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koalasalad

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Everything posted by koalasalad

  1. If you want to make your own Warfare, there is a tutorial here
  2. 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)
  3. 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)
  4. 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
  5. 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
  6. 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.
  7. 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
  8. 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
  9. ok thanks for your help
  10. 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
  11. 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
  12. 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.
  13. 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.
  14. koalasalad

    How to make A.I. sit?

    I saw something on the forums about the disableAI "ANIM" command. Check Here: AI sit down
  15. yeah it was because the position was undefined, thanks
  16. 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.
  17. koalasalad

    Editing SSM

    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.
  18. I just did a quick search, try this: http://forums.bistudio.com/showthread.php?t=107028&highlight=repair+building
  19. try the combat behavior or look for an animation
  20. 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.
  21. 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?
  22. 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
  23. 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?
  24. 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.
  25. koalasalad

    Spawn

    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
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