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demonized

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Everything posted by demonized

  1. iskindof only chekcs type, not grouptype. you can most likely check faction or any other thing in the configs against the found group and then determine what you need based on that.
  2. what happens when you use "NONE"??? it should be a clear indicator even though the name itself should also be.. :p
  3. make trigger cover desired area, make it side present, in condition: (count thisList) <= 5 then trigger activates when there is 5 or less units of that side inside trigger.
  4. demonized

    Campasitions

    there is also the very easy to use addon here: http://forums.bistudio.com/showthread.php?t=112767&highlight=compositions simply place your compositions from the editor.
  5. on a related note, you can also use BIS_fnc_spawnVehilce if you want a full crewed heli to spawn. place a function module on map, make sure that at least 1 of te west side is created on map, and place your markers. run this code: waituntil {!isnil "bis_fnc_init"}; /// make sure function module is ready. // all optional markers to choose from. _marker = ["marker1","marker2","marker3","marker4","marker5","marke r6"]; // spawn the heli with full crew at a random marker position. _helispawn = [getMarkerPos (_markers select (floor (random (count _markers)))), 180, "UH60M_EP1", west] call bis_fnc_spawnvehicle; _vehicle = _helispawn select 0; // the vehicle itself. // name the vehicle so all triggers etc work again for both SP and MP missions. _vehicle SetVehicleVarName "myChopperName"; _vehicle Call Compile Format ["%1=_This ; PublicVariable ""%1""","myChopperName"];
  6. demonized

    Multiple respawn points

    you can fake it: example player units named name1 and name2. place a trigger covering the respawn_west marker and make it a repeating anyone present. condition: name1 in thisList place in on act: name1 setPos (getMarkerPos "name1SpawnMarker"); do the same for name2, and or gather them all in a list and put in a collective trigger for all units.
  7. paolo2015, easiest solution for you would be to unPBO the mission with for example eliteness. search for unPBO +eliteness and youll find it. then simply place a ammo/weapon or launcher box where you need it, save the mission and voila.
  8. make sure that the marker placed is not EMPTY type. place it somewhere you can check if its been moved. make it a US flag or something easy to spot. also make sure to set hint1 = false; in a unit init or something so the trigger knows itc checking the bool, or you can maybe use instead of just hint1: !isNil hint1 to check if its not yet defined. (not set to false prior ro trigger creation.)
  9. this works by not using any global name or variable: _condition = format["!alive %1",_faceman]; _trgc_4 setTriggerStatements[_condition,"hint1 = true;",""];
  10. demonized

    Shake effect

    http://forums.bistudio.com/showthread.php?p=1979117#post1979117
  11. :D Big Dawg KS well that would make things very much easier, if the description of the command is accurate, also what if there are several vehicles with guns etc, will all guns and driver positions be filled and rest in cargo for all vehicles or will AI just consider one vehicle to be enough based on units in group etc? edit: yes it does, group will divide out between driver gunner etc and then fill up cargo slots in the vehicles alive, dont even have to check if vehicle can move or is destroyed as AI handles that automatically. you have to name vehicles ofc. edit2: word of warning, turret positions will not be included in leaveVehicle command. edit, these commands seems to be bugged or im using them wrong. having a move wp with leaveVehicle command and then move to a wp on foot with addVehicle command works, just not for turrets, getout wp makes turrets also leave vehicle. the addvehicle command on move on foot wp on act will make them remount. there seems to be issues so test more with this command is needed. addVehicle on a empty named placed vehicle does nothing.
  12. if you save a mission in editor by exporting to singleplayer, the mission is located in Arma2 install directory/missions or MPmissions if you just save them as user its located in my documents. i have win 7 ultimate 64 bit and my user missions is located in : C:\Users\DP490\Documents\ArmA 2 Other Profiles\yourNick\missions edit: ninjaed
  13. is the leader same side as the vehicle group? edit: i dont think "face35" is a valid unit classname :D unless your playing the A-Team mod :D for the setIdentity you need to add a description.ext file to your mission folder and in there you declare a identity with a face, and then run that identity on the created leader man.
  14. hey Raptor 6 Actual. promising project, i cant help with dialogs or modeling, but if you still need anything in terms of scripting let me know. I can help on most parts, but AI scripting is my main focus.
  15. @Clayman, nice find on the leaveVehicle command, i did not know it was existing.
  16. i will work on optimizing this as reported by F2k Sel. most likely a distance thing, i did not force the wounded AI to stop to be healed, rather i checked distance and range while still moving for the medic, will test with using force stop on wounded until healed. maybe i can collect current commands and reaply them to wounded unit after heal. @Kremator getting most wounded first will be a cool option, will add in a option to do this. maybe take into acount if can walk, then low priority, if can not walk its high priority etc.. Ill look into the MP compatibility, should be doable.
  17. nice, this goes into my saved snippets column. thanks.
  18. * setIdentity for the face parts. * createunit array for the man part, or you can add him into the spawn group. and use the below commands to move him into cargo. _faceman = _grp1 createUnit ["typeOfFaceMan", (getPos (leader _grp1)), [], 0, "FORM"]; _faceman [url="http://community.bistudio.com/wiki/assignAsCargo"]assignAsCargo[/url] (vehicle (leader _grp1)); _faceman [url="http://community.bistudio.com/wiki/moveInCargo"]moveInCargo [/url](vehicle (leader _grp1)); * setMarkerPos used for tracking him. while {alive _faceman} do { "someMarker" setMarkerPos (getPos (vehicle _faceman)); sleep 0.5; }; [url="http://community.bistudio.com/wiki/deleteMarker"]deleteMarker [/url]"somemarker";
  19. have a look in this thread, post 4 and beyond shows usage on this. http://forums.bistudio.com/showthread.php?t=110858&highlight=pmc
  20. a quick google and some links came up: http://www.armaholic.com/page.php?id=10204 edit: both linked to same :)
  21. checking your .rpt file for location of the error and using showscripterrors will help alot. also this is a question best asked in the i44 or editing domination thread. most likely the answer is already in there and you dont have to ask, just search for it.
  22. using handledamage eventhandlers would probably do the trick.
  23. there is also the trigger activated command. not sure if its a one time value or a dynamic one, easy to find out. having a sleeper script running: while {true} do { sleep 5; if (triggerActivated west1) then {"marker1" setMarkerColor "somecolor"; "marker1" setMArkerPos someposition}; if (triggerActivated east1) then {"marker1" setMarkerColor "somecolor"; "marker1" setMArkerPos someposition}; if (triggerActivated west2) then {"marker2" setMarkerColor "somecolor"; "marker2" setMArkerPos someposition}; if (triggerActivated east1) then {"marker2" setMarkerColor "somecolor"; "marker2" setMArkerPos someposition}; etc.... };
  24. try artillery 20 times :D but no, afaik, its a building invulnarable also.
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