Jump to content

Joe98

Member
  • Content Count

    1052
  • Joined

  • Last visited

  • Medals

Posts posted by Joe98


  1. Place a box on the map. Name it  box1

     

    Place yourself on the map. Name yourself blue1

    Place a friendly soldier nearby, standing on top of the box. the soldier is named blue2

    Place another friendly soldier way over on the other side of the map. Name him  blue3
     

    Place a trigger on the map.  If blue2 is killed then the trigger fires.  the condition is   !alive  blue2

     

    The command in the trigger is:  blue3 setpos getpos box1

     

    Now, shoot blue2.  blue 2 is killed and blue3 is transported to the box.

     

    Back to your question:  Every seat in a vehicle  has a number.    blue3 setpos getpos seat3 (of your vehicle - sorry I don't know the exact wording but you can experiment)

     

    .

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     


  2. When you place a person on the map the 3 options are:

    The person is the player

    The person is playable

    The person is non-playable

     

    If you are the player, and you wish to switch to the playable person, you do so with the stroke of a key. Every person sets up their keyboard for the game so your key will be different to mine.

     

    You can create a trigger so that when the trigger fires, you switch to the playable character.

     

    .

    ==============================================================================

     

    Problem: You can create lots of person as playable. In which case when you hit your key, you have to choose a character from a list. So it is best to make only one person playable.

     

     

     

     

     

     

     

     

     

     

     

     

     


  3. On 11/27/2023 at 7:37 PM, David ArmAstrong said:

    Grumpy Old Man rules. I'm making missions again and came up with a question about being able to spawn custom groups with custom loadouts using the spawn ai module. I saw a thread that looked like it might help and it turned out to be a thread I started back in 2018. ROTFLOL Thanks again GOM. (BTW: Your name accurately describes me. ) Thanks again. 

    .

    You don't need to spawn anything.

     

    Create the unit with the details that you see fit. Place the unit in an out of the way place on the map.  Create a trigger and when the trigger fires, transport the unit to the correct location. 

    .

    .

     

    • Like 1

  4. Place a soldier on the map (you).

    Place an ammo box in the building. Place it on any floor you wish.

    Start the mission. Walk into the building and make sure the box is in the right place.

    If it is in the wrong place go back to the editor and move the box around.

    Keep doing this till it is in the right place.

    Now click on the box and read the X, Y, Z coordinates.

     

    You can now use a script to place the box on those coordinates.

     

    While you are getting the position correct, you can make minor adjustments to the coordinates to get the box just right, rather than moving it with your mouse.

    .

     

    .

     

     

     

     

     

     

     


  5. 20 hours ago, redarmy said:

    Works like a charm mate thanks. 

    Although im not sure why does + 20 equate to east and -30 +30 et etc . How are they representing directions? I would guess that actual bearings would do that but these numbers arent bearings.

     

    +20 means 20 meters to the east

    +4 means 4 meters to the east

     

    It is meters and not degrees.

    .

     


  6. Please experiment in case I made a typo:

    This dates back to Arma 2 days.

     

    Soldier is named green1

    Truck is named truck1

     

    In this example a soldier, green1 starts 20 meters to the east and 30 meters to the north of a truck named truck1

     

    green1 setPos [(getPos truck1 select 0) +20, (getPos truck1 select 1) +30]; 

     

     

    +20 = 20 meters East of the truck

    -20 = 20 meters West of the truck

     

    +30 = 30 meters North of the truck

    -30 = 30 meters South of the truck

     

     

     

    Instead of 20 meters if you want a random number between say 20 and 100 the command is:

     

    (Again the plus and minus refer to east, west, north and south)

     

    green1 setPos [(getPos truck1 select 0) - 20 - (random 80), (getPos truck1 select 1) - 20 - (random 80)]

    .

     

     

     

     

    • Like 1

  7. You can test with a simple idea. Turn a jeep into a truck.

     

    Drive your jeep into a trigger and the trigger fires. When the trigger fires it runs a script (sorry I don't have the exact commands). Your script does these things:

     

    1. You are placed on the ground next to the jeep
    2. The jeep is deleted from the map
    3. The truck is moved to the position where the jeep was
    4. You are placed into the driver's seat of the truck

     

    This all happens in a split second, so to the player it will appear instantaneously.

    .

     

     

     

     


  8. You can fake it like they do in the movies.

     

    A trigger causes-

    a cargo aircraft to fly over then:

    cargo with parachute appears in the sky next to the aircraft giving the impression that it was dropped by the aircraft (it wasn't) then:

    appears to land in bushes then:

    you walk over to the bushes and the cargo is there. (Actually it was beamed over when the trigger fired.)

     

    The players get the impression that it all went to plan 🙂

    .

     

     

     

     

     

    • Like 2

  9. On 1/26/2023 at 11:16 PM, ZaellixA said:

     So, I believe that posting to say you don't know how to do something and/or you cannot provide the solution is not very helpful to the OP.

     

    I did provide a first step. You probably missed it.

    I note the OP has not returned. Most likely because he has not understood anything that has been said.

     

    A new point:  Many activities in the editor have an easy solution. The editor is designed that way. Many have stopped playing the game because they were given a complex solution they did not understand.

     

    Yet another point. When I have made the same comment before I have been told those other people were lazy.

    .

     

     

     

     


  10. To create a soldier or vehicle with a particulair load out or equipment, go to:  Tutorial - Virtual Arsnel

     

    This lsts every uniform, every weapon and every piece of equipment.

     

    Create your soldier, save him then use the export feature to place him on your map.  Once he is there you can use "copy and paste" so a bunch of soldiers equiped the same can be placed on the map.

     

     

     

     

     

     

    • Thanks 1

  11. When you place items on the map give each item a name and a number.

    Do not use box1, box2, box3.   If you place more than 9  then the sequence will be    box1,  box10,  box2

    Instead it is best to use box01, box02 and box03.

     

    On the left of the editing screen you will see a list of all the items you have placed on the map. Giving them names and numbers makes them easy to find later on.

     

    Create a mssion and name the mission. Then search Windows Explorer and you will find the file structure. When you name a mission never use spaces.  "Red Widget Seven"  will come out as  "Red%Widget%Seven".  So a better name is "Red_Widget_Seven".

     

    Learn how to get items and soldiers to start in random locations, but no too random as you don't want them starting miles away!

     

    Learn how to use triggers.  You can specify who fires a trigger and you can specify what happens when a trigger fires.

     

    Triggers and random are the centre of editing.

     

    Change the weather, change the time of day, change the time af year as they all have an impact on the look and feel of the mission. At night a full moon adds atmosphere so you need to change the date to get a full moon.

    .

     

     

     

     

     

    • Thanks 1

  12. An example using a "dumb" object.

     

    Find something small such as a watch.

     

    Enter the map as a player and double check that you can actually place the item where you want to place it.

     

    Go back to the editor and place the item at that location. If you wish to place it on a table then you have to move it around a bit to get it just right.

     

    Enter the map as player and double check it is positioned correctly.

     

    Back to the editor and get the x,y,z coordinates of the object.

     

    Do this with 10 watches across the map and note their coordinates.

    .

     

     

     

     

     

     

     

     

     

     

     

     

×