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About fawlty

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    BC Canada
  1. fawlty

    Lift Cargo

    Got it working, didn't realize all I had to do is take the lift wp and locate over the ammo box in the editor (turns green). The wp will attach itself so no matter where the ammo box is moved to, the wp will follow. Quite the learning curve Arma is Did learn a few new things along the way so thanks for that Beno
  2. fawlty

    Lift Cargo

    " You only need to name the helicopters group, use the right waypoint index and name the box. " And how is this done, and (getPoa _box); Is this suppose to be getPos ? Variable names = chinook_1 and box
  3. fawlty

    Lift Cargo

    cancel this request, it's not worth the effort
  4. fawlty

    Lift Cargo

    Thanks Beno Ya I'm running it from a radio trigger, I'll give it a try and let you know.
  5. fawlty

    Lift Cargo

    No Go, tried running this in the lift cargo waypoint along with some alternates to it and no luck _wp setWaypointPosition [getPosASL box, 0];
  6. Putting together a mission where we move a ammo box out of a hanger, I then call in a ai chinook for sling pickup, then we're off to the next task. I can get all that to work just fine unless one of the players drops the box in some obscure location, not near where I lay down the 'lift cargo' waypoint. Is there a way I can waypoint activate the chinook to locate the ammo box no matter where it's located? Variable names = chinook_1 and box
  7. Ok got it, had to lay it out in a text editor to get it and it works as required. "InAreaArray" worked fine Appreciate your patience, Thanks
  8. No Go GK, I get a error message missing ; when pressing OK for the trigger in the editor I do want to activate the trigger via Radio Bravo
  9. GK, can I just cut and paste this right into the trigger activation as is?
  10. I'm trying to delete all Blufor ground forces via the area inside a trigger zone. I could do this in zeus but using a radio to activate in this situation works better. I found this but it deletes opfor and civilians as well but it's on the right track. cleanUp = (allUnits + vehicles) inAreaArray Trig1; {if ((_x isKindOf "man") || (getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "side")) == 0)then {deleteVehicle _x;};}forEach cleanUp; Any suggestions
  11. fawlty

    reduce ai damage

    Thanks George, I was really looking for something to toss into the ai's Init, quick and easy type of thing. I did find this but it makes them just a little to tough. this addEventHandler ["HandleDamage",{damage (_this select 0)+((_this select 2)/15)}]; Got a feeling if I play with those last numbers I may find success. Edit: 15 down to 10 is spot on, Thanks again George
  12. fawlty

    reduce ai damage

    Hey George, I appreciate the response but I have no idea what I should do with such a masterpiece :)
  13. Trying to reduce ai damage for limited number of cup soldiers. Tried using this in the ai's Init this addEventHandler ["HandleDamage",{0.9}]; with no luck. I want to make it tougher to kill a few select ai so as to use the surrender mod more effectively. Thanks
  14. Thanks Ended up subscribing to boxloader (steam workshop), does what I need
  15. Gen for the life of me I can't get this to work. I placed the above code into the init.sqf, added this code to the description.ext class CfgRemoteExec { // List of script functions allowed to be sent from client via remoteExec class Functions { mode = 2; jip = 1; class enableSimulationGlobal { allowedTargets = 0;jip = 1; }; class allowdamage { allowedTargets = 0;jip = 1; }; class hideobjectglobal { allowedTargets = 0;jip = 1; }; class BIS_fnc_call { allowedTargets = 0;jip = 1; }; }; }; class CfgFunctions { #include "Gen_VirtualCargo\cfgFunctions.hpp" }; Went to a VR map added a transport truck named it CargoVehicle1 went into the game via play in multiplayer. I can load cargo but can't unload. I can see some fun missions built around this Any Suggestions?