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cod0

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Posts posted by cod0


  1. 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)


  2. 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.


  3. _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!


  4. 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)...


  5. 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).


  6. 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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