

VonNexus
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Everything posted by VonNexus
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Converting an ARMA 2 script to ARMA 2 Operation Arrowhead, need some help
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Actually I merged the demo mission with my mission and the trigger condition is correct, I just copied and pasted it wrong on the forum. ---------- Post added at 07:46 PM ---------- Previous post was at 05:50 PM ---------- Have you tied doing what I did (adding classnames of OA choppers) in the script's files Kylania? Does it work to you? -
Converting an ARMA 2 script to ARMA 2 Operation Arrowhead, need some help
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry about that Kylania, I was just afraid to write a book other than a post. However, this is the Armaholic link for the script: http://www.armaholic.com/page.php?id=7937 -
ArmA 2 Boot Camp 05: Fixed Wing / VTOL
VonNexus replied to Nicholas's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Yes, this actually happens. Quite weird, but probably is an error BIS made in the scripting files that regulated the mission and the bootcamp. -
Creating a debriefing or After Action Review
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So, I make a .html file using the notepad, I can copy and paste your file to give a try and then what you have written will be shown when a trigger with the End and the number or the Lose is activated? Or I need something in the init? -
Creating a debriefing or After Action Review
VonNexus posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys basically, I'm working on a mission and I created a briefing for it, which works fine. Now in the mission there are supposed to be 2 ends, the first one is winning and the second one is losing. What I want to do is to create a debriefing aka After Action Review (basically the green tab that appears when you end a mission, the objectives and the kills are written in the left part and the text is written in the right part) for each of the two ends. Now I searched around but didn't actually find nothing that I could understand. Thanks for the help that you'll provide me! -
That's why Takistani militiamen die only after four shots! Ehehe! Actually I saw drug plants all over games where Afghanistan or a random Asian country is featured.
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Placing items on map
VonNexus replied to iceman11a's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Actually ARMA II has a hidden 3D Editor , but it isn't complete, so you can place only empty vehicles. In oder to enter in the 3D Editor, press Alt+E while in main menu. Otherwise you could search for a onilne library of the ARMA II and OA items. One is linked in the forum, just mess a little bit around. -
Manhatten mission - Hearing 3 shots being insta killed on 3rd, happens randomly.
VonNexus replied to adzc's topic in ARMA 2 & OA - OFFICIAL MISSIONS
It's probably a zone restriction module. It happens the same on another mission, where the player dies after three shots if he approaches to Chernogorsk or Elektrozavdosk. As far as I remember, going to Vyshnoye is usless during Manatthan mission. -
Hi fellows editor, basically , while replaying OA campaign, I saw a mission where , inside a C130J, there is a red light which then turns to green ( the mission I am speaking of should be the last, where a HALO jump is featured. Now, I know that things like smoke, fire and light are classidicated as particles stored in some files in the installation path. Basically, how do I put a particle ( in my case I need the red and green light) into a vehicle? Thanks in advice.
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Light particles
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK, the code for red light is OK. I checked setLightColor page, but still didn't figure out about changing light color. Could anyone post the code for green light? -
Light particles
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Where ist this supposed to be written? -
I'd suggest you to download the ACE mod, as it adds in the editor objects like the beds. However they've extract them from the game files I think, so maybe you could do the same thing.
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I'm building up a mission where a large group of IA soldiers are ejected. So I made up this script: {_x action ["Eject", c1]; sleep 0.8;} forEach units Tigre; Tigre is the name of the group, defined with the command group this. Now, I wish to add to this script unassignVehicle within the forEach loop. but really dunno how to do. Any tips?
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Hi , I'm building up a paratrooper school for my clan. What I want to do is launching a paratrooper from a tower ( 22 meters high) with the chute that opens immediatly. So I built this http://imageshack.us/photo/my-images/69/arma2oa2011100118473711.png/. The ramps are placed with the setPos command, the e cone (named cono) is attached with attachTo. Para is the name of the paratrooper. I want to use addaction for the launch, so I placed a trigger. The condition is: para distance cono >= 4 On act : para addAction ["Launch from the tower", "lancio.sqf"] lancio.sqf: para moveInCargo pa; pa setpos getpos para; pa setPos [(getPos this select 0), (getPos this select 1), 25]; Pa is the name of a chute, placed at 189000 meters from the ground Now, according to the code, once the action is activated the paratrooper should move into the chute which will be teleported on the player at 25 meter high. But when I activate the action, I only move as driver into the chute, setpos command doesn't work. What am I doing wrong?
