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lax

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About lax

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  1. lax

    Syria - What should we do if anything?

    Nothing let them kill each other. No American life should be spent stopping it. Oh and I HATE you ignorant people that call everybody who has a different opinion than you " sheeple". Your not better than anybody else. Just shut up with your stuck up superior crap.
  2. Any Ideas? Im trying to get this one to work http://www.ofpec.com/forum/index.php?topic=34830.0 but i think something is wrong with the arresting man loop animation
  3. so i make an sqf called "foo" with _action = _suspect addAction["foo", "foo.sqf"]; while {_action >= 0} do { _suspect removeAction _action; _action = _action - 1; }; ??? Its just not very clear what the deal with foo.sqf is Ok thanks getting closer now. Any idea how to get the AI to be stuck in the restrain animation?
  4. What is this line for? action = _suspect addAction["foo", "foo.sqf"]; I just get script "foo".sqf not found? Also i need them to be stuck in an animation when restrained and then restrained It looks promising tho!
  5. Its simple for example if you have ever played a life server, you can restrain a civilian making them play an animation and be unable to move. Then I want to simply teleport them to a jail. And i think disableAI is disabled in multiplayer but i could be wrong
  6. Unfortunately we all use a set modpack so I cant add outside modules to it. ---------- Post added at 10:37 PM ---------- Previous post was at 10:11 PM ---------- ok so ive decided to do something else and its a lot more simply and easy to do. I feel like im close but i dont have it yet. I just want to be able to scroll-wheel restrain somebody (make them unable to move in the handcuff animation) then use another option to teleport them to the base. Any ideas? Ive been at it for a while but im stuck
  7. I am working on a COOP mission where a US Army unit will be deployed to Africa (Isla Duala). Part of the mission involves protestors throwing rocks and rioting outside of the FOB. I am trying to figure out a way to be able to arrest the protestors and bring them back to base. I know that its possible to have the option to restrain other characters. I also know from the surrender module that its possible to add an OPFOR or Civilian unit to your group. BEST case scenario is that I can make it so that one of my BLUFOR guys (controlled by player of course) can walk up to a protestor (they are on the OPFOR side) and have the option to restrain them, then un-restrain them and add them to their group so they can take them back to base to be jailed. I know this is asking for a lot so I have some ideas for alternatives but that is just the best case scenario. Any and all help is appreciated, thanks.
  8. PERFECT. Absolutely perfect. thanks!
  9. Ok this is really starting to bug me. I am making a short movie using Camera.sqs in arma 2. The biggest problem I have is that I cant get the AI (a US army ranger with a thermal scoped .50 cal) to fire his weapon. I have used dotarget and dofire endlessly but nothing works. The closest i got was getting the AI to shoot a specific unit but when i activate the trigger, he crawls for about 10 minutes to "get into a better position" then fires while crawling like a complete idiot. I dont even need the ai to be shooting at anything I just need him to lay prone where I place him and fire the damn rifle. Anybody have any ideas? I think its pretty absurd that I cant get this dude to simply pull the trigger of his gun without crawling around and acting like a fool.
  10. EDIT: Works perfectly. Thank you very much. You just gave me a very useful tool.
  11. Thats why I was thinking but the problem is that the C-130 is going to be making 2 Passes over the DZ so when it passes through the trigger zone, half of the men will still be inside. I need 2 passes because Im dropping 30 men and we have to use a 1.5km DZ. Maybe there's a way to make it so nothing in the plane will set off the trigger. Im not sure :/
  12. Hi, I am making a mission where about 30 players are going to be para-dropping and then assaulting a town. I am going to be using the Murk-Spawn script to make the enemy spawn in the town so we can kill them. The C-130 is going to be making multiple passes over the DZ. The problem is, I don't want to have the C-130 fly over the town, spawn all the enemies, then screw up the mission. I need a way to have the trigger that spawns the enemies only activate if the infantry enters the field not the C-130 or any other Air unit. Is this possible?
  13. Hello. I am trying to find a fix for something that has annoyed my since ArmA 2 first came out. I have noticed that if the AI is in a convoy, no matter what you set the waypoint parameters to, as soon as you start to shoot at them, all the vehicles stop and the men get out and start shooting. The worst thing you can possibly do in an ambush is to stop your vehicle much less get out lol. Does anybody know a way to make it so that the AI will stay in formation and just shoot with the guns but not stop driving? It would be way more realistic. By the way, I am organizing the convoys by setting them all in the same group and organizing them by rank. Highest rank will be front (usually an armed vehicle) then trucks in the middle (middle rank) then rear security in the back (lowest rank) All help is appreciated. Thanks
  14. Hmm.. I think I am doing something wrong. I have named all my triggers and set them to "repeatedly". Then I put this into init.sqf _x setVariable ["convoy", true, true]} foreach [Trig1,Trig2,Trig3,Trig4,Trig5,Trig6,Trig7,Trig8,Series1,Series2,Series3,Series4,Series5]; Then I put the same code as above into the On Act of a radio alpha trigger. Also in the on act of the radio alpha trigger is this: thisTrigger setVariable ["convoy", false, true]; And finally in the condition of the radio alpha trigger is this: this AND thisTrigger getVariable "convoy" Still I can drive in and out of one of the triggers and it sets off each time without radio prompt. I definitely am doing something stupid wrong here.
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