undercoverbrother
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Everything posted by undercoverbrother
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Disable Vehicle Gunner while Hooked onto chopper?
undercoverbrother replied to daimyo21's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
G'day Daimyo, How to stop it shooting? Steal all of its ammo. Use the setVehicleAmmo commad and add this line: _tank setVehicleAmmo 0; and when your done you can set it back to normal ammo using _tank setVehicleAmmo 1; And check out this page: http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 on the bis wiki. It has all the scripting commands you need. Hope this helps, undercoverbrother -
Airstrike height
undercoverbrother replied to tomolyons's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
G'day tomoloyns Use the flyinheight command in conjunction with forcing the plane to drop a bomb, once it hits a certain trigger using the fire command: _plane fire "bomb"; But you would obviously need to find the correct classname for the bomb on that specific plane (I just wrote "bomb"). The AI pilots in ArmA will always drop to a lower altitude to drop a bomb - they also slow down heaps, which is also annoying. Anyway, good luck, undercoverbrother -
How to make A.I. sit?
undercoverbrother replied to roguetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
G'day RogueTrooper, First of all download the Animation Viewer if you haven't already (really helps finding the write animations). The problem your facing here is when the AI finishes the animation, they continue doing whatever they were doing earlier. I encountered this same problem adding animations in my missions. You basically have to add a loop like: hideObject "TestVehicle"; while {(damage "TestVehicle") < 1} do { "play sitting animation"; sleep 10; }; "play standing animation"; and you create a trigger, activated by the player, around the soldiers who are sitting, and in its "onAct" field add: "TestVehicle" setDammage 1; Therefore, the AI will continuosly sit (no matter what, because of the loop) until you enter the trigger - thus, setting of the "TestVehicle" - causing the loop to exit and the next line "play standing animation", to be executed. You don't have to use a vehicle for the loop it could be a soldier or anything else that you can set the damage of. Also, you may need to toy around with the sleep length, as the sitting animation is pretty brief. Hope this helps, undercoverbrother -
UAV problems
undercoverbrother replied to =101AD=Richard's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
G'day richard, I encountered this same problem with the UAV's - the AI pilots spot an enemy and decide it would be a great time to head off for a quick coffee break. Fortunately, someone (can't remember who) gave me the following code which seemed to keep the AI pilots away from their donuts and coffee, and the UAV from crashing: this setBehaviour "CARELESS"; this setCombatMode "BLUE"; this setCaptive true; this disableAI "AUTOTARGET";this disableAI "TARGET"; If this doesn't work, I am afraid I don't know what else would. Good luck, undercoverbrother -
Medevac help
undercoverbrother replied to bravo409's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
g'day bravo, Basically, the issue here is that there is a solution, but it involves scripting. From what I know about the AI in ArmA, they will not heal friendly units outside of their group (thus why there just standing around). If you added a script that triggered once the helo landed, you could join the wounded soldiers to the helo's group and then they would heal the wounded, as the wounded are in the group. hope this gets you on the right track, undercoverbrother -
Creating lights (for beginner)
undercoverbrother posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
g'day everyone, You all probably know the "villa" on the hill in the Zargabad mission. Well its nice at day but at night its only got one bloody streetlight to light the whole place. Im trying to place lights on the inside and on the outside of the building to create a more believable environment. Yes, there are a quite a few examples of this that I found in other threads, but I basically don't enough knowledge of scripting to follow what they are doing, its really frustrating. Any helps much appreciated. thanks, -
Question about Switch Do control structures
undercoverbrother replied to undercoverbrother's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Works great, thanks heaps mate. -
Question about Switch Do control structures
undercoverbrother posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
G'day guys, Looking on the BI wiki, I saw a few examples on using switch do control structures. Most of them resemble something like this: switch (VARIABLE) do { case VALUE1: { CODE }; case VALUE2: { CODE }; }; What I wanted to ask was if there is a way to make something like this work: _radius = player distance _vehicle; switch (_radius) do { case (<= 20): { CODE }; case ((> 20) and (<= 50)): { CODE }; case ((> 50) and (<= 120)): { CODE }; }; this way instead of being limited to saying if variable is equal to value then do this, you could say if variable is within the allowed values then do this. If anyones got any ideas, I'll be glad to hear them. Thanks -
Creating custom sounds (ArmA 2 OA)
undercoverbrother posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
G'day everyone, I need to play custom music in my mission but I am having some difficulty. Mainly nothing happens when the trigger is activated or maybe something is happening but it is un-noticeable. So as to not risk confusing anyone by explaining it badly, here is the sound file called "Custom_SoundTrack" saved as (.ogg) file type (turn your volume down if your going to play it :)), the mission.sqm and the description.ext. Because I'm a noob I couldn't upload the folder but the Custom_SoundTrack.ogg sound file should be in a folder named "sounds". http://www.mediafire.com/?i4ngqkp1rzy6r1h http://www.mediafire.com/?ru9muyn969lm1g9 http://www.mediafire.com/?o6xpzgr4eau2uee I don't want you guys to feel I'm just dumping the whole problem onto you, I've searched through the whole forum for this one and honestly, nothing seems to be working for me. Also, I'm doing this on ArmA 2 OA if that has anything to do with it. As always any help is much appreciated. thanks, -
Creating custom sounds (ArmA 2 OA)
undercoverbrother replied to undercoverbrother's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks heaps, will check it out and let you know how it goes. Ok your think going to think this is real stupid, but I downloaded the file and I don't know what to do with it, so I can preview the mission. Do I put it in my missions folder or something or do I have to change the file extension from .rar? -
Creating custom sounds (ArmA 2 OA)
undercoverbrother replied to undercoverbrother's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
