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thetrooper

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Everything posted by thetrooper

  1. oh ok. Wasn't too sure if that 's the right way of going about it. I looked in the dog basket but I found a shit? So kind of left it alone after that.
  2. In the Effects for triggers there are set text options. Is there a way to script the types of text and the effects rather than using the trigger? Also a way to set how long you want it to appear on the screen?
  3. thetrooper

    ArmA3 Wishlist and Ideas

    I'd like to add a couple of things to the CQB. Side of things. One major thing missing on BAF for Arma 2 was bayonets. The gameplay in open areas for Arma 2 was fantastic, how about a bit more with urban built up areas as well getting the AI to clear rooms, flashbang/grenades etc.
  4. I've got a unit set to a hold waypoint, is there a way I can get it to switch to the next waypoint at a random time between say 2 minutes and 5?
  5. Hi, just a couple of things. I've got a trigger setup and when the player activates it i want it to force him to reload his primary weapon automatically (for the feel of the game). Any ideas what scrips I need? Also, how do I setup a automatic save game while playing a mission?
  6. ok, couple of qustions. I've got a couple of bugs I've been trying to solve, but can't find anything on it. 1. First, I've some AI guys (a group) with a move in cargo script, in this case a chinook or CH47. The chopper can't take off until these units are in it. Once they are called by a SQF page (code below) They decide to jump back out of it :s How can I get them to stay in it until it takes off and lands somewhere? unit1 moveInCargo [chinook, 3]; The reason I don't want to set up by waypoints and sync is because it gets a bit messy with the chopper taking off to land etc before they get in. Takes too much time. 2. In another mission I want some guys to simply stay where they are and not move about because for some reason they like to go through the Hesco Bastion when not supposed to.Is there a way I can get them to stay fixed in a position despite enemy being around? Maybe even to stay kneeling when doing this? Is it even possible?
  7. thetrooper

    Text, credits etc.

    ok. is this that the only flexibility we have working with text then? I'm wondering because I played a bit of the PMC and they've got some interesting credits going on with that.
  8. If I set a vehicle with a 'hold waypoint', can I get it to switch to move by script (no trigger) when player gets in it? The main reason I don't want to use waypoints for my player is because I'm navigating around by tasks(scripting). One of the tasks is completed when I get in it, that's why I don't want it to move off until then. Also if I got tasks (called upon by .sqf) as player hits a trigger, is there a way I can get it so other triggers can't be trigged until certain ones have? Maybe a hide trigger until or something? That way things get done in a appropriate order? Spawning triggers or something?
  9. Hey I liked that. That's the hint sort of thing I was looking for really. Nice job :)
  10. HI, not doing badly on this editing SQF stuff, but I'm really stuck now looking everywhere with now result. Can someone help with a couple of things? Is there a way that when tasks are completed, Cancelled, failed etc that I can get a notification like in the original game? During the default campaigns, a message comes up in green (succeeded with a ping!) or white writing in the middle of the screen. Second question is..I've got a task set, and a marker by an M113. Now how can I make the task Succeeded in my .SQF file by getting in it as a driver? :s Any ideas? At the moment it is just an empty marker called "tskobj_3". The empty M113 is named "dave" (for the moment).
  11. Thanks for that. Only problem with the hint, I found is for some reason it stopped the rest of my code from running. ie. giving me another task and cancelling another. Also is there a way if I destroy the m113 that it says triggers it to say fail and jump to my next task? AT the momentif I destroy the m13 the game is stuck.
  12. This is basically what I've been looking for. Clever stuff. I'll take time and digest it. There's nothing really out there on this sort of thing.
  13. Hi guys, I'm creating a campaign for BAF. I've had a look everywhere but can't find anything on one particular thing. I found information on sound with .lip etc, but how do you set up the subtitles. I want to setup a trigger where the player radios CROSSROAD or 0 to report something in. CROSROAD/0 replies. Subtitle text also appears. This would then result in a new task or objective. Any ideas?
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