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What's wrong with setPos?
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK thanks! ---------- Post added at 08:06 PM ---------- Previous post was at 06:56 PM ---------- Another help please :( Check out this code, it's meant to teleport a static C130 to a flag , which is at 700 m from the ground. The code works for the Hercules which is teleported in the area, but it doesn't work for the paras: Hercules setPos getpos pd; para setPos [( getPos pd select 0), (getPos pd select 1), 701; para2 setPos [( getPos pd select 0), (getPos Hercules select 1), 701; para3 setPos [( getPos pd select 0), (getPos pd select 1), 701; pd is the name of the flag. -
Hi, What I want to do is quite simple, I'd like to paradrop an ammocrate near my player. So I named the crate "ammocrate" and the parachute is called "para". The code is : ammocrate attachTo [para,[0,0,1]]; When the parachute is flying, the code works like a charm. But as soon as th chute reaches the land, the crate goes under the ground. I think that this happens because the chute closes itself once it is on the land and then disappears. Maybe I could use a detach command, but I'd need a syntax in a script to activate it when the chute is on the ground and I honestly don't know how to do that. Hope that we can fix this.
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Problem with attachTo
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Where is the code meant to be placed? A script or an init? -
Problem with attachTo
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nope, the crate stays on the ground. It doesn't do the trick. -
Spawning weapons on the ground
VonNexus posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I searched on the forums and on the internet and found several codes. However, I'm still not able to spawn weapons on the ground like is seen in the ARMEX (ArmA II Operation Arrowhead ). Basically, I want a weapon (M16A4 and several mags) to be spawned on a table. createVehicle doesn't do the trick. I think the weapon is spawned underground or isn't spawned. ANy helps? -
Spawning weapons on the ground
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Uhm, could you correct this one? I followed your indications, but changed the weapon's name. Check this out, the error shown says that "30Rnd_556x45_Stanag" mags cannot be found. -
A little problem with the sleep function.
VonNexus posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi again, what I want to do is a simple paradrop with some units. No HALO or things like that. So I created a .sqf file named "eject.sqf". In there I have this A action ["Eject", C130]; sleep 10; B action ["Eject", C130]; sleep 10; C action ["Eject", C130]; A,B and C are the soldiers, C130 is the plane. The plane has some waypoints. In the last waypoint, I have this A exec "eject.sqf"; When the Hercules reaches the point for the paradrop, the soldiers are ejected at the same time. This shouldn't happen with the sleep setted to 10. Any help? Thanks. -
A little problem with the sleep function.
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK it works like a charm. But, dunno why, when the paras are on the ground, the Squad Leader orders to move as cargo in the C130J that dropped them. Why? -
Problem with adding custom music to ARMA II.
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you very much -
Problem with adding custom music to ARMA II.
VonNexus posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I'm trying to make a mission with Italian Soldiers and I want to add in it the Italian Anthem as a music. To do so, I downloaded GoldWave and converted the .mp3 into .ogg. Then I created a Music folder into the mission folder and I pasted in there the .ogg file. In the description.ext I wrote this: class CfgMusic { tracks[]={Music1}; class Music1 { name = "Music1"; sound[] = {\music\Music1.ogg, db+40, 1.0}; }; Music1 is, of course, the name of the .ogg file. When I try to load the mission in the editor, the game crashes and the error message shows me all the path ( you know, C:\Users\Admin and so on) till the description.ext and says "line10:/Cfg Music/: Missing '}'. I understood that I must add a { somewhere in the description.ext but where is the line 10? -
Problem with adding custom music to ARMA II.
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Could you post my code corrected? Thanks.