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etekiller

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About etekiller

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  1. Or you might just do getPos something select 2, which will give you the position on the "z" axis, which is meters above the ground.
  2. And don't do: if (x) then {first line of code}; if (x) then {second line of code}; Do it this way: if (x) then {first line of code; second line of code;}
  3. I don't understand what you want do do. Do you want to increase the hearability of the sound, or just to make it sound like it's really so far?
  4. Thank you for your answer, it's all I wanted to know :).
  5. I have an audio production studio at my home, I do own a condenser mic and a recording cabin. I speak English and Polish (my native language, very similiar to Russian). I can simulate American and English accents, but not 100% accurately, so probably the best role for me is some kind of a Russian/Polish guy that lives in the US and is in the marine corp. I can help anyone who wants some simple lines to be said. I used to do dubbings and I am a regularly-recording rapper. Also, I am really good at doing audio mixes that can enhance listening experience to maximum by making audio tracks work with each other the best way possible (EQ-correction, compression, stuff like that). So if you need something just PM me etc. :). I will be happy to help in my free time.
  6. Set the trigger to touch off when BLUFOR enters it, this can be done in editor, it's a simple thing, you don't need a script for that. What you need a script for is fireing the artillery. Put in the "on act." field something like this: _trigger = 1; _x = 1; while {_trigger == 1} do { if (_x == 1) then { artUnit doTarget yourArtTarget; sleep 5; } artUnit doFire yourArtTarget; _x =+ 1; sleep 1; if (_x==45) then {_trigger = 0}; } But this script will work only in theory, because I am not sure if the artillery will be able to shoot fast enough to avoid the sleep command from stopping it. Try it, maybe it will work.
  7. Sorry for a strange question, but I am totally unable to convert it to any keywords and put it through a search engine. Few I've tried actually gave me no adequate results. I'm also not a native English speaker, I am from Poland, so I find it hard to clarify myself in few situations. My problem is simple. If I want to make an intro to a mission, should I create both the mission and the intro in the same file? I mean, there's a list in the top right corner where I can choose whether I want to create a mission or an intro. If I were to connect them to each other (single player, so there wouldn't be any additional problems with the intro) should I really create both in one editor session? I hope I am clear, I don't know how else to put it. So far you've helped me alot here, your hints helped me to finish the intro, thank you so much for that. I know that this question is kinda basic compared to what I've already acomplished but I'm just lost, sorry.
  8. Okay, thank you very much, I've made it work with setCurrentWaypoint, my loop counter was set in a wrong manner, that was the error. Is there a way to check if a waypoint has been completed?
  9. Thx, but when I use deleteWaypoint the chopper doesn't stop executing the waypoint. How can I make him stop and then add a second wayPoint?
  10. Hello, It's me again. I have got a simple question only. I want to make a chopper stop pursuing a waypoint in the middle of traveling to that waypoint. In the documentation deleteWaypoint asks for [group, id]. I know what the ID is, but if my chopper is not in any group then do I really have to assign him one? Name of the chopper is "copter" and I cant just put "copter" in the group field. If I add the chopper to a group then he won't execute the waypoint in the first place, just stands still, I don't know what to do.
  11. Thank you, I will try that out tomorrow.
  12. Hmmm I've tried that and it doesn't work for me : (. Have you tried it more than once? maybe it was just a one lucky try?
  13. Wow, so actually the method of launch is crucial? That's kinda stupid, but I think you have just solved the biggest pain in the ass in this game :D. Thank you.
  14. Thank you very much for a reply :). After you wrote that post I've tried to run the script with a trigger. With no success. Soldier looks at the target, aims at it and does not shoot. The exact code I am using is: player1_1 doWatch desk1; player1_1 doTarget desk1; player1_1 doFire desk1; Don't ask me why "desk1", just a random name to train scripting :). EDIT: For testing purposes I've put those units 2m away from each other. I forgot to state that those units are from the same fraction, both US marines, but I wan't one killing the other anyway. If there is a mechanism to prevent scripts from killing soldiers of the same fractions then how can I surpass it? I've tried this soldier to shoot at a table with the same result, so I doubt that the fraction has something to do with it.
  15. Hello, that's my first post on this forum so I would like to say hello to you all! :) I've got one simple problem, the doFire command seems not to work for me. I've searched this forum for possible answers but I've only found one thread that actually has not been resolved yet. In any combination the doFire command only targets an object/unit without making the soldier shoot his weapon. I have no idea why it works like that. I tried to combine this command with the doTarget and selectWeapon but still it has no effect. How can I make the soldier shoot his weapon at a target correctly? I would appreciate any answer, thank you!
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