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Am I the only one who disliked the futuristic approach?
Melmarkian replied to ray243's topic in ARMA 3 - GENERAL
I will certainly love it. Future, past or present! I play arma because of way the fights are handled, the way the AI works and the possibilities with infantry, helis and tanks. I don´t play arma because the weaponnames are realistic. -
Why do units I place keep running around like they're in combat?
Melmarkian replied to Drumheller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I stopped using ZEUS after the last patch because something is screwed with it because of the AI changes in 1.59. -
Check if units are dead
Melmarkian replied to ios's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This way it doesn´t show errors: {if (((side _x) != West) && (not alive _x)) then { _jok = random 10; if (_jok >= 5) then {_x addaction ["Look for a clude", "Clude.sqf"]; sleep 100; }}} forEach allUnits; But I don´t know about the functionality. -
How to make a single L-G artillery request?
Melmarkian replied to LaughingPineapple's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if you want it really simple do this: into init field of unit: this addAction ["Arty Shot", "artyshot.sqf", laserTarget player, 6, false, true, "", "currentweapon player == 'Laserdesignator'"]; artyshot.sqf _round = "sh_120_he" createVehicle [getpos cursorTarget select 0, getpos cursorTarget select 1, 5]; You will get the action when you use the Designator. Point at something and boom! If you want to do real artillery action take a look at this: Artillery Module -
Check if units are dead
Melmarkian replied to ios's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry, but you should really do a syntax check. What do you want to do? Check on all units if they are not west and not alive. If true addaction to all units? -
Trigger via script then grouped
Melmarkian replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your code will not work because you forgot arguments at settriggerstatements and triggeractivation doesn´t work that way. Take a look at that: Triggerattachvehicle and createTrigger with the subcommands btw. you would better use a program like ArmaEdit or Squint to write your scripts. It will make your life a lot easier. -
Animations question
Melmarkian replied to metalcraze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, He plays it one more time after the switchtrigger. But this has worked: 1. Into init-field: an2 addEventHandler ["AnimStateChanged", {an2 switchMove "UnaErcVelitelProslov1"}]; 2. Trigger opfor detected by blufor with an2 switchMove ""; an2 removeEventHandler ["AnimStateChanged", 0]; I used this for captives in one of my missions. -
Animations question
Melmarkian replied to metalcraze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would do it this way: 1. Create a waypoint after the cycle 2. Place a Trigger with OPFOR detected by BLUFOR. Set Type to Switch and sync it with the cycle waypoint. Maybe place in the on act. Field unit switchmove ""; 3. In case of friendly fire I would use the firednear eventhandler with switchmove ""; or set a variable to true with the firednear eventhandler and make it another condition for the trigger at 2. (this OR hasfired) -
Yes, RPG7 fly how far? 150-200 meters before they drop. Not exactly forever flying.
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For-Loop inside of a forEach loop
Melmarkian replied to riouken's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_tempRuckMagList + [_tempclass]; this should be changed to _tempRuckMagList = _tempRuckMagList + [_tempclass]; -
Simulate Photo
Melmarkian replied to stephen271276's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
just use addaction: player addaction ["TAKE PHOTO", "Photoscript.sqf", [], 0, false, false, "", "player distance target1 < 100"]; photoscript: titletext ["", "WHITE OUT"]; titletext ["", "WHITE IN"]; phototaken = true; Don´t know about a sound. You have to look through the soundfiles or add one. -
Delete units from an unused side mission?
Melmarkian replied to stephen271276's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Demonized is right. Just spawn stuff if you use it. I found something helpful to get rid of an area of objects: I placed a gamelogic called "sidemission" at the center of the area I want to delete and create a trigger with the following On Act. {deleteVehicle _x} foreach (position sidemission nearEntities 200); {deleteVehicle _x} foreach (position sidemission nearObjects 200); Deletes even furniture and crews of vehicles. -
Spawn heli and set name to it
Melmarkian replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This works: stealm18 = createVehicle ["Ka52Black", getMarkerPos "helimarker", [], 0, "NONE"]; stealm18 setvehiclevarname "stealm18"; stealm18 setFuel 0; stealm18 allowDamage false; why more complicated? And what is _vehicle in your code? It don´t see where it points. Or just: _vehicle = createVehicle ["Ka52Black", getMarkerPos "helimarker", [], 0, "NONE"]; _vehicle setvehiclevarname "stealm18"; _vehicle Call Compile Format ["%1=_This ; PublicVariable ""%1""","stealm18"]; _vehicle setFuel 0; _vehicle allowDamage false; -
Unreliable building destruction
Melmarkian replied to UbiquitousUK's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I noticed when you spawn explosives a few meters above the ground they do more damage. -
Spawn heli and set name to it
Melmarkian replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To name it I use setVehicleVarName