Jump to content

demonized

Member
  • Content Count

    2658
  • Joined

  • Last visited

  • Medals

Everything posted by demonized

  1. sounds cool man, like the idea. One thing you might be interested in in terms of vehicel turrets: http://kronzky.info/turrets/index.htm then you could maybe adapt it to dynamic use instead of harcoding all vehicles, or simply use BIS_fnc_spawnVehicle and get assignedVehicleRole command and just replace the unit with your unit of choise and put it back into its seat.
  2. 1: place one marker of your choise and name it. 2: place this in tracked unit init: _null = [this,nameOfMarker] spawn { while {true} do { (_this select 1) setMarkerPos (_this select 0); sleep 1; }; };
  3. ah yes. my bad, it should be: heli1 land "helipad";[unit1] joinSilent grpNull; unit1 assignAsCargo heli1;[b] [unit1] [/b]orderGetin true;
  4. ok, nameyour hostage and in the move WP of the heli placed at the pickup h-pad, no need to use getin wp synched to load wp or anything, place this in heli load wp: heliname land "GET IN"; [nameOfHostage] joinSilent grpNull; nameOfHostage assignAsCargo heliname; nameOfHostage orderGetin true; all done, hostage leaves his group and enters heli.
  5. why not just use the BIS_fnc_spawnVehicle command? full crew ready to go in one line. unless its something custom crewed ofc.
  6. allright, looking at the video, its is arma 1 not 2 right? so wrong part of forums, this is arma 2 parts, many commnads does not work backwards into arma1. but the same applies for triggers and wps in both a1 and a2 afaik: You need to press F5 and drag a blue line from the GETIN wp of the ground unit to the LOAD wp of the heli, else heli will pick up noone If you dont already have the guide in my sig, get it, its free and was designed for A1, it covers everything you need, i even think there are descriptive examples of just what you need. but again, placing a load wp, a getin wp, synch them using F5 and a transport unload wp does the trick, no need for any conditions or codes to achieve what the video showed. EDIT: demo mission A2 operation arrowhead or CO. shows simple waypoint exstraction and scripted simple type with descriptive info. one thing, if you stand away from your getin wp say 50 or 100 meters heli will wait for you to get to wp before landing, this is no issue with AI unless wp is placed very badly, humans need to get close to activate the wp.
  7. incredible work BIS, best support for a game ever seen.
  8. allright, maybe mods or betas is making troubles for you, i dont have the time to make a demo mission right now, otw out, ill see later or ill have one for you tomorrow.
  9. you have synched a trigger to a vehicle wp and have choosen activation NONE and NO condition whatsoever, i suggest you reread and reaquire that wiki info ;)
  10. No, if you read the link it will specify HELI name not H-pad, heli will select closest h-pad when using this command or if none close, best location nearby. Editor example no code: place 1 h-pad, place a load wp for heli at the hpad, place your group/unit on ground and place their get in wp near (NOTE: not in the way of the heli landing) the hpad and select synchronize and drag a line from load wp to get in wp and release. place a unload wp for the heli at the 2nd h-pad, done. this works well almost 100% of the time, some times it wont work and heli will just land and take off again, this is rare, most likely related to a assignAsCargo bug not happening. using my last post code example, works flawlessly even under fire every time, ive used it in my Parareinforce scripts, works perfectly even under heavy fire.
  11. the land command is your friend here: place 1st H and make a trigger near it synched to the heli, or place the move WP of the heli near the H and in on act place this: heliname land "GET IN"; {_x assignAsCargo heliname; _x orderGetin true} foreach units groupname; make another H and either use a transport unload wp, or use a variation of either land "GET OUT" or land "LAND", with {unassignVehicle _x} foreach units groupname; in either the wp or a trigger synched to heli.
  12. http://community.bistudio.com/wiki/Triggers
  13. adjust the difficulty settings ingame to easy and i think markers are automatic. EDit: tested in SP editor, fixed errors, working fine. Scripted solution: Place in init.sqf player execVM "trackMarker.sqf"; Save this below as trackMarker.sqf Untested code, but should work, most likely for JIP aswell. Will mark any friendly units no matter where they are, and will mark any enemys within 100 meter of friendlys, enemys marked will be unmarked once they are 200 or more away from all friendlys.
  14. demonized

