Jump to content

Lewis909

Member
  • Content Count

    19
  • Joined

  • Last visited

  • Medals

Everything posted by Lewis909

  1. Hi, I have been looking how to activate a trigger by touching off a charge/satchel charge. Unfortunately I haven't been able to find a way of doing this, would anyone here be able to help. Thanks Lewis
  2. Hi just creating a test loadout .sqf. This is my first attempt and I was wondering if it will work, currently at work so I can't test it. ////Main Loadout removeAllWeapons this; {this addMagazine ["30Rnd_556x45_Stanag",5]}; this addWeapon "M4A3_CCO_EP1"; {this addMagazine ["HandGrenade_West",5]}; this addWeapon "Binocular"; this addWeapon "NVGoggles"; this addWeapon "ItemGPS"; ////Back Pack load out learMagazineCargo (unitBackpack this); (unitBackpack this) addMagazineCargo ["Laserbatteries",10]; Cheers
  3. Thanks Liquid Pink it works perfectly. Cheers Guys and thanks fro the help.
  4. Lewis909

    RH Mk18 pack 1.1 for OA / CO

    Thanks for the info, BTW your work is awesome really enjoying using the packs in game. What are you currently working on?
  5. Lewis909

    RH Mk18 pack 1.1 for OA / CO

    Has anyone had any issues trying to get RH_mk18dcglaeot to work, I keep getting an error message saying it doesn't exist?
  6. Ahhh so I need to change the "This" in the Remove Weapons Backpack section and "This", in the Backpack AddWeapon etc.? Thanks so much for your help. Cheers
  7. So the script will look like this: _unit = _this select 0; removeAllWeapons this; removeBackpack this; this addBackpack "DE_Backpack_Specops_EP1"; clearMagazineCargo (unitBackpack this); unitBackpack this addMagazineCargo ["30Rnd_556x45_Stanag",6]; unitBackpack this addMagazineCargo ["PipeBomb",2]; unitBackpack this addMagazineCargo ["Mine",2]; //Primary _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "PipeBomb"; _unit addMagazine "HandGrenade_West"; _unit addMagazine "Laserbatteries"; _unit addWeapon "M4A3_CCO_EP1"; //Equipment _unit addWeapon "Laserdesignator"; _unit addWeapon "NVGoggles"; _unit selectWeapon "M4A3_CCO_EP1"; And in the Units init I place: _null = [this] execVM "yourscriptname.sqf"; ?
  8. I got his working in the init line of a unit. I would like this to be triggered via a .sqf file so I can easily edit it outside of the game. I have looked everywhere and I can't seem to find out how to execute the .sqf file. basically I want to have different loadout .sqf's and get different units to use them depending on the setup that I want. I hop this makes sense. Cheers
  9. I have a question around this. Once you have placed the unit and the it spawns at one of the markers is it possible to have a waypoint automatically spawn at that location as well. Also is it possible to: 1. Have the Hostage location only appear on the map once something triggers it. 2. Is it possible to automatically generate a waypoint to one of these makers. 3. If it is possible and you do create a waypoint with a given status like "MOVE", how would you then go about creating more waypoints after that? 4. Once these waypoints have been created how would you sync one of these waypoints to a Helicopters "LOAD", Waypoint. Cheers
  10. Hi, I have spent a lot of time searching for an answer to the following problem both on this forum and using Google search; both of which have been unsuccessful. So i thought I would make my first post and see if i can get some help from the community. I have been working on a mission which uses a helicopter insertion and extraction. The Helicopter insertion works fine but I seem to be having an issue with the extraction. Helicopter scripting and Waypoints used: 1. Helicopter on ground with a LOAD waypoint, this is synced to the Lead player’s GET IN waypoint. The LOAD waypoint is also synced with a trigger with a script that counts all the units in my group to ensure that the helicopter doesn’t leave without someone. {_x in ch1} count units insertionTeam == count units insertionTeam; 2. Once we are all in the Helicopter turns on its engines and flies to a TRANSPORT UNLOAD waypoint that is synced to the Players GET OUT waypoint. Here the Helicopter lands kicks out the lead player who than gets the rest of the AI team to disembark. The helicopter flies back to a MOVE waypoint that uses land “LANDâ€; to make the Helicopter land and turn of its engines. 3. Player then goes and does mission which if successful triggers a MOVE waypoint once an object has been picked up. This MOVE waypoint is the location of the LZ extraction point. The pickup object Trigger also triggers a HOLD Waypoint for the Helicopter to move to which half way between the LZ and the base it came from. 4. The players MOVE waypoint is followed by another GET IN waypoint, this is triggered by throwing an IR Strobe: ((count ((markerpos "CheckSmoke") nearObjects ["IRStrobe",50])) > 0) This Triggers 2 waypoints, the players GET IN and the Helicopters LOAD waypoint which are synced. The Helicopter comes in and lands. This waypoint has another count group trigger synced to it. The Group and the player gets in the Helicopter 5. The helicopter has a final MOVE waypoint but for some reason it will not take off and move once the squad is inside it. I have tried testing AI Helicopter MOVE, LOAD waypoints synced with player waypoint GET IN and it worked. The Helicopter flew to the LZ it hovered, my units got in then it moved away. For some reason when I try and use this in the mission I have built the helicopter will not take off and move to its last MOVE waypoint. If anyone could shed some light on this I would be most grateful. Cheers
  11. So it worked? I guess if you increase the "GET IN", waypoint completion area it will land when you are further away from it.
  12. so in the example mission: Heli is landed. You go to the way point. Throw Green smoke heli moves it also Triggers a GET IN waypoint for the player. If you move closer to the get in waypoint you will see it move to being over or in the heli and it will move closer to the team and hover very low to the ground.
  13. I think this is what happen. but what I was experiencing when I was using the blackhawk as the helicopter set to limited, neverfire, careless it would just land and never take off. Change the strobe to green smoke and it worked perfectly.
  14. Fixed! The IR Strobe was causing issues so I replaced it with smoke.
  15. This is the count code i am using: {_x in ch1} count units insertionTeam == count units insertionTeam; It work perfectly at the beginning. I have tried it with and without code. the helicopter just lands and stays there. map that does not work In this test mission I am doing what i believe is the exact same process and it works. test mission that works
  16. Lewis909

    Rescue missions

    Wont something like this: ((count ((markerpos "MARKERNAME") nearObjects ["INSERTFLARECLASSNAMEHERE",50])) > 0)
  17. Lewis909

    Convoy script?

    I found this out when I tried to create a convoy. I found a solution though. Use "Column" and set the rank of the vehicles so that the leader of the group is the highest rank. also place them with enough space between them. hope this helps.
×