koalasalad
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Everything posted by 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 -
Does the "if condition" only works for >?
koalasalad posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am making a basic script which activates once the vehicle "bus1" gets within 10 meters. So i have this but it doesn't work: if (bus1 distance trap1 < 10) then {bus1 setHit ["wheel_2_1_steering", 1]; bus1 setHit ["wheel_2_2_steering", 1]; bus1 setHit ["wheel_1_1_steering", 1]; bus1 setHit ["wheel_1_2_steering", 1]}; If I switch it to > instead of < then it works but i don't want it to activate if the distance is greater then 10. I want it to activate if the distance is less then 10. -
Editing SSM
koalasalad replied to Jimmyfingers2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your gonna need to depbo the modules in your arma 2 folder. You have to use a program like Eliteness or Kegety's or PBOview. Your also going to have to have some knowledge of scripting to be able to correctly change everything. -
Repair buildings (restore island to original state)
koalasalad replied to galzohar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just did a quick search, try this: http://forums.bistudio.com/showthread.php?t=107028&highlight=repair+building -
AI Units - Walking slow w/weapons raised
koalasalad replied to stingfish74's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
try the combat behavior or look for an animation -
I am a Spec Op... Therefore the Mighty Shilka is no match for me and my friend.
koalasalad replied to Chief_Wiggum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I dont know if this is just coincidence but it worked fine for me. I put a shilka driving down a road and the spec ops unit was on stealth with a waypoint across the road. When he saw the shilka, he layed down and waited for it to pass then he crossed the road. -
I am a Spec Op... Therefore the Mighty Shilka is no match for me and my friend.
koalasalad replied to Chief_Wiggum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Put his behavior on stealth. How close do you plan to have the spec ops unit that he would be crawling on the same road as the tank is driving? -
I am a Spec Op... Therefore the Mighty Shilka is no match for me and my friend.
koalasalad replied to Chief_Wiggum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you don't want the unit to attack then you could put this in the init line of the shilka or whatever: tank1 setCaptive true Now the blufor units won't shoot it. When you want them to shoot it, you could put a trigger with a condition of whatever you want and on act: tank1 setCaptive false -
Repair buildings (restore island to original state)
koalasalad replied to galzohar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Couldn't you just reload the mission between rounds? You said you want everything to delete/respawn so restarting the mission would be easiest. Do you want everything (score, player's location, player's weapon/ammo) to reset? -
How to find classnames for addons?
koalasalad replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Also if a readme file comes with the addon you could just look in that, they usually include the classnames. Demonized solution works perfectly fine though so i would recommend just doing what he said. -
if you want them to start in the m119 then name the m119 for example, test1. Then put this in each unit's init field: this moveInGunner test1