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1 NeutralAbout Rankandfile
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Bon's AI Recruit Script Respawn Help
Rankandfile replied to polkaboy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey Mr. Death, I think you have to edit the FSM module within the "bon recruits" folder. Its fairly easy with the FSM editor. -
Trigger condition: Specific classname of vehicle no longer present
Rankandfile replied to Rankandfile's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So when i call the planes from a script i have this snipet: _Ju87Agrp1 = createGroup east; _Ju87Aveh1 = createVehicle ["I44_Plane_G_Ju87_SC250_WL",EastRespawn1, [], 300, "fly"]; the group's name is "_Ju87Agrp1"? so when checking to see if the group's vehicles are still alive I would need to check for "_Ju87Aveh1" etc being alive? then delete the group and its members before calling the new group in correct? -
Trigger condition: Specific classname of vehicle no longer present
Rankandfile posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, I am trying to create a trigger that when activated executes a script spawning in more aircraft. At the start of the mission four planes of a specific type are on the map including other non-mission critical aircraft, the player shoots them down, and (hopefully) a new wave arrives. The goal is to create a potentially endless air battle. Where I am running into trouble is the activation condition for the trigger calling the next wave. The pilots bail out frequently, so opfor-not present will not work, and other types of enemy planes will remain airborne and do not factor into the the conditions for the new wave of planes. Additionally, I do not know how to name the bombers themselves to simply check if they are dead or not as the condition, as i am calling them from an external script. Ive tried searching for a way to have the trigger only "look" for the bombers the player is to engage and determine if they are alive. The most attractive option Ive found so far seems to be the use of the countType cmd. here's my activation condition so far: "I44_Plane_G_Ju87_SC250_WL" countType thislist <= 1. As of yet results have been less than consistent. Ive tried using "Air" in the place of the Ju87's classname, and ive tried using vanilla vehicles and aircraft as well, with no better results. Any help or suggestions of an alternative means would be greatly appreciated! -
Camera moving as gunners head is turned (Helicopter)
Rankandfile replied to konyo's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hey konyo, im pretty new but this helped me out when i was messing with the turret on a mi24: http://community.bistudio.com/wiki/Turret_Config_Reference#Inheriting -
Trying to put a laser des on a Stryker TOW
Rankandfile posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Im having problems with the config section, the game crashes on startup. Arma RPT reports: ive tried stripping out the laser designator from the config file and i still get the error, here is my config: I'm pretty new at this, so I'm probably doing something incredibly stupid. If anybody would be kind enough to point me in the right direction I'd really appreciate it! -
That's odd, the towing tractor in the mission didn't come in a mod or anything, its been around since the original game was released... Can you place one in the editor, under empty>cars?
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Verison 1.3 available! Download V1.3 here: http://www.gamefront.com/files/21668218/WeDontNegotiateV1.3.Zargabad.pbo Fixes: -Airstrike trigger not working -Deletes unused vehicles and crew -Worked out a bug with the mission briefing and task completion status ---------- Post added at 12:12 ---------- Previous post was at 12:03 ---------- Alright thanks for the feedback guys! @Wiki: I'll get to work on improving the task setting commands (its not implemented in V1.3) @Folgore_airborne: Were they like that on any subsequent play through or was it a 1 time glitch? @Norailgunner: if your interested i can modify it for you, as is i kinda was going for some fx but would not mind sending you a customized version @all: changes might not be til next week as i have finals this week:banghead:
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Version 1.2 of "we don't negotiate" is available. Download version 1.2 here: http://www.gamefront.com/files/21643090/WeDontNegotiateV1.2.Zargabad.pbo Fixes: Fixed trigger issues with detecting Aziz Killing roof guards should properly trigger airstrike availability Helicopter extraction is working smoothly now! Various other optimizations As always feedback is encouraged and appreciated!
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I assumed you were being genuine, no offense taken
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Hey guys thanks for trying my mission out! Especially thanks for the feedback, the issue I have with making missions is that I design them with how I would approach the mission in mind, so some of the triggers are thrown off by a different approach. It's definitely good to hear some of the specific glitches you guys ran into so i can work something out for you! @Variable: I am working on another mission using Lingor island and PRACS units, it may be a campaign if i can figure out how. Currently i plan on having the player lead a Pathfinder team prior to an airborne assault to capture an airfield. the first mission will have the pathfinders clear an LZ for the incoming Para's, then move out to take out 2 SAM sites. The second mission will have the pathfinder team join the assault on the airfield with the paratroopers. It should be done in the three weeks. I have finals as well so we'll see :butbut: @Variable,Zatoich: I think maybe ill make it so the airstrike only becomes available after the roof guards are killed, and remove the "1 = player knowsAbout aziz" condition, as its pretty easy for you to tell that the convoy is there without the need to spot 1 specific guy standing by it. That way you get a chance to wipe out the guys on the roof all ninja style and don't have to look for Aziz himself, just his vehicles. I actually did find a more reliable way to configure the extraction, unfortunately it requires stopping the helo's engines, also with the AI roof team involved the helicopter acts a little funny so I'm still working on that.
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[sP] We don’t negotiate… Author: Rankandfile Description: A four man team of operatives is inserted outside of a compound near Zargabad in order to conduct reconnaissance, coordinate an air assault, and rescue a hostage. Features: • Custom sounds and music(some) • Working briefing • Weapons selection prior to mission start • Stealth operations • Other stuff I thought was cool Updated version available! Version 1.2 of "we don't negotiate" is available. Download version 1.2 here: http://www.gamefront.com/files/21643090/WeDontNegotiateV1_2_Zargabad_pbo Fixes: -Fixed trigger issues with detecting Aziz -Killing roof guards should properly trigger airstrike availability -Helicopter extraction is working smoothly now! -Various other optimizations As always feedback is encouraged and appreciated! Requires: Arma 2 Combined Operations Installation: Download .Pbo and move to Arma directory (example: C:\Program Files\Bohemia Interactive\Arma 2\Missions) Credits: Bohemia Interactive, Mr. Murray for his editing guide, countless examples and info from people in the forums. Used song by RamJam and Dropkick Murphy's, COD sounds, GK sounds. Also disassembled a great mission, Operation Black Thunder by Toasticuss, to reverse engineer some stuff. Notes: This is my first mission! Feedback will be greatly appreciated (as long as its good feedback, maybe use a compliment sandwich)
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Best Place To Release a New Mission
Rankandfile replied to Rankandfile's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Alight thanks for the quick replies! -
Hi all, I have a new mission I've been working on for awhile (it will be the first I've ever released), and am looking for a place to make it available for others to play. I have been making missions for myself for some time now, and thanks to the wealth of information out there I've learned more than i could ask for, big thanks to the community!