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Everything posted by Joe98
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I a typical - older - computer game, the flight characteristics of each aircraft are the same. In real life of course they are quite different. Generally, I have difficulity flying in the Arma2 series because the flght characteristics of each aircraft are so different. In the Arma2 series if you practise on any one aircraft you can become an expert - but that will not mean you will be good at flying any other aircraft in the game.
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Easiest way to make screen turn black?
Joe98 replied to BoltboxerPro's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use the "camera" and film inside a building at night. It will be black. Insert it as a cut scene where appropriate -
Vehicle follow Vehicle
Joe98 replied to sold67's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make vehicle A the leader Group vehicle A and vehicle B Give waypoints to vehicle A Vehicle B will follow In the waypoints set the formation to column -
If you had bought it at a shop you would go back to the shop. As you bought it at Steam go back to Steam.
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proceed to next waypoint only when spotted enemies are dead
Joe98 replied to bogart's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Set a trigger area that fires when there are no enemies in that trigger area Synch that trigger with waypoint 2. After you complete waypoint 1, you cannot proceed to waypoint 2 till the trigger has fired. -
How to make the mission end after a certain number of friendly casualties?
Joe98 replied to Jambird's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you search, some people have asked: "How can I get a mission to end if there are 2 or less enemy remaining on the map?" In your trigger amend the given answer to read "......only X number of friendlies on the map" -
Can waypoints that use getMarkerPos dynamically get the new marker position?
Joe98 replied to Jigsor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To make a waypoint go to a specific object = = = = = = = = = = = = = = = = = = = = = = = I place a box on the map and name it box1. I place 5 markers on the map and group them with the box Every time the mission starts the box starts at a random place. The box’s original location and the 5 markers means a random selection of 6 places. TEST1 = = = = = I wish my troops to walk to a waypoint and then walk to the box to finish. I need to give my group a name. In my own int I type razor = group this In the “On Act†field of the waypoint I type [razor, 1] setWaypointPosition [position box1, 0] TEST2 = = = = = I wish my troops to walk to 2 waypoints and then walk to the box to finish. I need to give my group a name. In my own int I type razor = group this The “On Act†field of waypoint 1 is left blank In the “On Act†field of waypoint 2, I type [razor, 2] setWaypointPosition [position box1, 0] TEST3 = = = = = I wish my troops to walk to 3 waypoints and then walk to the box to finish. I need to give my group a name. In my own int I type razor = group this The “On Act†field of waypoint 1 is left blank The “On Act†field of waypoint 2 is left blank In the “On Act†field of waypoint 3, I type [razor, 3] setWaypointPosition [position box1, 0] . -
Set the fuel to zero and then he cannot drive anywhere. This option is to the left of the directional compass on the unit screen.
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PopUp targets with thermal properties
Joe98 replied to f2f_bho's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
However you could have 50 enemy soldiers without weapons run across your front in single file 20 meters apart and fire at them. For that matter you could use rabbits and chickens too - a smaller target requires more accuracy. -
How can I get my character pick up small objects?
Joe98 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In the editor is a section called: Empty >> Objects (small). Here we find a number of items including: Evidence (money) Evidence (photos) Laptop If I place one of these items on the map, how can I get my character to pick up any of these objects? ( I tried unlocking them and I made sure the info age was current.) -
If you can use the Arma2 editor then: Select a sniper because he carries a range finder. Place him at one end of a runway. Place a box of weapons on the map adjacent to the soldier. Place targets along the length of the runway. Using the range finder you can see the precise distance to any target. Now select any weapon and fire at any target ( or targets). Once you find this works use copy and paste and copy the whole "mission" to some sloping ground with very few trees - because real ground is rarely flat. Also you can place enemy soldiers on the map, use removeallweapons (so they don't shoot back) and have them run across your front at varying distances - and you can practise shooting at them. You can practise throwing grenades by using smoke grenades. Having thrown at a target you can walk up to the grenade and see EXACTLY where it landed. You can't do that with FRAG grenades. Grenade practise should be done on sloping ground and steep ground too.
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spawning objects in radius of random placed objects.
