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Joe98

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Everything posted by Joe98

  1. Joe98

    Mk6 mortar switch ammo key?

    Another solution is to have 2 mortars. One only has HE and the other only has smoke. .
  2. "Ace" is not relevant. The explosives come standard in the game. .
  3. You could perhaps place a satchel charge in the vehicle and detonate the charge remotely. .
  4. I am making a single player scenario. Just for testing, the command is done by a trigger before the first waypoint. I started with the command in the trigger: hint "Trigger ON ON ON"; deleteWaypoint [group unit_01, 1]; The message appears but the waypoint is not deleted. So, today I started again. My intention was to provide a link to my mission. I moved the hint to the back. The message appeared and this time the waypoint was deleted correctly! I changed the index number and those waypoints were deleted correctly! I then moved the hint to the front again. The waypoints were deleted correctly! All this implies that I started with a typing error. At the very beginning, I deleted the command and typed it again. I feel that typing error is not likely and yet it is the only explanation. Thank you to everybody! PS: For longer commands, I have always used Notepad and copy and paste into a init field to avoid typing errors. .
  5. I have a soldier with 4 waypoints. An event has occurred and I wish to delete waypoint number 2. According to the wiki, the command is: deleteWaypoint [_grp, 2] What do I use in place of: _grp .
  6. Right I have changed it to 2 then changed it to 3. My character continues to go to ALL the weaypoints! The command does not work! My first thought is that I typed the command incorrectly but it seems the command does not work. .
  7. The 4 waypoints have index numbers: 0,1,2,3 I wish to delete the second waypoint. I used this in a trigger: deleteWaypoint [group unit_01, 1]; How is it faulty? .
  8. In my test the waypoint was meant for me. And the result was described as above. In your test, I wonder if you tested with AI soldiers. Anyhow, from your link to the WIKI in a post dated way back in 2008 even before the GFC: In order to change the behavior of a unit currently following a string of waypoints, it is not enough to use deleteWaypoint. The path of the unit is calculated by the waypoints present at start, and the unit will continue according to the original waypoints even if you delete them by using this command. To achieve the wanted effect, you should rather use setWPPos to the units current position (thereby stopping the unit), and (after a small delay) use deleteWaypoint to remove the waypoints.
  9. I followed that instruction and it does not work. Rather this command makes the waypoint invisible but the waypoint is still there. People have posted to the wiki is that the waypoint is still there. Therefore the command does not seem to work as intended. .
  10. So, what is the name of the group? (I did not name any group)
  11. Why not start with a red marker?
  12. Joe98

    Raising the dead?

    In a vaguely related answer........ one time, in the opening sequence, I wanted a few dead bodies lying around and so set the health to zero. In testing, I walked past them and one said to the other "enemy left"! As a result, in the final mission, I made sure the player was out of earshot and I got the result I wanted! 😀
  13. I have had missions where there were 6 conditions. If any 2 conditions were met then the scenario ends. So I created 15 triggers. Each trigger has a message stating which 2 conditions have been met. If condition 1 and condition 2 are met fire trigger 1 If condition 1 and condition 3 are met fire trigger 2 If condition 1 and condition 4 are met fire trigger 3 If condition 1 and condition 5 are met fire trigger 4 If condition 1 and condition 6 are met fire trigger 5 If condition 2 and condition 3 are met fire trigger 6 If condition 2 and condition 4 are met fire trigger 7 If condition 2 and condition 5 are met fire trigger 8 If condition 2 and condition 6 are met fire trigger 9 If condition 3 and condition 4 are met fire trigger 10 If condition 3 and condition 5 are met fire trigger 11 If condition 3 and condition 6 are met fire trigger 12 If condition 4 and condition 5 are met fire trigger 13 If condition 4 and condition 6 are met fire trigger 14 If condition 5 and condition 6 are met fire trigger 15
  14. Have a look in - Tutorial - Virtual Arsenal - Garage. Note there is a vehicle named the "MB". This of course is a Jeep Wrangler. Note it can be painted different colours and there are other options too. Once I have painted my Jeep and selected my options, how do I get the Jeep into a scenario? .
  15. So dont spawn the units and the problem goes away. Instead, create the units and place them in an out of the way location on the map. Then, use triggers to move them to new locations. Much better than spawning.
  16. Ok, create a trigger. Within the trigger write a command that provides ammo to soldiers. Now find a clever way to position that trigger. You can even use one trigger to move another trigger to another location.
  17. You could have ammo boxes scattered around the map. Each box has a single magazine filled to 10%. Place them well apart.
  18. I create a hint by way of a trigger. The hint always appears in the top right of the screen. How can I place the hint at the top-middle of the screen?
  19. titleText is what I was looking for thank you! Now to study all the paramaters 😋😋
  20. To update the location of the player: Name the friendly unit blue1 name the enemy unit red1. Place a third man on the map, on a flat road, in an out of the way place. Name him green1 Set up some waypoints including a cycle waypoint so that green1 runs up the road 50 meters, turns around and runs back again 50 meters, turns around and runs up again 50 meters for ever and ever in a never ending loop. Set up a trigger in the middle of his route. When he enters the trigger, it activates. When he leaves the trigger it deactivates. You now type some script in two fields of the trigger, the activation field and the deactivation field; red1 move getPos blue1; red1 setCombatMode "RED"; ==================================================== The result is that whenever blue1 moves, red1 will always know his location and will constantly come looking for him. .
  21. Give each unit a name. Then name them within the trigger and only the named units will be deleted.
  22. Presume you will search 50 buildings. Place 50 dots along one edge of the map. Make them the smallest possible size being 1 x 1 Make them black. (Nobody will notice them.) Name each dot - dot01, dot02, .........dot49, dot50 Place a trigger over each of the 50 buildings. That of course makes 50 triggers. Set each trigger so they will fire only once. Name yourself blue1 In trigger number 1 you write: dot01 setpos getpos blue1 ///This makes one dot appear over house 1 Then write another line to increase the size of the dot to a good size Then write another line to change the colour of the dot to say, red. Write code in each of the other 49 triggers. So, you enter a trigger, the trigger fires and a dot is placed over the house. As you search house after house dots will appear over each house and remain where they have appeared. . .
  23. Yes that was just an example. Instead of hand grenade smoke find the class name of mortar smoke or artillery smoke and use that.
  24. And: How to make a trip flare = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 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 to use a trigger to fire smoke = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = In a trigger in the field named On Activation type this: smokeshell = "G_40mm_Smoke" createVehicle [getPos (thislist select 0) select 0, getPos (thislist select 0) select 1,150]; In both examples above: “150” is meters above ground level. Smoke is best at “25”
  25. Yes, you can simulate the explosion of anything in the game. Everything from hand grenades to massive rockets all from triggers. We moved house and I lost my notes! Search through Arma 2 posts. After you find the command you need to find the class name of the item.
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