-
Content Count
715 -
Joined
-
Last visited
-
Medals
Everything posted by Phantom Six
-
AI Not Spawning On Trigger
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks F2k, they spawned now. Now I need to get them to go their waypoints. -
AI Not Spawning On Trigger
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh, thanks twirly, I was copying some other example for a group spawn from someone. Thanks F2K but ummm, when I use the method where you do this... If they are BLUFOR you would set the trigger like this Blufor present not repeating name trig on act who = list trig then in your other trigger instead of !(alive a1) ect just use {alive _x} count who< 5 Nothin happen. I try the alive unit one I did earlier again... only one guy spawns but he only stands there. Here's my script now. group1 = createCenter East; group1 = createGroup EAST; _leader = group1 createUnit ["TK_Soldier_SL_EP1", [(getMarkerPos "pawn1") select 0,(getMarkerPos "pawn1") select 1,0], [], 3, "FORM"]; _unit = group1 createUnit ["TK_Soldier_GL_EP1", [(getMarkerPos pawn1") select 0,(getMarkerPos "pawn1") select 1,0], [], 3, "FORM"]; _unit = group1 createUnit ["TK_Soldier_EP1", [(getMarkerPos "pawn1") select 0,(getMarkerPos "pawn1") select 1,0], [], 3, "FORM"]; _unit = group1 createUnit ["TK_Soldier_EP1", [(getMarkerPos "pawn1") select 0,(getMarkerPos "pawn1") select 1,0], [], 3, "FORM"]; _unit = group1 createUnit ["TK_Soldier_EP1", [(getMarkerPos "pawn1") select 0,(getMarkerPos "pawn1") select 1,0], [], 3, "FORM"]; _leader = leader group1; wp1 = group1 addWaypoint [position awp1_1, 0]; wp1 setWaypointType "SAD"; wp1 setWaypointBehaviour "COMBAT"; wp1 setWaypointCombatMode "RED"; wp1 setWaypointFormation "Delta"; wp1 setWaypointSpeed "NORMAL"; wp2 = group1 addWaypoint [position awp1_2, 0]; wp2 setWaypointType "SAD"; wp2 setWaypointBehaviour "COMBAT"; wp2 setWaypointCombatMode "RED"; wp2 setWaypointFormation "Delta"; wp2 setWaypointSpeed "NORMAL"; -
AI Not Spawning On Trigger
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
group1 = createGroup EAST; _leader = group1 createUnit ["TK_Soldier_SL_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "pawn1") select 1,0], [], 3, "FORM"]; _unit = group1 createUnit ["TK_Soldier_GL_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "pawn1") select 1,0], [], 3, "FORM"]; _unit = group1 createUnit ["TK_Soldier_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "pawn1") select 1,0], [], 3, "FORM"]; _unit = group1 createUnit ["TK_Soldier_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "pawn1") select 1,0], [], 3, "FORM"]; _unit = group1 createUnit ["TK_Soldier_EP1", [(getMarkerPos "Squad1") select 0,(getMarkerPos "pawn1") select 1,0], [], 3, "FORM"]; _leader = leader group1; wp1 = group1 addWaypoint [position awp1-1, 0]; wp1 setWaypointType "SAD"; wp1 setWaypointBehaviour "COMBAT"; wp1 setWaypointCombatMode "RED"; wp1 setWaypointFormation "Delta"; wp1 setWaypointSpeed "NORMAL"; wp2 = group1 addWaypoint [position awp1-2, 0]; wp2 setWaypointType "SAD"; wp2 setWaypointBehaviour "COMBAT"; wp2 setWaypointCombatMode "RED"; wp2 setWaypointFormation "Delta"; wp2 setWaypointSpeed "NORMAL"; that's the .sqf now but umm... how do i do the x_array part, I quite don't get it. nul=[] execVM "snipertango.sqf" They still haven't spawn, I'm kind of stuck, if I can get a rubric that would probably be helpful. -
Operation Phantom Destruction Shahkar
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
http://www.mediafire.com/file/p0r0hvpcc2w4act/Operation%20Phantom.7z I have updated the map once more and this will hopefully be the last time I update the map. I have made the helicopter invincible so it won't get blown up everytime so you can actually complete the map. The waypoint is now careless for the helicopter so it can fly to the right area to go to the force end trigger. Enemies on the extraction have been removed and the remove dead body scripts have been fixed. I also made the humvees blow up after insertion so when people who join in progress will spawn at the insertion instead of the corner of the map in the humvee. -
Operation Phantom Destruction Shahkar
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
ok ummm.... we always end up in a group of 3... well never get to finish, we crash at times... i need to fix up the humvees n get rid of em once u leave... like i think it can be beaten but we never go to the point really, if im sorry to disappoint you, but its fun to try if you like. Sorry if there's any inconvenience we never really get the time to finish it >.< . But im sure the helicopter should be fix now. When someone joins in progress.... they'll spawn in the corner of the map because that's where the humvee go, should i make the humvee get destroy some people who join in the middle of the game get spawn in the insertion instead? -
Operation Phantom Destruction Shahkar
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
gonna see with my friends on the weekend, I'm pretty sure it should work now. One of my friend helped me fix the extraction part for me, which probably should be last hopefully, but if you do see any tell me please :) -
Operation Phantom Destruction Shahkar
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
version 1.1 -> added infotext, added dialogues, added custom music, locked tanks, added soldiers in towers, added better humvee insertion, added CLY removedeadbody script -
Placing Too Much Objects = Lag?
