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thefox1787

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Everything posted by thefox1787

  1. Hello Any way have making AI set traps in woodland areas or road mines?
  2. Hello You can place AI mortars but they dont fire. Any way to get them to engage enemys or set then to fire with in a certain radius?
  3. Hi Iv had a look at this but all i can find is how to use the Mortar. Is there any way to have Enemy AI fire motar rounds in a certain area. Also is it possible to add disassembled weapons to units. Like the Static GMP or mortars.
  4. Hi So iv just bought the PMC expansion and now if i add the MP5A5 or MP5SD weapon to a unit the weapon appears to be there i can fire it and everything but its invisible on the player. he appears to be holding it but you cant see it. Anyone else having this issue? Also has anyone come across a weapons class list for PMC
  5. thefox1787

    Adding weapons on PMC

    Cheers Anyone have any ideas about the Mp5 issue
  6. Hi How can i add weapons in helicopters that ALL players can access. I have added weapons in using `this addweapon cargo` command but only i can view the gear in coop missions i have created? I played 2 player coop
  7. I have PMC weapon class names... AA12_PMC m8_carbine_pmc m8_carbine m8_carbineGL m8_compact m8_compact_pmc m8_holo_sd m8_SAW m8_sharpshooter m8_tws m8_tws_sd these should be all good
  8. Hi anyone know how i can airdrop a few vechiles at the start of a mission. Im wanting a C130 to paradrop 4 ATVs. cheers dave
  9. thank you or your reply. i have tried several different methods i have found on the net and none of them seem to be appropiate for my mission.
  10. Hi, Im new to arma and to mission editing, I love the game but im having some issue with creating my own missions. Firstly i have created my own briefing.sqf with set tasks/objectives. How ever i have two squads and if i am killed and i respawn into a playable AI squad memeber the mission briefing disappears. I have managed to get this working slightly as i managed to get the briefing to display on respawn but if i had completed an objective it wouldnt update the green marker tag to say it had alreay been completed. So i just gave up and left the briefing as before. I play this mission with a friend who controls the other squad. heres the briefing. /* * Mikey's Briefing Template v0.03 * * * Notes: * - Use the tsk prefix for any tasks you add. This way you know what the varname is for by just looking at it, and * aids you in preventing using duplicate variable names. * * * Required briefing commands: * - Create Note: player createDiaryRecord ["Diary", ["*The Note Title*", "*The Note Message*"]]; * - Create Task: tskExample = player createSimpleTask ["*The Task Title*"]; * - Set Task Description: tskExample setSimpleTaskDescription ["*Task Message*", "*Task Title*", "*Task HUD Title*"]; * * Optional briefing commands: * - Set Task Destination: tskExample setSimpleTaskDestination (getMarkerPos "mkrObj1"); // use an existing marker! * - Set the Current Task: player setCurrentTask tskExample; * * Formatting: * - To add a newline: <br/> * - To add a marker link: <marker name='mkrObj1'>Attack this area!!!</marker> * - To add an image: <img image='somePic.jpg'/> * - custom width/height: <img image='somePic.jpg' width='200' height='200'/> * * Commands to use in-game: * - Set Task State: tskExample setTaskState "SUCCEEDED"; // states: "SUCCEEDED" "FAILED" "CANCELED" "CREATED" * - Get Task State: taskState tskExample; * - Get Task Description: taskDescription tskExample; // returns the *task title* as a string * - Show Task Hint: [tskExample] call mk_fTaskHint; // make sure tskExample and the mk_fTaskHint function exist * * * Authors: Jinef & mikey */ // since we're working with the player object here, make sure it exists waitUntil { !isNull player }; // all hip now ;-) waitUntil { player == player }; switch (side player) do { player createDiaryRecord ["Diary", ["Drugs", "Destroy the drug containers"]]; player createDiaryRecord ["Diary", ["Intel", "Find any intel you can about the drugs trade for funding warfare"]]; player createDiaryRecord ["Diary", ["Officer", "Take Out the enemy officer"]]; tskEvidence1 = player createSimpleTask ["Find the intel."]; tskEvidence1 setSimpleTaskDescription ["Serach for any intel.", "Find the intel.", "Search for the intel"]; tskobj_2 = player createSimpleTask["Destroy the drug containers"]; tskobj_2 setSimpleTaskDescription ["Find the drug containers and destroy them", "Destroy the Containers", "Drug Containers"]; tskobj_1 = player createSimpleTask["Eliminate the enemy officer"]; tskobj_1 setSimpleTaskDescription ["Find the officer and take out him out", "Eliminate the officer", "officer"]; }; please help....... The othe issue i have is my insertion is via TWO helicopters and iv copied the tutorial >>> http://www.youtube.com/watch?v=PgwHR...eature=related this applied to both choppers. However if my friend contols the second squad the heli will just hover over the