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Everything posted by Joe98
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How to stop the man putting binoculars away
Joe98 replied to Joe98's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I need that he constantly looks through the binoculars. Then he can see the enemy from a distance. . -
I too have use Dolby 5.1 so I tested your question. Firstly, I threw a grenade to my front and listened to the explosion. Secondly I threw a grenade to my front, then turned around and listened. The explosion came out of my rear speakers! With a few more grenades thrown in just the correct direction, I was able to make the sound come out of the left rear or right rear speaker. . .
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Place a soldier on the map and give him 2 Move waypoints. Name them waypoint 1 and waypoint 2 Preview and see the names of the waypoints on screen as your soldier moves forward to both waypoints. = = = = = = = Place a cow on the map near to waypoint 1 and name the cow cow1 Place a trigger on the map thus: Activation: anybody Type: None In the Condition field type !alive cow1 ( !alive means “not aliveâ€) Now select the Effects button at the bottom left corner. Near the bottom the Type is text and in the text box type “Cow trigger on!†( I use this myself to test whether my triggers are working) Now preview and shoot the cow. You will see a message Cow trigger on! = = = = = = = Now Synchronise (F5) the first waypoint to the trigger Preview and walk to waypoint 1. When you arrive at waypoint 1, it changes from Move to Wait Now shoot the cow . The trigger is activated. As the cow is dead you will see the waypoint change from Wait to Move and the name waypoint 2 ahead of you. Hint: If you want 3 vehicles destroyed then you have a choice of having 3 separate triggers or have one trigger with 3 x !alive as the other posted said above.
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There is a module called the Surrender Module. However I don't know the criteria to make it work. I had infantry assaulting an enemy position and I had hoped the enemy would surrender before they were wiped out.
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I have seen it in my local stores You buy the game, download Steam software and then install the game. Afterwards it needs to be registered with Steam.
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Hoe to use a trigger to fire smoke
Joe98 replied to Joe98's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow! To my amazement that works! Thank you! -
Hoe to use a trigger to fire smoke
Joe98 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have learnt how to use a trigger to fire a flare. Hence we can create a trip flare in a night mission. In a trigger in the field named On Activation type this: flare = "F_40mm_White" createVehicle [getPos (thislist select 0) select 0, getPos (thislist select 0) select 1,150]; How can I use a trigger to fire smoke?. -
Custom A10 Load out
Joe98 replied to duderide's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
With any soldier, in the editor you can add and remove magazines. You can add as many magazines as you wish. If you add say 50 magazines for example the soldier will not run out of ammo during the course of your scenario. As for the A10 and all other aircraft, again you can add and remove magazines. So, for example you might add 50 magazines worth of rockets. Your A10 will not run out of rockets for duration of your mission. If you add 50 magazines worth of dumb bombs and create a squadron of A10's suddenly we have a carpet bombing scenario..................... -
Defining the playable area
Joe98 replied to bvrettski's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Place a trigger on the map. Make it a very large size that covers your battlefield. Place a colourful marker over the trigger, the same size as the trigger area, area so the player can see the battlefield area If the player moves out of the trigger area (Not Present) then he gets a message Hint "You have left the playing area". OR: You could fill the non-playing area with mines. The game Iron Front 1944 is a mod of Arma2. It has mines with trip wires. You can make the ground impassable. OR: Surround the non playing area with 6 foot high barbed wire fence so the player cannot exit the playing area. The wire is not easy to see from a distance so it would not upset your decore. . . -
I select: Empty > Targets > Pop up target and place 2 targets on the map The targets are named t1 and t2 I place 2 soldiers on the map named blue1 and blue2 I place 2 triggers on the map. The triggers have these instructions: blue1 dotarget t1; blue1 dofire t1; blue2 dotarget t2; blue2 dofire t2; I preview the mission. I cause the triggers to fire and as you expect the soldiers fire at their respective targets. I delete soldier blue2 and replace him with a M2 static machine gun. Firstly I named the machine gun blue2 and had a soldier man the MG Secondly I named the soldier blue2 and had the soldier man the MG In both cases the man did not fire at t2. How to get a static weapon to fire at a pop up target?
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Rifle fires at pop up target target but the machine gunner does not ????
Joe98 replied to Joe98's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to get a static weapon to fire at a pop up target? -
CD-key invalid after changing OS
Joe98 replied to Dennyho's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Would you like the CD for Operation Arrowhead too? -
Making AI shoot targets for target practice
Joe98 replied to domcho's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I used the same commanda as you have above. And like you I used triggers. I set the 3 triggers so he fires at target 1 then at target 2 then at target 1 again. He will never fire at target 1 a second time. Why is that? -
Why will a disc save on bandwidth? I have never used Steam and have slow internet here.
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You cannot order a pilot to turn off the engine. Instead, tell him to get out and the engine will come to a stop
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My fav missions are Single Player. I am leading a group of men. The group is from 2 - 8 in size. Number 6 is always the medic. Its a foot patrol dat or night in good or bad weather. From time to time I might have in support: either a mortar, or a vehicle with a MG mounted on top, or a RPG team, or a sniper or an aircraft. If a vehicle or aircraft are in support then the enemy must have a weapon to counter these. These weapons need to appear at random so that everytime I play the mission I will never know how many of these weapons the enemy has. My starting place needs to be at certain places at random and the patrol route needs to have randomness to it and the number of enemy nees to be somewhat random too.