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well I was working on a trench war type of map and I used the desert as my map. I use lots of stuff from the empty section of the units list and place them around places including some fortifications and earthern ramparts as trenches and a few other structures for bases. Eventually when I put in a squad of 10 AIs on each side to see how they would kill each other (won't engage far without zeus AI), but when I did that, it seems like my FPS have dropped a lot from my horrible lag. Is it that I placed too much objects on the map or no? -
Placing Too Much Objects = Lag?
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
They were around normal at first, I decide to disable shadow, and put everything to low, which made the performance slightly better, but still choppy Tried the Dynamic View Distance addon and that fixed it... problem was I can't see pass 200 meters -
Operation Phantom Destruction Shahkar
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
1.01 -> removed first aid module from maps. Just checked generalcarver's script & it was not compatible with the first aid module -
Operation Phantom Destruction Shahkar
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
Updated the mission once again, hopefully the helicopter extraction have been fixed (might take a while to get there) (couldn't test it with a test civilian because BLUFOR got to be present, so if someone can let me know, that would be helpful) -
New objective available after current ones completed & Village Cleared Problem
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried this tskobj_1complete && tskobj_2complete && tskobj_3complete && tskobj_4complete && tskobj_5complete && tskobj_6complete && tskobj_7complete && tskobj_8complete obj1complete && obj2complete && obj3complete && etc that what u suggested and the objective doesn't show up after I completed all the objectives -
New objective available after current ones completed & Village Cleared Problem
Phantom Six posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey, I have 3 problems while creating a mission. 1) One of the objective was to clear a village, and I put a trigger where if OPFOR is not present, then objective is complete. Problem was there are OPFOR units but the mission will automatically be completed at the start for some reason. 2) I'm trying to make a trigger that will create a new objective after all current objectives are complete. I'm trying to make one that appear and say "Get to Extraction Zone", but I get this error: Missing ; I put this as condition obj_1 && obj_2 && obj_3 && obj_4 && obj_5 && obj_6 && obj_7 && obj_8 This is my On Activation tskobj_9 = player createSimpleTask ["Reach Extraction Point"] tskobj_9 setSimpleTaskDescription ["All task complete, now get to the LZ and extract"] tskobj_9 setSimpleTaskDestination (getMarkerPos "extraction"); 3) I'm trying to put generalcarver's revive script in my map but its not showing up. I put the folder called "script" inside the folder of my map and copy n pasted the code from the sample mission into mine. Idk how to implant scripts though, but tried to follow the instruction but im kind of lost on that -
Operation Phantom Destruction Shahkar
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
Alright just tested today and the extraction isn't working at the moment, I am going to fix it. -
Operation Phantom Destruction Shahkar
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
Ok I fix the image and updated the file -
Operation Phantom Destruction Shahkar
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
oh sorry, first time posting this up. I'm going to shrink them in a bit -
Operation Phantom Destruction Shahkar
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
That was what I got for the current one right now. Got this after redoing it. -
I have a question regarding torrents. My friend bought ARMA 2 Combined Operations off amazon, but the amazon downloaders are horrible. I am wondering if it is okay if he downloads ARMA 2 off a torrent, and use the CD Key that he bought from amazon instead. Is it okay if he do that and will FADE protection get in the way? I just need to confirm if this is okay, thanks please.
-
Torrent with Legit CD Key Question
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA - GENERAL
ok thanks -
New objective available after current ones completed & Village Cleared Problem
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok i got a new problem when testing it. My friend got the error that say this you cannot play/edit this mission; it is dependent on downloadbale content that has been deleted. caweapons_ammoboxes (I think i fixed that) I did map this using combined operations because i could not launch operation arrowhead standalone because of the addons in the OA folder. I did not put any arma 2 content inside so i dont know what seems to be the problem ------------------------------------------------------------------------------------- I open up notepad n deleted caweapons_ammoboxes n i think that does the trick -
New objective available after current ones completed & Village Cleared Problem
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Kk I got the blufor chopper to work now. I put this in the condition helicopter in thislist; I sync that to the chopper and seems like that works to ending the mission. Well only one problem left which is very minor is my max slot problem on choosing the map -Max slots keep saying unknown though, I want it to say 7 (my description.ext here) //Mission Header class Header { gameType = Coop; }; onLoadMission = "OperationPhantom_FallofShahkarCaliphate"; OnLoadMissionTime = False; respawn = "INSTANT"; respawndelay = 5; disabledAI=TRUE; minPlayers = 1; maxPlayers = 7; playerCountMultipleOf =1; }; -
New objective available after current ones completed & Village Cleared Problem
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh thanks xD for the first problem, i accidentally deleted this from condition. I readded this and it works now. Now I need to figure out how to add revive n make a new objective for extraction n i guess it should be done ---------- Post added at 01:20 PM ---------- Previous post was at 11:59 AM ---------- ok i put this for condition obj_1 = true; obj_2 = true; obj_3 = true; obj_4 = true; obj_5 = true; obj_6 = true; obj_7 = true; obj_8 = true This for on activation tskobj_9 = player createSimpleTask ["Reach Extraction Point"]; tskobj_9 setSimpleTaskDescription ["All task complete, now get to the LZ and extract"]; tskobj_9 setSimpleTaskDestination (getMarkerPos "extraction"); Seems like I got no error anymore so now I'll just need to test that out, add a revive script and its good to go -
id love it more if it had revive :D
-
New objective available after current ones completed & Village Cleared Problem
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Actually my brieifing as an sqf file so idk what to do bout that part. As for the trigger, the opfor are already in the trigger area and it still does auto active complete. -
New objective available after current ones completed & Village Cleared Problem
Phantom Six replied to Phantom Six's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
for num1 i already put OPFOR is not present and i setpos them. For num2, Idk where to put the semicolons cuz i just cut n paste it off my briefings n delete that. As for condition, what do i put? For num1, do I need to put anything in condition? Because it is empty right there.