borg117
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Everything posted by borg117
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Mission 'glitching' when i approach an area
borg117 replied to borg117's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks for that demonized, i remember seeing that diagram a while back but must have misunderstood all the sync lines, will defo clear that up, but i have sinfully done the same with the first aid modules in another mission and it seems ok, so does anyone know why my mission is glitching, or if there could conflicting modules, functions perhaps? also i think i forgot to mention that i use the commands for spawning functions that is the array - spawn - the function in a sqf file and use player exec suchandsuch.sqf, now this seems ok to me but it doesn't seem to be reading the first line of code in the file, just the rest, i'm thinking this may have something to do with the mission glitching. -
BIS_fnc_3Dcredits not working
borg117 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Right, I am wanting to implement 3D credits into one of my campaign missions similar to what the PMC start mission has, I have found out about the BIS_fnc_3Dcredits function and have seen both the wiki page and a forum post i searhed about some problems with the function, however I myself can't get it to work. I have tried the array exactly as it is in the example on the BI wiki page (http://community.bistudio.com/wiki/BIS_fnc_3Dcredits) but it hasn't worked. Where position is i have stated the unit name, i have also tried something else such as getPos and getMarkerPos but they don't seem to be the problem I think. The wiki page also says 'call' and then the example uses 'spawn'. I have used both in the editor via a trigger and in a external file using 'player exec "credits.sqf";' to trigger the file but niether works. I have also tried placing the functions module on and implementing a delay as the functions module takes time to initialize but still no luck. The only remote response I have recieved is when i use the 'call' version with the functions module to which the game just crashes with no error. Call Version: ["<t size='2'>Colonel Something</t>",position enemyunit,15,0] call bis_fnc_3Dcredits; Spawn Version: ["<t size='2'>Colonel Something</t>",position enemyunit,15,0] spawn bis_fnc_3Dcredits; If anyone has any ideas, thanks. I have tried everything and nothing seems to happen or appear when i try it out in the editor (SP Mission). I have ArmA 2and all expansions but no mods. Also no one seems to have responded to my last post, but does anyone know what the 'unlockAchievment' command is for? Thankyou. -
BIS_fnc_3Dcredits not working
borg117 replied to borg117's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
not sure about the height, but a sample of size and colours are here: http://forums.bistudio.com/showthread.php?t=127955&highlight=BIS_fnc_3Dcredits This should give you some idea. incidentaly i think colours are HTML codes, you could cross check it on google. btw this could be useful if you are investigating height (may allow you to custom code, if you like), otherwise the height just changes when you draw distance closer or away from the text. http://community.bistudio.com/wiki/BIS_fnc_help AND http://community.bistudio.com/wiki/BIS_fnc_3Dcredits btw you can put around two lines of text but no more, system doesn't seem to accept anymore than two, i have tried. hope that helps :) -
Extractions and insertions
borg117 replied to iceman11a's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok I can't give you a sample mission at the moment, but what it basicly is you have your 'H' pad from your objects section, you put a move waypoint of ur heli on that H pad, and in that waypoint init box you put youheliname land "GET IN"; OR you could do youheliname land "LAND"; then you create a second move waypoint exactly next to the first waypoint just described (literally on top of it) and then in that move waypoint's condtion box you put (yourunitaname in yourheliname) OR (!alive yourunitname) AND (yourteammatename in yourheliname) OR (!alive yourteammatename) type that exactly as you see it, don't remove any of the AND/ORs as they are important. Now what you do is repeat the exact same thing if you wish, creating another move waypoint, using the land command and so forth. however if after that you would like to be able to unload, you can just put and transport unload waypoint and there you go As long as you properly name your units and heli it should work and how it works is that the heli will init the move waypoint and land, and then it won't execute the next waypoint until you and your teamamte are in the heli or dead, and once it executes that, it will be off to the next waypoint. the essence is to try and control what the heli does. Now if you get anymore problems (hopefully i haven't missed anything out) you can consider the heliname flyinheight 1; command. but if i remember correctly it should all good. btw, it is important to have to H pad as it is recognised by air type vehicles. -
Extractions and insertions
borg117 replied to iceman11a's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok don't have much time to explain this, but if i remember correctly you may want to try Land: http://community.bistudio.com/wiki/land AND also it requires you make an additional waypoint right next to the move waypoint with the 'LAND' in, so that the heli doesn't execute that 'additional' waypoint until the condition is met, the condition being !(alive yourunit) OR (yourunit in heli1) i think that is it if i remember, not sure whether it is any help but it gets the heli to land, wait for you to get in, and once you are in, the heli executes the waypoint and your off, and when you want to drop off, you make the next waypoint 'Transport unload'. btw, 'in' is a command, it checks whether a unit is in a vehicle :) Hope that helps -
BIS_fnc_3Dcredits not working
borg117 replied to borg117's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ha lol, xbox 360 and ArmA do not go in the same sentence, never ever. But when I was researching the campaign description.ext i found that in original ArmA the description.ext had Awards in the script and didn't know whether it was anything to do with unlocks or anything. But as it is, i will just create a Key based unlock system to add some perks and incentives :) -
Please help loosing the will to live need very simple arty script
borg117 replied to Bejmo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well if you are looking for something simple, and though this has been covered many many times before and is avaliable on the wiki, this maybe what you are looking for. http://community.bistudio.com/wiki/Artillery_Module there are 2 ways, one using the SOM modules which is simple but requires the player to do something, or you can go straight for the main artillery module. The artillery module can be a little more difficult however, the one example is [_myBattery, _targetPos, _heTemplate] call BIS_ARTY_F_ExecuteTemplateMission; and what it doesn't specify is that using _ doesn't seem to be any good in SP (so don't bother) and 'myBattery' refers to the artillery module name. so as long as you follow the instructions and diagram you should be fine. the command i have just used is what calls the artillery and you can insert it into a trigger that has a condition for 'OPFOR' - not present OR you could use !(alive unitname) in the trigger condition OR you could search the forums on how to collectivilly group units together as a number say 40 and then use a condition check such as if < 23 units. but that is just a theory and I don't know specifically how to check for a certain amount of units but i'm well sure others do if they would like to chip in, or you can search. -
BIS_fnc_3Dcredits not working
borg117 replied to borg117's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks guys, will try that example mission out when i get home :) -
Creating animations and are they compatile with ArmA 2 OA?
borg117 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi I'm wanting to create animations for some of my troops, have searched around and found a few different (and some unusual) ways of scripting them with use of animations within Arma 2, however I can't seem to get an animation to finish, it just repeats itself. Does anyone have a suggestion on how to stop an animation? Also I know there is a range of animations tied in with the Original arma 2 i.e. sykes standing around, are these animations included with the standalone version of operation arrowhead as when i release my campaign though i have all arma 2 content the people who will be playing it won't and my campaign is AO/BAF only. -
I've been editing with ArmA 2 for a while now, but have searched about this script with no explanation, i know that there was an awards system relating to the campaign description.ext but wondering whether anyone has any information on how to create an achievements system and how it ties in to the unlockAchievements command. By the way i just stick to the original arma 2 + expansions, don't use addons at the moment. Thanks in advance.