Taxen0
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Step by Step Helicopter Extraction Guide
Taxen0 replied to MareNostrum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did it like in the demo and now it works! many thanks! -
Step by Step Helicopter Extraction Guide
Taxen0 replied to MareNostrum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have it set up like this: 1. a chopper named "Helicopter" with special: Flying and init: flyinheight 60 2. a MOVE waypoint just in front of it synced to a radio alpha trigger 3. a LOAD waypoint placed above a H with on act: dostop Helicopter;Helicopter land "get in" 4. a MOVE waypoint very close to the LOAD waypoint with contition {alive _x} count (units group player) == {_x in Helicopter} count (units group player) 5. another MOVE waypoint a few 100m away. 6. I spawn as the leader of a group of 3. I have looked this over many times, but I don't know what's wrong. Good to know that the code in step 4 works at least, scratches that out. Edit: I just started using ACE and ACEX, could that have something to do with it? -
Step by Step Helicopter Extraction Guide
Taxen0 replied to MareNostrum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried this but I cant get the helicopter to stay on the ground and wait for the whole group. I have this in the activation for the MOVE waypoint after the LOAD waypoint. {alive _x} count (units group player) == {_x in Helicopter} count (units group player) as far as I understand this should count the number of alive units in the players group and once the same amount of units from the group are also in the helicopter, it should take off. But it does not work, as only a single member from the group has to mount the helicopter before it takes off. I need to have a dynamic code like the one above as the players might or might not get additional members during the mission, so hardcoding unitnames wont work. any ideas? -
Individual weapon selection in the briefing
Taxen0 replied to Taxen0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ah, It does not seem to work then. you can only get 1 weapon pool that everyone can choose from. -
UPSMON - Urban Patrol Script Mon
Taxen0 replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, is it possible to change the behaviour of a unit? lets say that I have 2 groups, 1 patrolling and area, and the other one sitting idle (is there a behaviour for this?), then on a trigger, like "enemy detected", change the behaviour of the sitting/idle group to fortify. and another question, is there a good way to make something like 0-3 (or whatever) randomly spawned ambush groups along a road? seeing as they have to face the road and be about 80% of the ambush range away for it to work (this is still true right?) I sense it could get complicated. If not maybe that could be a feature worth thinking about? Thanks for a great script! -
Dynamic-AI-Creator (DAC) V3.0 released
Taxen0 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
thanks for the links, seems quite easy to set up. I will make a test mission later and see the difference with and without ACE and ACE with zeus AI. -
Dynamic-AI-Creator (DAC) V3.0 released
Taxen0 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This mod looks awesome! I have to try it once I get ace up and running. It seems very powerful, but can it also do more simple tasks like Kronzky's Urban Patrol Script? or will I be required to run both? -
User Add-On Guide for more Realism and Immersion (ACE2-based)
Taxen0 replied to the.d's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
great list! There is just so many different mods out there so for a new player (me) it's very confusing to know what's good and what's still being maintained etc. I will try the "big five" for starters but I have some questions on how things will work. How will the AI be? I realize the question is a bit vague, but with many chopped up mods its hard to know what features there are. will the AI heal/drag? react to suppression fire, take cover, occupy building flank etc? I'm guessing the answer is yes here, just making sure. Will the players be able to revive the dead with a medic? or is it only for injuries? will the AI have super human aim and awareness? I play vanilla now and while the tactics the AI use is pretty bad, they seem to locate me and fire in an instant, even while going prone and shooting a single shot from a nearby hill. finally when creating custom missions will the mods with their functionality kick in by them self? or will I have to initiate / configure them for each mission? thanks for any answer to the questions, and thanks for putting the list together! -
Hello, I'm trying to use this with a mission I made for my friends that still use arma 2 free, is this possible? I tried the sample for arma2 original but it did not seem to work (I could not revive / drag), but I could place the healing tent and use bandages. I really want to get this to work so I can convince them to buy the real deal! =) Thanks!