cod0
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Posts posted by cod0
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For example, how to remove a MVD's mask and replace a normal one?
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It doesn't happen for me when I attach stuff it doesn't shake, about 12 months back it did.There were some problems with the attchto command but these were fixed in patch 1.60 I think it was.
Try this enablesimulation false
But the unit won't be able it interact with any danger.
The big question is why would you want to do this?
Forget it, my version is old, and I have to do it with action...
In fact, I'm making a parachute cutscenes that include some actions, it makes things to be more difficult if the plane can move.
(forgive my bad English)
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I use Attachto command, but it is always shaking. Is there other way to replace it? Thanks!
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Instead of doing task settaskstate "SUCCEEDED" when the item is picked up do what Enigma told you.First make a variable in the init say _evidence = 0;
In the trigger for when the item is picked up, do a _evidence = _evidence + 1;
and then when say _evidence == 3
You'd use the settaskstate! :)
Oh! Thank you!
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Like the "Find Evidence"...
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What works in Operation Arrowhead works in ArmA 2. :PI only have ArmA 2 original version, No OA
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And in ArmA2? It's there anything can help?
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CameraView == "gunner" Then currentweapon player == "NVgoggles" ? I don't think it's correct.
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As PVPscene pointed out, it's from Arma 1 (aka "Armed Assault"). You would need that game, neither the hotel nor working elevators are available in A2 or OA (I've no idea about CAA1, ask in that thread).If you have A1 & want to pursue this, you should be posting in the Armed Assault Editing forum, not here (which is for Arma II & OA only).
BR
Orcinus
Sure it's ARMA 2, I didn't know it's only active in A1, thanks for explain.
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Aan how to use that? I lack some of its information.
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in building.pbo, how to use that?
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_m = 5;
while {_m >= -3.7} do {
player playmove "AmovPercMrunSnonWnonDf";
_m = _m - 0.1;
player attachto [fly1,[1 , _m, -4.5]];
player setdir 180;
sleep 0.04;
};
detach player;
Above is the procedure of my work.
Problem is after the player was separated from the plane, he doesn't stop playing the action even if I use the "player playmove ''" or "player switchmove ''", is there something wrong with my procedure? Please help me!
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I remember that "Transport Unload" is only take effect in a group without the transport, your problem is your group are including the transport, so that you must change the waypoint to "Unload" instead of "Transport Unload".
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huh...no, you misunderstood it, I just tell you about the situation, the script I have completed it.
The problem is when I use the Setdir 180, the character will change the direction and then he flash back to 0 degree!
I don't know whether you got this problem, but I really got it. But thank you for your enthusiasm.
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Put this in a script, the HALO scripts set the direction to 0 degrees so you have to change the direction after it starts.[player, 1000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; sleep 1; player setDir 180;
Sorry, I don't know what's going wrong, but it still dosen't work. In fact, I'm making a mission that player running out of the Transport to do the Halo Jump(by Using the attachto command)...
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I realize that the initial angle of halo jump is 0 degree. I want to change it, for example, 180 degree for start. Is there a good way to achieve that? Thanks!
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I mean, to make the airassault seems more realistic, I wrote the script
_missile = nearestObject [_plane, "M_Ch29_AT"];
_homemissile = {
_target = ta1;
_dir = [_missile, _target] call BIS_fnc_DirTo;
_missile setDir _dir;
_relDirVer = asin ((((getPosASL _missile) select 2) - ((getPosASL _target) select 2)) / (_target distance _missile));
_relDirVer = (_relDirVer * -1);
[_missile,_relDirVer,0] call bis_fnc_setpitchbank;
};
while {alive _missile} do {
call _homeMissile;
sleep 0.01;
};
But it didn't work, what's the problem? I think it's the conditional statement(I know my skills are poor).
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There is no AI VTOL for planes other than the OSPREY and Choppers.I haven't tried but it may be possible to use the unitrecord play feature
http://forums.bistudio.com/showthread.php?t=101421&highlight=play+record
or just put this in a trigger or init, name the aircraft PLANE
null = [] spawn {while {alive plane and (getpos plane select 2 ) < 30} do {plane setVelocity [0,0,1];plane setvectorup [0,0,1]; sleep 0.01}}Set speed vector, I forgot it...
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Thanks!
Sounds like it's so difficult, but I will try it.
But there are not any solution that make the AI takes off by themselves?(Though I haven't seen it in any mission.)
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At first I think this case would be easy, but then I got problems.
When I using the script "unit acion ["autohover", unit]" ,the AI will automatically reset, then changes into the normal way to takeoff, whether I use the "disableAI "move".
Is there a proper way to let it hover takeoff?
Thanksï¼
How to freeze an unit's action ?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
I saw some amazing screenshot, I think it's difficult to snapshot while the unit is initiating an action. There must be a way to freeze the action, and how to do it?