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Yeti1

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Everything posted by Yeti1

  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. 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?
  5. 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.
  6. Yes it is bud, I was just using a random name for the first post.
  7. 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.
  8. 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?
  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. I have tried the usual method of adding this line into my init file.. EAST setFriend [CIVILIAN, 0]; They aim at me but they won't shoot, I also tried changing their combat to RED but it still didn't work. Any ideas ?
  11. 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 ?
  12. 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.
  13. Now that sounds like fun, thanks bud :)
  14. 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";
  15. 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";
  16. Hi all, I am having problems loading multiple sounds using triggers, it plays the first sound (car1) but not the second one (car2). It keeps coming up Car2 not found. here is my description file contents. class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {car1,car2}; // Definition for each sound class car1 { name = "car1"; // Name for mission editor sound[] = {\sounds\car1.ogg, 0.4, 1.0}; titles[] = {0, ""}; }; class car2 { name = "car2"; // Name for mission editor sound[] = {\sounds\car2.ogg, 0.4, 1.0}; titles[] = {0, ""}; }; }; ---------- Post added at 16:22 ---------- Previous post was at 15:41 ---------- Never mind got it working, hopefully this may help others who need multiple sounds.. My Description file for this mission.. class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {car1,car2,car3}; // Definition for each sound class car1 { name = "car1"; // Name for mission editor sound[] = {\sounds\car1.ogg, 0.4, 1.0}; titles[] = {0, ""}; }; class car2 { name = "car2"; // Name for mission editor sound[] = {\sounds\car2.ogg, 0.4, 1.0}; titles[] = {0, ""}; }; class car3 { name = "car3"; // Name for mission editor sound[] = {\sounds\car3.ogg, 0.4, 1.0}; titles[] = {0, ""}; }; };
  17. Hi all, before I start planning some things in my mini-mod I need to know if it's possible to have alternate missions loaded when you finish one. I plan on having two possible endings in one of my missions, each ending will take you to a different mission, is this possible?
  18. Sweet I already asked about this, been a bit busy with family stuff but now I have spare time to get back on it. So a late thanks :)
  19. Hi all, I have been browsing various posts but I can't get this to work at all. I have a set of tasks across the map and I want them to trigger in order so I tried to use this in my condition box for the trigger that starts Task6b.. taskState tskTask5b == "SUCCEEDED"; This does not work and the next task wont start, I need it to only work when task5b has been completed. Task5b has this in the init.. tskTask5b setTaskState "SUCCEEDED"; tskTask6b = Player createSimpleTask["Task6b"]; tskTask6b setSimpleTaskDescription["Check this area.", "Check Here", "Move"]; tskTask6b setSimpleTaskDestination (getMarkerPos "M1task6b"); Player setCurrentTask tskTask6b; What am I doing wrong ?
  20. The next task is assigned as it pops a hint ... (sorry missed last line on my Original Post) tskTask5b setTaskState "SUCCEEDED"; tskTask6b = Player createSimpleTask["Task6b"]; tskTask6b setSimpleTaskDescription["Check this area.", "Check Here", "Move"]; tskTask6b setSimpleTaskDestination (getMarkerPos "M1task6b"); Player setCurrentTask tskTask6b; Hint "Take Lee to the Airfield" The Hint comes up and it even puts a cursor on the hud of the location to move to. I just need to know what to put in the condition box so it will only work if the last task is complete. ---------- Post added at 13:44 ---------- Previous post was at 13:21 ---------- Aww what a doofus I am, when I was testing it I started before it initiated task5 so it could never be completed, it works perfect with that line you gave me thanks.
  21. I want the trigger to check if task5b has been completed before activating task6b. I do this so the trigger doesn't activate if the player goes across it before doing task5b, task5b was the last task then it starts task6b. Edit: I tried putting that line in the condition box but it still wont start the next task. Lets say it's task1 and I only want task2 to start when task1 is complete, what would I put in the condition box of the trigger to check task1 has been completed ?
  22. Hi all, I am trying to find a way to make the A2OA editor let me place all the objects such as civilian houses and stuff, I tried a mod from armaholic but it is outdated? Note: I like to use the 3d editor.
  23. thanks bud. I finally figured a way round this... I have to edit the OA launch file through steam options to .. "-mod=@OA_Editor;@Jon_EditorUpdate;" ... then in the Steam folder for Arma2OA there is a filed called "_runA2CO" this launches Combined Operations, it is a batch file (I think), launching the game through this file with no added parameters works fine. A bit of a pain but at least it's working now.
  24. No, OA is installed in the Steam directory and A2 is in C:\Program Files\Bohemia one. I have found a way to edit Utes and Chernarus by using the Arma2 mod and loading up Arma2. Are the editors from A2 and OA2 Combined Operations compatible ?
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