Joe98 replied to jptiger's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have been searching for the answer to this myself and have finally worked it out! Place a Bluforce soldier on the map (you) so you can see the results. Place an Independent soldier on the map and name him green1 Place a truck on the map and name it truck1. Every time the mission starts the truck will start at a place at random within a radius of 50 meters. I want green1 to start adjacent to the truck. I start with green1 setPos (getPos truck1); Unfortunately the man starts as a part of the truck machinery and soon dies! So, we have to find an offset. In one of the posts above it was commented there are 3 axis, x, y and z. In the formulas below these are named 1, 2 and 3 ( I am not a programmer so I don’t know why!) In the editing manual I found this: green1 setPos [getPos truck1 select 0, getPos truck1 select 1, (getPos truck1 select 2) +1000]; This causes green1 to start 1,000 meters above the truck. So, I amend the formula. Specifically I need the offset to be an offset to variable 0 or 1. We clearly don’t want an offset to variable 2! New formula: green1 setPos [(getPos truck1 select 0) +0, (getPos truck1 select 1) +0, (getPos truck1 select 2) +0]; Now we are back to the start with the man stuck in the truck. Solution: green1 setPos [(getPos truck1 select 0) +20, (getPos truck1 select 1) +0, (getPos truck1 select 2) +0]; The man is now at ground level 20 meters from the truck! Whoo! And the other version: green1 setPos [(getPos truck1 select 0) +0, (getPos truck1 select 1) +20, (getPos truck1 select 2) +0]; The man is still 20 meters from the truck! So, both formula work. At this point I cannot state whether the man is front, back, left or right of the truck. However after a 3 month search I am happy that it works! . . -
Yes the performance is about the same as Arma2. I have not tried the campaigns. There are lots of single player missions made by various players. Thats where I play.
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I don't know either! As 3 separate installations I have: Arma 2 Operation Arrowhead/BAF/PMC Iron Front/Omaha Beach The 3 games are all the same game engine with the same editor. Iron Front brings 5 new maps and a whole lot of new weapons, vehicles and aircraft. I have learnt with the older weapon systems, why they fought as they did at the time. I think all 3 are terrific! The only differences between the 3 games are the setting and the weapons.
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Making a trigger to make task complete and make give hint
Joe98 replied to MorrisBoy94's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This might be useful to some: In the On Act field of the first trigger write Hint “Task one complete.†In the On Act field of the second trigger write Hint “Task two complete.†In the On Act field of the third trigger write Hint “Task three complete.†If you want any of these messages to appear for 20 seconds for example then in the Condition field of the trigger (or triggers) write time > 20. -
How to fire a trigger when the Blue1 enters trigger area
Joe98 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am a member of Blueforce and commanding a squad. I have Blueforce troops waiting at the final destination. Those troops are already in the trigger area. I wish to set up a trigger. When I (the User) enter the trigger area the trigger fires and the mission ends. However Blueforce troops are already in the trigger area so it fires at the start of the mission. How to fire a trigger when User enters the trigger area? ---------- Post added at 01:17 PM ---------- Previous post was at 01:07 PM ---------- If I am named Blue1 then the answer is: The trigger is fired be "Anybody" and in the Condition field I type Blue1 in thisList and it works just fine. However if I am shot, I jump into the shoes of Blue2 and the trigger does not fire. How do I type "Blue1 or Blue2 or Blue3" in thisList? . . -
Place a series of markers on the map Place a truck on the map Select F2 group mode. Group the truck with the markers. Every time the mission starts, the truck will start at random in its original location or on one of the markers. Name the truck, truck1 Now place a soldier on the map adjacent to the truck. Name the soldier blue1 In the soldier’s init type blue1 setPos (getPos truck1) Every time the mission starts, the truck will start in a different place and the soldier will be (in theory) adjacent to it. Except that the man finishes up under the truck dead. How can I start the man 2 meters from the truck? . .
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Need help on mission I am working on
Joe98 replied to LuxorsWorld's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Give the helicopter a waypoint about 100 meters from its starting location. Give the helicopter a second waypoint at the designated spot. Place a trigger at the designated spot. When you walk into the trigger it fires. Synch the trigger with the first waypoint. The helicopter will not go to the second waypoint till the trigger has fired. -
Is there any good scripting tutorials?
