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thetrooper

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Everything posted by thetrooper

  1. mmm, just tried this. didn't work. When i go to UAV terminal all the other settings are set (highlighted in orange) except altitude
  2. ok everyone. this is what I have got however, how do i set the altitude??? greywp1 = greyGrp1 addWaypoint [markerPos "greywp1", 10]; [greyGrp1, 1] setWPPos markerPos "greywp1"; [greyGrp1, 1] setWaypointType "LOITER"; [greyGrp1, 1] setWaypointCombatMode "BLUE"; [greyGrp1, 1] setWaypointLoiterRadius 500;
  3. Hi all, any ideas how to spawn an empty vehicle? Here's an example for a single unit below, but not sure about say an offroad truck? siu5Grp = createGroup independent; siu5 = siu5Grp createUnit ["i_g_soldier_unarmed_f",markerPos "siu5",[],0,"CAN_COLLIDE"]; siu5 setUnitRank "SERGEANT";
  4. Hi all, I'm using the current script below: sleep 3; ["LOSER",false,true] call BIS_fnc_EndMission; this obviously goes to description.ext. Works well. Question is I'm potentially going to have more than 1 ways to LOSE. One is killing any independants the other failing a task? What's the work around descriptions if there's only one LOSE?
  5. thetrooper

    Detect ammo on greyhawk

    I just realised that not even the fuel bit is working in my Sqf file. Any ideas?
  6. Hi all, Is there an easy way to detect if a greyhawk is below a set of ammo to do something? ie. if (fuel grey1 < 0.8 | ammo grey1 < 0.9) then { hint "Stop and turn your engine off for maintenance"} Fuel works fine. Not ammo though
  7. thetrooper

    Detect ammo on greyhawk

    doesn't seem tyo be working. Even if i try it will full ammo still says message. if (fuel grey1 < 0.8 | needReload grey1 < 0.2) then { hint "Stop and turn your engine off for maintenance"}
  8. Hi all, I'de quite like to play with a group already established that does mainly desert warfare maps such as Sangin, preferbly UK based with UK mods etc. Does anyone know of one I can join out there?
  9. Hi, I never thought it would be so hard to find a script for a simple spawn. Can anyone tell me how to spawn either a single unit, or group in a particular place after a trigger is tripped?
  10. Hi All. I've got an add action to a vehicle, called Beacons On ;) Does anyone know how to force the beacons (light bars) on? (Either with AI in it or its empty)
  11. thetrooper

    ARMA3 on Mac?

    I noticed in the requirements that the current requirements for Arma3 are Windows7/Vista. That's great because I run windows at the moment, however like many people I really want to make the jump away from Microsoft to Apple! In fact ArmaII has been the main reason why I haven't made the jump yet. What are the complications for Arma3 running on Mac?
  12. thetrooper

    Dog Fight ccommunity (aircraft)

    If anyone is interested. Here's an opening sequence for a mission I'm still developing...
  13. Hey, I managed to add a marker to a a unit on the map that refreshes after so many seconds. Any ideas how to do it for a group leader? (just incase the current leader dies)
  14. Hi all, I've got a couple of questions. 1. Does anyone know (for a condintion in trigger) to say if a unit was killed by either a 30Rnd_65x39_caseless_mag or 3Rnd_HE_Grenade_shell 2. condition it so unit was killed by unit2?
  15. this addmagazine "Titan_AA"; this addweapon "launch_O_Titan_F"; To me that would start the game with an AA missile in the Launcher. However it doesn't appear? Has something changed, I'm sure it used to work?
  16. Hi all. Got a a set of 7 units, but want to set an action if let than 4 of them are alive. they are named esf1, esf2, esf3...7 I don't want to group them because they are scattered on roof tops etc. if grouped they won't stay in their place. Wonder if there's some sort of array I can use or something. Any ideas?
  17. thetrooper

    count if certain units are alive

    Ah cheers. thanks for both replies. That helps a lot. I also tried the group one however that for some ever reason be accepted in a trigger condition. This script I have for a group in a trigger: (count units _group) < 4; Dowsn't work in a trigger?
  18. Anyone managed to get lip syncing working with AI yet using 'Say'?
  19. Hi all. Got a question relating to mission failed ["LOSER",true,true] call BIS_fnc_EndMission; I've just used this function. That's the happiest mission failed I've seen. I kind of expected the Mission Failed tune to play on this not the mission accomplished one. Class for the correct one is EventTrack02_F_Curator Is there a correct script for the mission failed that should be used?
  20. thetrooper

    Mission failed?

    Thanks for the reply. I'm building most of it in SQF files. In my previous example that's the code for mission complete. I'll have a look at the module later. If not I have scripted my own version of it using the sound class and PPeffect to make it do something. I think that's the direction I'm likely to go in now.
  21. thetrooper

    Dog Fight ccommunity (aircraft)

    Last night was good. First time I done the TopGun thing with more than one person (myself). Once you've done the fixes you wanted, mind if I have a go and do a few things to the file? Bring in the wipeout with AA misiles, not just 2. QUick rearming of aircraft once in a particular area of the airbase (to exclude the ballache of ammo, refule, repaire trucks) How about add one or two custom skins?
  22. thetrooper

    Dog Fight ccommunity (aircraft)

    I like the idea of JTACs on the ground. I'm thinking the use of wipeout aircraft is the way forward. I will be on tonight
  23. thetrooper

    Dog Fight ccommunity (aircraft)

    Yeah I'm up for doing this. One thing I've noticed. Especially the Top Gun MP mission etc, the buzzards are rubbish for Air to Air. I'll look into it and build a version with a Wipeout. I'll look into building Air to Air MP missions. Got a good idea and skills what to be done. I will have a couple of questions in the forums if I can't find the answer. Should be good though.
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