Romeo_Delta
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Everything posted by Romeo_Delta
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If you mean in the the mission editor, then yes, you can make helicopter pilots land where you want and have them remain in the helicopter.
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I hid in the castle, upstairs even, for about 5 minutes, then one of them ran up and shot me.
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Question: Ending a mission individually?
Romeo_Delta replied to nkenny's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Make a trigger that activates when BLUFOR is present and set the type to End? -
Task Status won't change upon completion
Romeo_Delta replied to Romeo_Delta's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've got it working, thank you. Multiple tutorials I read/watched used the objStatus command, so I was unaware it was no longer in use. The reason I was getting an undefined variable error (besides calling it the wrong thing) was that I put it in my code before I defined it, so essentially I was trying to set the status to assign before it the task was even created. Silly me. Thanks for the help. -
Task Status won't change upon completion
Romeo_Delta posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Need some help with my code. Basically, when a BLUFOR enters a trigger area, an objective is completed and a hostage is added to the player's group. The player also gains access to a helo extraction command thanks to Norrin's script. However, even though the hints pop up saying objective completed, the task status doesn't change. Here's what I've got: Briefing.sqf obj1 = player createSimpleTask ["Find hostage"]; obj1 setSimpleTaskDescription ["Fing where the hostage is being held", "Find hostage", ""]; obj1 setSimpleTaskDestination (getMarkerPos "hostage"); player setCurrentTask obj1; Trigger On Act. setcaptive false; [hostage] join rescuegrp; "obj1" objStatus "DONE"; tskobj1 setTaskState "SUCCEEDED"; publicVariable "Hostage"; taskhint ["Task Completed!\nHostage rescued!", [0, 1, 0, 1], "taskDone"]; player setVariable ["NORRN_taxiHeli", helicopter, true]; obj2 = player createSimpleTask ["Extract hostage"]; obj2 setSimpleTaskDescription ["Call in an extraction helicopter and get the hostage to safety", "Extract hostage", ""]; player setCurrentTask obj2; I'd appreciate some help. -
Task Status won't change upon completion
Romeo_Delta replied to Romeo_Delta's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I get an undefined variable in the expression error when I added that. And isn't it "Created" by default? -
Well, in BI's defense, you should know what you're buying. The product clearly states what's included. It's not their fault you're just throwing your money around. :)
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Since your objective was to attack and destroy a target, after neutralizing all known targets in the area you should have assaulted through to the truck, set up a consolidated 360 to watch for more contacts while somebody set a timed/remote charge, then hauled ass back into the tree line in order to set off the charge. Another thing you could have done, which is similar to what Noraf said, is have fireteam Alpha run up to the truck, set up a hasty 180 on one side of the truck, and have fireteam Bravo in the trees providing overwatch while Alpha planted the charge.
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Step by Step Helicopter Extraction Guide
Romeo_Delta replied to MareNostrum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, the MOVE waypoint is practically on top of the LOAD waypoint. I fixed the missing bracket (it was also missing another one after helicopter). Problem is still there. Edit: Sometimes it lifts off, but doesn't go to the next waypoint. Sometimes it doesn't lift off at all. I've been trying to get this to work for the past 4 hours. Very frustrating. -
Step by Step Helicopter Extraction Guide
Romeo_Delta replied to MareNostrum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I hate to bring up an old thread, but I tried the script in the OP and my helicopter doesn't seem to be working correctly. The problem is once everyone is loaded into the helo it doesn't take off. Helicopter name: helicopter Unit names: unit1, unit2, unit3, unit4, hostage Helicopter moves to LOAD waypoint (on top of invisible H pad) with an On Act. of helicopter land "GET IN" The next waypoint is a MOVE waypoint with Condition of ((!alive unit1) OR (unit1 in helicopter)) AND ((!alive unit2) OR (unit2 in helicopter)) AND ((!alive unit3) OR (unit3 in helicopter)) AND ((!alive unit4) OR unit4 in helicopter) AND ((!alive hostage) OR (hostage in helicopter)) A third MOVE waypoint which is synched with a trigger that ends the game Like I said, the helicopter doesn't take off when everyone is alive and inside of it. Any ideas?