koalasalad
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If you want to make your own Warfare, there is a tutorial here
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How do I setup 3 players in a squad when using the warfare module?
koalasalad replied to emcnally's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Good point Kylania :D So couldn't you give both the player and the AI a name to solve that problem, like this: [unit1] join (group player1) -
How do I setup 3 players in a squad when using the warfare module?
koalasalad replied to emcnally's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It worked for me. Make a playable delta force, synchronize him to the module and name him "unit1" (or anything else) Then make a trigger: Activation Radio On Act: [unit1] join (group player) -
How do I setup 3 players in a squad when using the warfare module?
koalasalad replied to emcnally's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Go into the editor and synchronize the delta force guys to the Warfare module. That should do it for you. Edit: Do you want them to be playable or AI? I'm not too sure cause I'm not an expert at this but couldn't you just use the join command after synchronizing them to the warfare module -
Using Custom Units in Warfare?
koalasalad replied to cpt-craig's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Look into: warfare2_e/Scripts/Common/Config I think you need to add the units to Config_Barracks.sqf and Config_Teams.sqf. I don't have time right now but when I do I will mess around and see what I can do. Good Luck -
Using Custom Units in Warfare?
koalasalad replied to cpt-craig's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I haven't attempted to switch out the units of BIS's standard warfare but I know that when using Benny's version there are two different places that you have to change for the units to change. Again, I have never used the standard version so I am not sure what files to look in but I'm pretty sure there are two of them. -
Do unit invisible or attackable by AI?
koalasalad replied to fortun's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if you put: this setCaptive true; in each of the suv's init field it should work. you will have to set it to false when you want your AI to fight the suv's again. setCaptive -
Plane crash and map marker
koalasalad replied to SPC.Spets's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
a simple way would be to put this in it's init field: this setDamage 1; Then just place a marker there in the editor -
money specific to each player
koalasalad replied to koalasalad's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok thanks for your help -
money specific to each player
koalasalad posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I do not really know how to explain what I'm trying to do but I will do my best. I created a working money system but my problem is that the money is shared between everyone. How would I make it so each player (there will only be 2 players) has their own money? In this example money = 0 if (money < 100) then { player1 groupChat format ["You cannot afford this item. You only have $%1", (money)]; } else { money = money - 100; player1 addWeapon "M9"; player1 groupChat format ["You bought a M9 and have $%1 remaining", (money)]; }; The problem with this is that when the money is subtracted, it is subtracted from everyone. I need player1 and player2 to have their own money. Would I have to do something like: player1money = 0; player2money = 0; It would be nice if i could just do: if (player1 money < 100) then... Thanks for the help, Koalasalad -
Set up a currency system?
koalasalad replied to ArmAriffic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Demonized way works the best but if you can't figure that out you could always use the score. PM me if you want an example mission using score as the currency -
How do you get to know the warfare commander by script?
koalasalad replied to MrXToTheN's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Are you just playing the standard warfare that comes with arma 2 or a player created version? I know in Warfare BE for example, you just check the map and it tells you. -
Multi Objective Missions
koalasalad replied to Horner's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you would need to put a trigger down with: (or write a script) condition of trigger: taskCompleted task1 OnAct: (for example) tsk2 = player createSimpleTask ["Patrol a Town"]; tsk2 setSimpleTaskDescription ["There are reports of armed men inside the town", "Patrol", "Patrol"]; tsk2 setSimpleTaskDestination (getMarkerPos "mkrobj2"); tsk2 setTaskState "CREATED"; Once task1 is complete, the next task would be created. -
How to make A.I. sit?
koalasalad replied to roguetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I saw something on the forums about the disableAI "ANIM" command. Check Here: AI sit down -
Does the "if condition" only works for >?
koalasalad replied to koalasalad's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah it was because the position was undefined, thanks