landing. If i play on my own and control either of the squads both helicopters land. if i control the squad he normally controls it will land for me and the chopper wont when he controls my usual squad. Iv sent him the mission and it will work for him and not for me. Any ideas Cheers Dave ---------- Post added at 14:13 ---------- Previous post was at 14:12 ---------- ******** UPDATE I have each player viewing the tasks with this code... { _x setCurrentTask tskEvidence1; [objNull, ObjNull, tskEvidence1, "ASSIGNED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sq f"; _x setCurrentTask tskEvidence2; [objNull, ObjNull, tskEvidence2, "ASSIGNED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sq f"; _x setCurrentTask tskobj_1; [objNull, ObjNull, tskobj_1, "ASSIGNED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sq f"; _x setCurrentTask tskobj_2; [objNull, ObjNull, tskobj_2, "ASSIGNED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sq f"; _x createDiaryRecord ["Diary", ["Suitcase", "Both of our enemy factions are trading goods. Take the suitcase full of cash to slow down the weapons and ammo trade"]]; _x createDiaryRecord ["Diary", ["Laptop", "The Insurgent Boss keeps a laptop with him at all times. This Laptop Has much data about the enemy movements, we must have this"]]; _x createDiaryRecord ["Diary", ["Artillery", "The Insurgents have just sold the OPSFOR a new Artillery peice this must be destroyed"]]; _x createDiaryRecord ["Diary", ["Mass Murder", "The Insurgents are murdering civillians eliminate the enemy from the camp to prevent further loss"]]; tskobj_1 = _x createSimpleTask["Destroy the Artillery unit"]; tskobj_1 setSimpleTaskDescription ["Find the Artillery and destroy it", "Destroy the Artillery", "Artillery"]; tskEvidence1 = _x createSimpleTask ["Find the suitcase."]; tskEvidence1 setSimpleTaskDescription ["In the factory interupt the meeting and take the silver suitcase.", "Find the suitcase.", "Search for the suitcase"]; tskEvidence2 = _x createSimpleTask ["Find the Laptop."]; tskEvidence2 setSimpleTaskDescription ["In the factory interupt the meeting and take the Laptop.", "Find the Laptop.", "Search for the Laptop"]; tskobj_2 = _x createSimpleTask["Eliminate the Mass grave camp"]; tskobj_2 setSimpleTaskDescription ["Find the Camp and take out the enemy units", "Eliminate the enemy camp", "The Camp"]; _x setCurrentTask tskObj_1; } forEach allUnits; with a trigger for obj_2 for example in the on act: "2" objstatus "Done"; tskobj_2 setTaskState "SUCCEEDED"; hint "Camp clear"; but the tasks arent getting marked off as they are completed. any ideas anyone
  11. I have this code for the init.sqf etc but im not sure what to do with it to get it working. The code for the init.sqf however it is using publicvariables and i dont have a clue how to use these or how they work. i wouldnt know where to start mark the task off as complete. But this does display all tasks for all the charactors with respawning if you are killed and team switching. blueforUnits = [p1,p2]; _tskobj_2 = []; {_tskobj_2 = _tskobj_2 + [_x createSimpleTask ["Eliminate the enemy from the camp"]];} forEach blueforUnits; for "_i" from 0 to ((count _tskobj_2)-1) do { (_tskobj_2 select _i) setSimpleTaskDescription ["Find the Camp and take out the enemy units", "Eliminate the enemy camp", "The Camp"]; }; _tskobj_2 spawn { waitUntil {campclear}; for "_i" from 0 to ((count _this)-1) do { (_this select _i) setTaskState "Succeeded"; }; };
  12. Iv found another way of doing this. The code for the init.sqf however it is using publicvariables and i dont have a clue how to use these or how they work. i wouldnt know where to start mark the task off as complete. But this does display for all the charactors with respawning if you are killed and team switching. blueforUnits = [p1,p2]; _tskobj_2 = []; {_tskobj_2 = _tskobj_2 + [_x createSimpleTask ["Eliminate the Mass grave camp"]];} forEach blueforUnits; for "_i" from 0 to ((count _tskobj_2)-1) do { (_tskobj_2 select _i) setSimpleTaskDescription ["Find the Camp and take out the enemy units", "Eliminate the enemy camp", "The Camp"]; }; _tskobj_2 spawn { waitUntil {campclear}; for "_i" from 0 to ((count _this)-1) do { (_this select _i) setTaskState "Succeeded"; }; };
  13. Hi, Im new to arma and to mission editing, I love the game but im having some issue with creating my own missions. Firstly i have created my own briefing.sqf with set tasks/objectives. How ever i have two squads and if i am killed and i respawn into a playable AI squad memeber the mission briefing disappears. I have managed to get this working slightly as i managed to get the briefing to display on respawn but if i had completed an objective it wouldnt update the green marker tag to say it had alreay been completed. So i just gave up and left the briefing as before. I play this mission with a friend who controls the other squad. heres the briefing. /* * Mikey's Briefing Template v0.03 * * * Notes: * - Use the tsk prefix for any tasks you add. This way you know what the varname is for by just looking at it, and * aids you in preventing using duplicate variable names. * * * Required briefing commands: * - Create Note: player createDiaryRecord ["Diary", ["*The Note Title*", "*The Note Message*"]]; * - Create Task: tskExample = player createSimpleTask ["*The Task Title*"]; * - Set Task Description: tskExample setSimpleTaskDescription ["*Task Message*", "*Task Title*", "*Task HUD Title*"]; * * Optional briefing commands: * - Set Task Destination: tskExample setSimpleTaskDestination (getMarkerPos "mkrObj1"); // use an existing marker! * - Set the Current Task: player setCurrentTask tskExample; * * Formatting: * - To add a newline: <br/> * - To add a marker link: <marker name='mkrObj1'>Attack this area!!!