Joe98 replied to Jack48271's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have avoided scripting. Instead I have placed a few ammo boxes on a map. In the Int field of each box I write an order. sometimes it needs 6 boxes! In that way I have done scripting without doing scripting. I call it "Claytons Scripting" :) . -
Arma2 is a game. Operation Arrowhead is mod to Arma2 BAF is a mod to Arma2. PMC is a mod to Arma2. ACR is a mod to Arma2. All the above can be installed together in one install. =================================================== Iron Front is a mod of Arma2. It cannot be installed together with Arma2. MAJOR MISTAKE!!! It is a stand alone game. MAJOR MISTAKE !!! =================================== If Iron Front could be installed together with A2, then it would receive much praise. . ---------- Post added at 11:17 PM ---------- Previous post was at 11:15 PM ---------- Iron Front does not need mods. It is itself a mod.
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How to use: setWaypointPosition
Joe98 replied to Joe98's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This then is the full solution in case anybody is looking for it: To make a waypoint go to a specific object = = = = = = = = = = = = = = = = = = = = = = = Place a box on the map and name it box1. Set the radius to 500 meters. Every time the mission starts the box starts at a random place within a radius of 500 meters. TEST1 = = = = = I wish my troops to walk to a waypoint and then walk to the box to finish. I need to give my group a name. In my own int I type razor = groupThis In the “On Act†field of the waypoint I type [razor, 1] setWaypointPosition [position box1, 0] TEST2 = = = = = I wish my troops to walk to 2 waypoints and then walk to the box to finish. I need to give my group a name. In my own int I type razor = groupThis The “On Act†field of waypoint 1 is left blank In the “On Act†field of waypoint 2, I type [razor, 2] setWaypointPosition [position box1, 0] TEST3 = = = = = I wish my troops to walk to 3 waypoints and then walk to the box to finish. I need to give my group a name. In my own int I type razor = groupThis The “On Act†field of waypoint 1 is left blank The “On Act†field of waypoint 2 is left blank In the “On Act†field of waypoint 3, I type [razor, 3] setWaypointPosition [position box1, 0] Further I learnt something else. See the zero in the formula. The waypoint is completed that many meters from the box. I have learnt that zero is not a good number to use here. 5 or 10 are both good numbers but you would need to experiment for your own case. Joe -
How to use: setWaypointPosition
Joe98 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I place an ammo box and name it box1 I give it a placement radius of 500 meters. Every time the mission starts it will be placed at random in a circle of 500 meters radius. I place myself and 2 other men on the map. I believe the name of our group is 1-1-A. I place 3 Move waypoints named , One, Two and Three. I want that 3rd waypoint to always be in the same location as the ammo box I found a command named setWaypointPosition. Apparently it is used like this: [_grp, 2] setWaypointPosition [position player, 0] Q1: What does the 2 mean? Q2: In the On Act: field of waypoint 3 I tried: [1-1-A, 2] setWaypointPosition [position box1, 0] it does not work. Any suggestions? I also tried this setWaypointPosition [position box1, 0] -
A bug with waypoints when a commander is killed.
Joe98 posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Place a man on the map. Place move waypoint 1 on the map. In the Effects screen type “Waypoint one completeâ€. Place move waypoint 2 on the map. In the Effects screen type “Waypoint two completeâ€. Now place a second soldier on the. He is subordinate to the man above. Begin the mission and start walking towards the waypoint. Now press “T†and jump into the shoes of the subordinate. The message “Waypoint 1 complete†appears! The soldier continuesto waypoint 2. More specifically, if the commander is killed the subordinate is not required to complete the first waypoint. If there are multiple waypoints and the commander is killed there is no requirement for the soldiers to complete the current waypoint. Instead they move towards the next waypoint in the list. . -
How to start 10 meters from a box?
Joe98 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I place a box on the map and name it box1 I place 3 markers on the map and group them with the box. Every time the mission starts, the box will start at random on one of the 3 markers. I place a soldier on the map and name him blue1. In the soldier’s int field I type blue1 setPos (getPos box1) When the mission starts, the soldier will start on top of the box (which means he will start at one of 3 places at random). This all works just fine. Instead of starting on top of the box: 1. How do I start him 10 meters from the box 2. How do I specify he starts north east of the box. . -
Spawn a ENEMY Ai ??
Joe98 replied to KilEKarl's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is a Youtube video where an example is given. I don't have a link - you will need to search