could you post a link for a demo mission, I cannot for the life of me get this thing to work, Thanks. -
Creating custom sounds (ArmA 2 OA)
undercoverbrother replied to undercoverbrother's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not that I know of. I've haven't really done much with the game in terms of addons and mod managers etc, I just have plain old ArmA 2 OA :). Can you please tell me where I can download these things so I can see what error I'm getting here, its still not working, really out of ideas. -
Creating custom sounds (ArmA 2 OA)
undercoverbrother replied to undercoverbrother's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
no I've never heard of this but it sounds really helpful, up until now my ownly de-bugging tool has been to use hints :p. Where do I put it exactly? when you say shortcut to the game's exe what do you mean? -
Creating custom sounds (ArmA 2 OA)
undercoverbrother replied to undercoverbrother's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'll see how it works then get back to you on that I've made sure to convert my file to .ogg. Heres what I know have in my description.ext: class CfgMusic { tracks[]={}; class Song { name = "Song"; //The Name seen in the Editor sound[] = {"\sounds\song.ogg", db+0, 1.0}; }; }; and in my "sounds" folder I have song.ogg. I've got a alpha trigger on my map and in the effects --> music section I select Song. I radio alpha and nothing... :confused: -
Creating custom sounds (ArmA 2 OA)
undercoverbrother replied to undercoverbrother's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey thanks for the quick response, As I have little understanding of this thing works I basically placed me in side a trigger grouped myself to the trigger and in the effects - music section I selected the name of my class Customtune1. When I preview nothing happens. - and please excuse the double thread. -
Creating custom sounds in game
undercoverbrother posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Duplicate thread. My apoligies this is the second time I've done this, please remove. -
Mando Missile ArmA for ArmA 2
undercoverbrother replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
G'day, Will this work with ArmA 2 OA alone? or do you need to be running ArmA 2 as well? and before anyone starts hating on me I've promised myself to get ArmA 2 for christmas:) thanks -
The all new: Ask a moderator about the forum & rules
undercoverbrother replied to Placebo's topic in OFFTOPIC
I've been working on my own (small) addon for ArmA 2 OA for the last week or so and I'm happy to say its finished. Can anyone suggest a reliable website to upload my work on for others to download? I realise this question may not exactly be related to forum rules but I couldn't really find any other threads for this kind of question. -
Would'nt blowing up a SCUD set off its missile
undercoverbrother posted a topic in ARMA 2 & OA - GENERAL
G'day everyone, So I was messing around with SCUD's in the editor (this is not a editting question) and I was having great fun, but has anyone noticed that when you actually destroy the SCUD itself, the missile onboard just dissapears and only the burning wreck of the vehicle is left. My question is, would blowing up a missile launching vehicle like the SCUD, blow up the missile on board? Cheers, -
Problem with my SQF script (executing procedures for vehicles according to class)
undercoverbrother posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi everyone, First up, I have tried everything with this script - without excaggeration, I've spent 3 days straight trying to get this thing to work. I've got this code saved in a sqf file called "TEST.sqf" and I am executing this script from a trigger with _nil = [] execVM "TEST.sqf"; in its activation field. The code is just meant to record every vehicle placed on the map and recognise what class it is. Vehicles of certain classes will be assigned there own seperate procedures (but I haven't added those yet) I don't meant to insult anyone's intelligence but just so there is no confusion, the hint's I added in the code, are not part of the end result, they are only there temporarily until I add the appropriate call to a procedure. Long story short, it doesn't do anything. I've tried everything I can think of, so if anyones got any solutions I'd really appreciate it. Cheers -
Problem with my SQF script (executing procedures for vehicles according to class)
undercoverbrother replied to undercoverbrother's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry if I've wasted anyones time I've figuired it out, thanks. -
Problem with my SQF script (executing procedures for vehicles according to class)
undercoverbrother replied to undercoverbrother's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I get what you mean, there is too much here. I'll try isolating the problem and re-post. Thanks anyway -
Problem with my SQF script (executing procedures for vehicles according to class)
undercoverbrother replied to undercoverbrother's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah your probably write about that. What happens is basically nothing. But the for loop still, well, loops - I know this for sure because if I chuck hints into the part just below the for loop statement it will show up. For example: this shows the hint 6 times as I have 3 vehicles on the map, so 2 for each loop or each vehicle. But the hint shows 1, yes one I don't know why:confused: As for how I triggered it, I just grouped myself to the trigger and added [/code] _nil = [] execVM "TEST.sqf"; [/code] in the activation field. -
Problem with my SQF script (executing procedures for vehicles according to class)
undercoverbrother replied to undercoverbrother's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I changed it to this: -
switch to gunner in helicopter problem
undercoverbrother replied to arthur666's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Got a solution that may involve a bit of coding. Place an empty apache on the map. In its init put this engineon true; call it helo1 and set its special to flying. Put two soldiers on the map in one of their init's put this moveindriver helo1; and in the other this moveingunner helo1; (you can pick to play as either one). Add a radio trigger (radio alpha) that is triggered repeatedly and in its activation field add selectNoPlayer; selectPlayer gunnername add in the text field of the trigger "switch to gunner". Create another radio trigger that is triggered repeatedly (radio bravo) and in its activation field selectNoPlayer; selectPlayer pilotname and in the text field of the trigger write "switch back to pilot". If your planning on flying then switching to gunner and hovering while you shoot, then make yourself the pilot ( the guy with this moveindriver helo1; in his init). The AI will immediately stop flying once you switch to the gunner but will hover at at 50m all time, I don't know how to achieve a different altitude but I'm sure this could be achieved with a bit more scripting. Hope this helps.