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Everything posted by thetrooper
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Smooth game, hide & spawn units
thetrooper replied to thetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
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?
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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.
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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?
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Unit to reload weapon, auto saving
thetrooper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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? -
unitsFix a unit to position
thetrooper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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? -
Text, credits etc.
thetrooper replied to thetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
Vehicle waypoint switch by script? + Spawning triggers?
thetrooper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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? -
Task Completed message & by getting in a vehicle
thetrooper replied to thetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey I liked that. That's the hint sort of thing I was looking for really. Nice job :) -
Task Completed message & by getting in a vehicle
thetrooper posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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). -
Task Completed message & by getting in a vehicle
thetrooper replied to thetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
Dialogue - Subtitles etc.
thetrooper replied to thetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
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?