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Yeti1

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About Yeti1

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  1. Nice one :), just been watching it, it's an awesome machine, I just wish I had the brains to figure out how to make it target specific targets. Edit: Should of added, Nice code bud, it has helped me understand SQF a little more.
  2. Thanks bud, I'll put this to good use, quick question again.. so is this going to track my player if he is the enemy and in the trigger area?
  3. Thanks for letting me see this, I got it working and figured how to change how many missiles are fired to get what I need :cool: Got a question, is there a way to tell it to fire at an exact target? (such as 'target1')
  4. Is it the same method as Arma 2? Edit: I managed to get it to fire once in the direction it is facing then it does nothing, using this in a script.. arty1 doTarget T1; arty1 fireAtTarget [T1,"rockets_230mm_GAT"]; I did try the arty support module but I couldn't get it working, I did use the Arma 2 one but cant figure this one out, I would prefer to see the MLRS if possible though.
  5. Yes it is bud, I was just using a random name for the first post.
  6. bump, really want to know how to get this working. The annoying thing is I can order AI under my command to fire it (If I am in MLRS group), but I can't get it to work from a script! I want the MLRS to fire on a town when I pass through certain triggers in my mission.
  7. I just tried this in the trigger but it did not work, I tried at various distances too. arty1 commandArtilleryFire [[3769, 12359, 34], "8Rnd_82mm_Mo_shells", 3]; Any ideas?
  8. Hi all, like the title says I am trying to make the AI MLRS fire on a single target using a simple trigger, I have tried, 'myarty dotarget mytarget' and 'myarty dofire mytarget' but it doesn't work, I don't want to use the arty-module I just want to make the AI fire at this specific target, any ideas?
  9. Hi all, today I seen a post about using notifications in the editor to bring up an on screen notice when you complete a task, I got it working almost, the notifications come up and it says mission complete. The only thing I can't figure out is how to add text to the on screen notice, it doesn't seem to show the tasks name, although in the picture here on the right (http://community.bistudio.com/wiki/Notification) you can see it comes up with "Defend the Doc" and "Assault the village". So how do I add text to the on screen notice ? Found out my problem ["TaskSucceeded",["Test"]] call bis_fnc_showNotification; It is meant to be ["TaskCompleted",["Test"]] call bis_fnc_showNotification; Not Succeeded but Completed! Lovely little function this, adds a nice touch to my tasks.
  10. Hi all, I am yet again messing about with the editor and having fun. I have been trying to give my player, who is the commander of tank groups, the options to build bases and even defences like from the warfare module, I messed about with the warfare module, when I used it synched to my commander the map starts blank, and no units I put in the editor are there, I can build buildings and defences though. What I need is to be able to do this on my own mission, is there a way to add a script to give my player build options ?
  11. Now that sounds like fun, thanks bud :)
  12. Thanks for that sinking information, I will put that to good use. I would need a vehicle inside it so the jet attacks with missiles (I think), so how would I get a vehicle inside my frigate ? ---------- Post added at 17:51 ---------- Previous post was at 17:04 ---------- Nice one, got it working. It even works on the civilian frigate so there is no need to change sides. Firstly I inserted the frigate and renamed it frig1, I had to adjust the height so it would float so I put this in the Frigates init.. this setPos [getPos this select 0, getPos this select 1,1]; Now it floats and is in the position I want it to be. Next I inserted an OPFOR tank with this in the init.. this attachTo [frig1,[0,0,14]]; this setdir 280; I had to mess about with the numbers for position adjustment, [frig1,[0,0,14]] - 14 is the height, if the tank is too visible you can change the numbers until you are happy. So thats my tank attached to my frigate. It works with planes and heli's. Plane example that I had in a script working from a trigger. //spawn bomber1 with crew _array = [[(getMarkerPos "bomber") select 0,(getMarkerPos "bomber") select 1,250], 270, "AV8B2",WEST] call bis_fnc_spawnvehicle; _bomber1 = _array select 0; //the helicopter _bomber1crew = _array select 1; //the units that make up the crew _bomber1group = _array select 2; //the group _wp1 = _bomber1group addWaypoint [(getpos frig1), 0]; _wp1 = _setWaypointSpeed "NORMAL"; _wp1 = _setWaypointType "SAD";
  13. It works and turns the ship to OPFOR, to get it to float I had to add this to the init.sqf.. bombertar1 setPos [getPos bombertar1 select 0, getPos bombertar1 select 1,1]; Next problem is the jet won't attack it, he just keeps flying over the ship, I have the same script I tested on a tank that did work.. //spawn bomber1 with crew _array = [[(getMarkerPos "bomber") select 0,(getMarkerPos "bomber") select 1,250], 270, "AV8B2",WEST] call bis_fnc_spawnvehicle; _bomber1 = _array select 0; //the helicopter _bomber1crew = _array select 1; //the units that make up the crew _bomber1group = _array select 2; //the group _wp1 = _bomber1group addWaypoint [(getpos bombertar1), 0]; _wp1 = _setWaypointSpeed "NORMAL"; _wp1 = _setWaypointType "SAD";
  14. Hi all, I am trying to make the AI jet attack an object (An empty object 'Fregeta', it's a naval destroyer) using a trigger. I can make the AI Jet attack a tank, I tested it out, but trying to get it to attack this empty object is hard for me, I tried grouping the object with an OPFOR unit but that didn't work. I did google and found a dead download link for a script that would allow you to make invisible targets. Thanks in advance.
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