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are the BI Team still making patches, fixes to this game?
Joe98 replied to Tyl3r99's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I myself am not interested in mods. One improvement that I hope would flow down is hand grenades. In Arma 2 we press "F" repeatedly until a grenade appears and we can throw it. "F" is also used to switch a rifle from sem-auto to full auto. So, "F" is pressed way too often. In Arma 3, as I understand it, "G" is selected for all things to do with frag grenades and smoke grenades. A much better idea! -
Dynamic insurgent spawn?
Joe98 replied to acoustic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes. Place an empty ammo box on the map. Name it box1. Group the box with the 29 markers. Every time the mission starts the box will start at one of 30 places at random. Place an enemy on the map. Name him red1. In his init type red1 setPos (getPos box1) Place an enemy on the map. Name him red2. In his init type red2 setPos (getPos box1) Place an enemy on the map. Name him red3. In his init type red3 setPos (getPos box1) etc etc etc To make it more interesting use 7 enemy. Set the group leagder to 100% chance of appearing Set the others at 50% meaning there could be any number of enemy from 1- 6 with an average of 4. Every time you play, the number of enemy will be different. As to those 6, give 2 of them machine guns, give 2 RPGs and 2 rifles. You will never know what weapons the enemy has. Give them all extra magazines so they don't run out. Give them all hand grenades because if they are close they will throw them. ( As you test this make red1 "playable" so you can see where he starts each time you start the mission. When your testing is finished make him "unplayable" again). -
Dynamic insurgent spawn?
Joe98 replied to acoustic's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Place 29 markers on the map. Place 1 insurgent on the map. Synch the insurgent with the markers. Each time the mission starts, the insurgent willl commence at one of 30 places at random (his original spot + 29 = 30). Make sure each of those 30 places is a good place to hide. When the mission starts you will forget where all those 30 places are and you will have no idea where he is! -
Random Enemy Spawn Script
Joe98 replied to Moon_chilD's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Place an enemy soldier on the map. He is a group leader and set his probability to 100%. Place 8 more enemy on the map and group them with the leader. Set the probability of each one to 50%. Every time the mission starts, the number of enemy will be anything from 1 - 9 with an average of 5 but you can never know! Those 8 men should have different weapons: 2 should have standard rifles 2 should have sniper rifles 2 should have RPG (without rifles) 2 should have machine guns That way, if you kill an enemy with an RPG, you never know, there might be another RPG man out there! Now, the leader should be given a Seek and Destroy waypoint. Give the waypoint a radius of 500 meters (which is a diamater of 1,000 meters) The second waypoint too should be a Seek and Destroy waypoint with a radius of 500 meters. The third waypoint should be placed near to the first waypoint - this should be a Cycle type waypoint. Every time the mission starts, you don't know how many enemy or what weapons they have. The enemy will patrol to the first waypoint (a place in a circle of 500 meters radius at random ) Then patrol to the second waypoint (a place in a circle of 500 meters radius at random ) Then patrol to the first waypoint (a place in a circle of 500 meters radius at random ) etc etc etc for ever and ever. -
The addition of mud and snow. The mud and snow slow the movement of men and vehicles. The addition of baynets on rifles. The addition of a club (to be used in a Great War type trench raid.) That men can use knives, swords, clubs and bayonets as weapons. An order that men "form line" like Napoleonic warfare. ---------- Post added at 02:23 PM ---------- Previous post was at 01:38 PM ---------- For those who wish for a western, some of the PMC men look like "cowboys"! Remove all weapons, give every man a revolver and raid buildings occupied by enemy. Of course the enemy only have revolvers so you get a western shoot out sort-of.
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Unlimited ammo for all units (including units created during the mission)
Joe98 replied to ante185's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To add 6 magazines to a specific rifle you wouls use: {this addMagazine "20Rnd_762x51_B_SCAR"} forEach [1,2,3,4,5,6]; If you continue beyond 6 to say 50 it is almost the same as having unlimited ammunition. I have done this with aircraft bombs and aircraft machine gun ammunition so they don't run out in the middle of a mission. -
And nor do we know the stats the computers used to take those screenshots of Arma2. Nor the stats of the computers used to take screen shots of Arma3. The PC I get in early 2014 will likely be better than any of them. And after Arma 2 the screen shots will probably not look as good as theirs.
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In early 2009, BIS started promoting Arma2 with some great screen shots. I suspect they used top of the range or almost top of the range computers. In July 2010, I got my curent desktop. Top of the range is too expensive so it was probably a few steps from the top. There is a good chance that 18 months earlier it could have been rated top of the range. My graphics are not anywhere as good as those screen shots taken 18 months before I bought my current PC. In early 2014 it will be time for the next PC upgrade. If the Arma2 graphics are as good as those screen shots of early 2009 I will be very happy. The graphics of Arma3 to date loook great. How will they look on my PC?
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Understanding radio communication in single player
Joe98 replied to greyhoundgames's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Open the map. Find grid 141 991 Hold Down shift and use the mouse to place a point in the middle of the grid square Close the map. You can see a number such as "278". This is the distance in meters to the point you placed on the map. Turn you character to face the number and walk towards it.