok so i given them both names. but now condition needs to say what for second heli? Because i put second heli name in. then it says missing ;. then it says type bool means nothing. -
Sabotage building waypoint
Adrenaline4real posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok so say I am a BLUFOR Saboteur and I want to destroy an OPFOR helicopter that is stationary on ground. I put destroy waypoint at it. But then I want there to be a trigger. So once satchel charges go off and helicopter is destroyed... only then will next waypoint show. how do I make this so? I cant use OPFOR not present trigger because a helicopter isnt OPFOR person. if that makes sense? PS: I would like there to be no OPFOR inside the helicopter. so it is empty of OPFOR. and yet the demolition trigger still works? -
Barrel inflamed?
Adrenaline4real replied to Adrenaline4real's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hey toasticuss. your code works. BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; nil = [this,4,time,false,true] spawn BIS_Effects_Burn; this setPos [getPos burn select 0, getPos burn select 1, 1]; but what part of the code do i change if i want it to burn for a long long long time? say way longer than 2 hours? -
Barrel inflamed?
Adrenaline4real replied to Adrenaline4real's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The game logic does work. Yes i tried it. but its not exactly real.. is it. What I want is for the barrel to be already turned on. When a character comes up to it and turns it on that activates a code to turn barrel on. Is there a method of input for it to already be on?? ---------- Post added at 11:48 PM ---------- Previous post was at 11:44 PM ---------- ok i done it. the game logic in the init works best. from toasticuss. in fact it burns better than the actual barrel itself normally does haha. cheers guys -
Hi there. I was wondering if I want there to be barrels in my mission. Type barrel fire, but to already be in flames which its not when inserted. Instead a player has to walk up to it and turn it on. How do I make it so it is already inflamed please?