    group markers

    This should work for your purpose and be JIP compatible and low stress. Only tested in MP editor btw.
  15. yes this comes down to mission designer. one thing ive used for fun is to set the aimskill of enemys to 0, then AT guys fire rpgs all around my tanks creating illusion of heavy fire without killing off my tank or members, actually it makes the enemy AI fire utterly worthless, so any hits is just pure luck. try this out: well, this will require some micro managing. this code will make any unit in a specific group join a another group when damaged/wounded, for the first aid module you need to find the getVariables used when wounded, i dont have them handy here atm, a forum search will find them though. Nothing have been tested at all, just typing from memory and there might be errors and such, use showscripterrors, and squint is also a very useful tool for error checking scripts, but should give you something to work with or towards atleast. best of luck mate, scripting is fun, but man its tedious work when going into details, you need to be a bit anal when micro managing AI ;) To get more into scripting. 1: read the guide from my sig, you can download it in pdf and read it offline. 2: bookmark this site http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 to check commands and how to use them properly. 3: download others scripts and see how they did what, many ways to acomplish any task, armaholic is a great place to get such things, and ideas for your own scripts.
  16. http://forums.bistudio.com/showthread.php?t=121753
  17. while {alive FO and alive artillery} do { [_battery, _targetPos,_fmTemplate] call BIS_ARTY_F_executeTemplateMission; sleep 60; }; while sleep Edit: There is also the commands to waitUntil arty is ready again and if its within reach, depending on what is shooting, wich you should add in after the sleep if neccesary. waitUntil {sleep 1; [_battery, _fmTemplate] call BIS_ARTY_F_Available}; waitUntil http://community.bistudio.com/wiki/Artillery_Module
  18. from the current version (UPS 2.1.0) readme and my previous experiences with kronzkys UPS: • The marker position and size can be changed anytime during the mission. Units will automatically update their patrol area. Kronskys website Edit: One issue could be the need for setMarkerAlpha and use the showmarker parameter in UPS execute line. That will fix the [0,0,0] error position, (far down left)
  19. best to use a global name for the group, remove the _ infront of grpbuild1 and its good, unless its deleted inside the spawning script, then local works. {deleteVehicle _x} foreach units grpbuild1; deleteGroup grpbuild1;
  20. for the tanks: weapons lost in water: I recomend you design your mission to make the amphibious vehicles invulnarable or use an eventhandler that "blocks" all damage unless its high damage, so it will only explode if given a critical hit, and will not tke damage if it was not a critical hit. example maybe eventhandler added to the boats of a group. untested codes btw, but should give you something to work with, also give that guide by Mr Murray in my sig a read, alot of helpful ideas in there.
  21. demonized

    Bunk Beds?

    I suspect the bunk beds to be a part of the barracks object and not a single object, however, to find out what types of objects are around you in say a 5m radius: place a radio trigger with this in on act field: diag_log format["%1",(nearestObjects [player, [], 5])]; hint "done, check rpt file"; place a unit near baracks and walk up to the bunk bed and activate the radio trigger, if you just get up alot of ids, use this code below instead: results will end up in your .rpt file.
  22. maybe use boundingbox or sizeof on nearest building object? never tested if those commands work on buildings...
  23. do your respawns any way you want and then use MPkilled eventhandlers to create a unit for yourself (using getPlayerUID or something ) and selectplayer it when all players is dead (original end), then you have all the time in the world to run whatever script and then end at will.
  24. I meant for you to add the AND thisTrigger getVariable "convoy" to all the convoy triggers condition field, trig1,trig2, etc... no need for it in the radio trigger to reset them. ---------- Post added at 04:19 PM ---------- Previous post was at 03:58 PM ---------- added a simple and quick demo mission with 4 triggers, requires OA
×