crazy_usmc
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Posts posted by crazy_usmc
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Single player or Multi Player? For SP just move the enableAI into the script instead of using a trigger. For MP you'll need to jump through a few hoops to remove the action from everyone.Single player for now
---------- Post added at 09:53 PM ---------- Previous post was at 09:51 PM ----------
i have it working with spawning the pow via script if it helps. MP COMPATIBLEspawnpow.sqf ==> just place a marker on the map where you want the pow to spawn
createcenter WEST; P1grp = createGroup WEST; _P1man = ["UN_CDF_Soldier_AAT_EP1","UN_CDF_Soldier_AMG_EP1","UN_CDF_Soldier_Officer_EP1"] call BIS_fnc_selectRandom; // CHANGE TO WEST UNIT CLASSNAMES P1 = _P1grp createUnit [_P1man, (markerPos "jail"), [], 0, "FORM"]; // CHANGE MARKER NAME HERE FOR SPAWN POS - P1man = WILL SELECT 1 OF THE ABOVE UNITS sleep 0.2; P1 switchMove "boundCaptive_loop"; // PLACE POW IN CAPTURED POSITION HANDS TIED BEHIND BACK AND SITTING ON GROUND //P1 call {[P1,300,3] execVM "missions\scripts\pow_positions.sqf"}; // player setpos P1; P1 setcaptive true; P1 setBehaviour "CARELESS"; P1 disableAI "MOVE"; removeAllWeapons P1; P1 setVehicleInit "this addAction ['Rescue Him!', 'missions\scripts\rescue.sqf'];";rescue.sqf
_per = _this select 0; // Person who had the addAction _ldr = _this select 1; // Person who used the addAction _act = _this select 2; // ID of the addAction _per removeAction _act; _ldr switchMove "AinvPknlMstpSnonWrflDnon_medic3"; //MOVE FOR RESCUE DUDE TO LOOK LIKE HE GETTING POW sleep 15; _ldr switchMove "AinvPknlMstpSnonWrflDnon_medicEnd"; // FINISH RESCUE DUDES MOVES _per switchMove "boundCaptive_unaErc"; //POW STANDS UP [_per] joinSilent _ldr; _per = setskill 1; _per EnableAI "MOVE"; while {alive _per} do // this will add the addaction back on the pow if the rescue player dies { if (!alive _ldr) exitwith { _per setVehicleInit "this addAction ['Escort Him!', 'missions\scripts\escort.sqf']"; [sgt,nil,rgroupChat,"reset escort option!"] call RE; }; sleep 3; };Thanks Hog! do I activate both using a trigger and by marker do you mean actual markers or just a random object? Sorry if this sounds dumb lol
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hey guy I need a little help. I'm not that great at scripting but I could use some help with this. I'm creating a mission where a fire team is HELOed in to rescue a BLUEFOR pilot. I have guards set up around the pow and I don't want them to kill the pow soon as the mission starts. I've been using this as an example to go by: http://www.kylania.com/ex/?p=11 but I've noticed that if the POWs are BLUEFOR then it doesn't work. any suggestions? this is how I have it set up:
r1-fireteam leader (me) int field: POW= [p1]
POW: p1 (name of pow) int field: this addAction ["Rescue POWs","rescuePows.sqf",[POWS],1,false,true,"","(_target distance _this) < 3"]; removeallweapons this; this disableai "MOVE"; this setbehaviour "CARELESS"; this setcaptive true;
then I have a trigger activated by BLUEFOR and type set to switch and in the on act field I have this: p1 enableAI "MOVE";
here's the sqf code I'm using:
_per = _this select 0; // Person who had the addAction
_ldr = _this select 1; // Person who used the addAction
_act = _this select 2; // ID of the addAction
// Group given in the arguments section (ie: [POWS]
_grp = _this select 3 select 0;
// Remove the rescue option
_per removeAction _act;
// Join preselected units (POWS) to callers group, silently.
{[_x] joinSilent _ldr} forEach _grp;
If anyone could help me out I would appreciate it.
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I've got a question. I've watched vids and read other post from many different sites about this script and I've done exactly what it says to (saved in my documents arma2 mission folder) but when I get into range of the trigger I get an error saying "ied.sqs not found" can anyone offer some help? I am a newbie when it comes to scripting ;D
HVT/POW help
in ARMA 2 & OA : MISSIONS - Editing & Scripting
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Thanks hog for the help!