</marker> * - To add an image: <img image='somePic.jpg'/> * - custom width/height: <img image='somePic.jpg' width='200' height='200'/> * * Commands to use in-game: * - Set Task State: tskExample setTaskState "SUCCEEDED"; // states: "SUCCEEDED" "FAILED" "CANCELED" "CREATED" * - Get Task State: taskState tskExample; * - Get Task Description: taskDescription tskExample; // returns the *task title* as a string * - Show Task Hint: [tskExample] call mk_fTaskHint; // make sure tskExample and the mk_fTaskHint function exist * * * Authors: Jinef & mikey */ // since we're working with the player object here, make sure it exists waitUntil { !isNull player }; // all hip now ;-) waitUntil { player == player }; switch (side player) do { player createDiaryRecord ["Diary", ["Drugs", "Destroy the drug containers"]]; player createDiaryRecord ["Diary", ["Intel", "Find any intel you can about the drugs trade for funding warfare"]]; player createDiaryRecord ["Diary", ["Officer", "Take Out the enemy officer"]]; tskEvidence1 = player createSimpleTask ["Find the intel."]; tskEvidence1 setSimpleTaskDescription ["Serach for any intel.", "Find the intel.", "Search for the intel"]; tskobj_2 = player createSimpleTask["Destroy the drug containers"]; tskobj_2 setSimpleTaskDescription ["Find the drug containers and destroy them", "Destroy the Containers", "Drug Containers"]; tskobj_1 = player createSimpleTask["Eliminate the enemy officer"]; tskobj_1 setSimpleTaskDescription ["Find the officer and take out him out", "Eliminate the officer", "officer"]; }; please help....... The othe issue i have is my insertion is via TWO helicopters and iv copied the tutorial >>> this applied to both choppers. However if my friend contols the second squad the heli will just hover over the landing. If i play on my own and control either of the squads both helicopters land. if i control the squad he normally controls it will land for me and the chopper wont when he controls my usual squad. Iv sent him the mission and it will work for him and not for me. Any ideas Cheers Dave
  14. ******** UPDATE I have each player viewing the tasks with this code... { _x setCurrentTask tskEvidence1; [objNull, ObjNull, tskEvidence1, "ASSIGNED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; _x setCurrentTask tskEvidence2; [objNull, ObjNull, tskEvidence2, "ASSIGNED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; _x setCurrentTask tskobj_1; [objNull, ObjNull, tskobj_1, "ASSIGNED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; _x setCurrentTask tskobj_2; [objNull, ObjNull, tskobj_2, "ASSIGNED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; _x createDiaryRecord ["Diary", ["Suitcase", "Both of our enemy factions are trading goods. Take the suitcase full of cash to slow down the weapons and ammo trade"]]; _x createDiaryRecord ["Diary", ["Laptop", "The Insurgent Boss keeps a laptop with him at all times. This Laptop Has much data about the enemy movements, we must have this"]]; _x createDiaryRecord ["Diary", ["Artillery", "The Insurgents have just sold the OPSFOR a new Artillery peice this must be destroyed"]]; _x createDiaryRecord ["Diary", ["Mass Murder", "The Insurgents are murdering civillians eliminate the enemy from the camp to prevent further loss"]]; tskobj_1 = _x createSimpleTask["Destroy the Artillery unit"]; tskobj_1 setSimpleTaskDescription ["Find the Artillery and destroy it", "Destroy the Artillery", "Artillery"]; tskEvidence1 = _x createSimpleTask ["Find the suitcase."]; tskEvidence1 setSimpleTaskDescription ["In the factory interupt the meeting and take the silver suitcase.", "Find the suitcase.", "Search for the suitcase"]; tskEvidence2 = _x createSimpleTask ["Find the Laptop."]; tskEvidence2 setSimpleTaskDescription ["In the factory interupt the meeting and take the Laptop.", "Find the Laptop.", "Search for the Laptop"]; tskobj_2 = _x createSimpleTask["Eliminate the Mass grave camp"]; tskobj_2 setSimpleTaskDescription ["Find the Camp and take out the enemy units", "Eliminate the enemy camp", "The Camp"]; _x setCurrentTask tskObj_1; } forEach allUnits; with a trigger for obj_2 for example in the on act: "2" objstatus "Done"; tskobj_2 setTaskState "SUCCEEDED"; hint "Camp clear"; but the tasks arent getting marked off as they are completed. any ideas anyone
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