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forzajuve

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Everything posted by forzajuve

  1. Is there any way to make artillery have more of an effect on houses? Like destroying some buildings in a town. Right now mine isn't doing much to the buildings. sleep 120; _pos = position Center; _pX = _pos select 0; _pY = _pos Select 1; while {not (isNull Center)} do { sleep 5; _dX = (random 50) - 10; _dY = (random 50) - 10; _pX = _pX + _dX; _py = _pY + _dY; _bum = "ARTY_Sh_105_HE" createVehicle [_pX,_pY,10]; _bum setVelocity [0,0,-300]; }
  2. yep, that worked :D
  3. well that's kinda what I wanted since it's only for a narrow town (Zelenogorsk). But I don't mind it to be changed if it works better.
  4. still not much :/ maybe the script should be changed?
  5. Well I would first try an easy solution like trial and error. Just keep moving the waypoints until you get what you want.
  6. Don't know what's wrong with my code. The planes spawn but I think they have no pilot since one flies like 500m in a dive then crashes and the other two just pretty much spawn, drop vertically straight down and then explode. GroupF35B = CreateGroup West; F35B1 = createVehicle ["F35B", [(getMarkerPos "US") select 0, (getMarkerPos "US") select 1, 100], [], 0, "FLY"]; F35BPilot = F35B1 createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; F35BPilot assignAsDriver F35B1; F35BPilot moveInDriver F35B1; F35B2 = createVehicle ["F35B", [(getMarkerPos "US") select 0, (getMarkerPos "US") select 1, 100], [], 0, "FLY"]; F35BPilot = F35B2 createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; F35BPilot assignAsDriver F35B2; F35BPilot moveInDriver F35B2; F35B3 = createVehicle ["F35B", [(getMarkerPos "US") select 0, (getMarkerPos "US") select 1, 100], [], 0, "FLY"]; F35BPilot = F35B3 createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; F35BPilot assignAsDriver F35B3; F35BPilot moveInDriver F35B3; wp1 = GroupF35B addWaypoint [(getmarkerpos "waypoint1"), 0]; wp1 setWaypointSpeed "NORMAL"; wp1 setWaypointType "MOVE"; wp1 setWaypointStatements ["true", "{deleteVehicle _x} forEach (crew F35B1); deleteVehicle F35B1"; {deleteVehicle _x} forEach (crew F35B2); deleteVehicle F35B2; {deleteVehicle _x} forEach (crew F35B3); deleteVehicle F35B3"];
  7. forzajuve

    Spawning flying plane

    got it working now!! thanks :) ---------- Post added at 00:55 ---------- Previous post was at 00:53 ---------- plane = [[4843.4268,9745.875,439], 325, "F35B", west] call BIS_fnc_spawnVehicle; jet = plane select 0; plane2 = [[4803.82918,9928.4297,439], 325, "F35B", west] call BIS_fnc_spawnVehicle; jet2 = plane2 select 0; plane3 = [[4851.752,9875.1172,439], 325, "F35B", west] call BIS_fnc_spawnVehicle; jet3 = plane3 select 0; grp = plane select 2; wp1 = grp addwaypoint [getMarkerPos "m1",0]; wp1 setWaypointType "move"; grp = plane2 select 2; wp1 = grp addwaypoint [getMarkerPos "m2",0]; wp1 setWaypointType "move"; grp = plane3 select 2; wp1 = grp addwaypoint [getMarkerPos "m3",0]; wp1 setWaypointType "move";
  8. forzajuve

    Spawning flying plane

    what does the waypoint?
  9. forzajuve

    Spawning flying plane

    the waypoint isn't working, the planes seem to spawn for like 0.5 sec moving in the direction of the waypoint but then delete straight away and then the other planes spawn again and fly in the wrong direction. f351 = [[4843.4268,9745.875,439], 325, "F35B", west] call BIS_fnc_spawnVehicle; jet = f351 select 0; f352 = [[4803.82918,9928.4297,439], 325, "F35B", west] call BIS_fnc_spawnVehicle; jet = F352 select 0; f353 = [[4851.752,9875.1172,439], 325, "F35B", west] call BIS_fnc_spawnVehicle; jet = F353 select 0 _wp = f351 addwaypoint [getMarkerPos "m1",0]; _wp setwaypointype "move"; _wp = f352 addwaypoint [getMarkerPos "m1",0]; _wp setwaypointype "move"; _wp = f353 addwaypoint [getMarkerPos "m1",0]; _wp = setwaypointype "move"; ---------- Post added at 16:56 ---------- Previous post was at 16:50 ---------- still nothing with that eject command too
  10. forzajuve

    Scripting help

    Here is an example of one I made for a mission removeAllWeapons this; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "SMAW_HEAA"; this addMagazine "SMAW_HEAA"; this addMagazine "15Rnd_9x19_M9"; this addMagazine "15Rnd_9x19_M9"; this addMagazine "15Rnd_9x19_M9"; this addMagazine "15Rnd_9x19_M9"; this addMagazine "1Rnd_HE_M203"; this addMagazine "1Rnd_HE_M203"; this addMagazine "1Rnd_HE_M203"; this addMagazine "1Rnd_HE_M203"; this addWeapon "Binocular"; this addWeapon "NVGoggles"; this addWeapon "M4A1_RCO_GL"; this addWeapon "SMAW"; this addWeapon "M9"; Put the code in the init line of the unit you want to change. You have to add magazines first if you want the weapons loaded otherwise the weapons will start empty. Also things like hand grenades and satchel charges count as magazines. http://community.bistudio.com/wiki/ArmA_2:_Weapons weapon class names there
  11. forzajuve

    Spawning flying plane

    got it working almost perfectly now thanks :) just one problem... how do I change their flight direction? I could change the spawn direction (180 ->325) but the 'west' which seems to be their flight direction I had no success in changing. ---------- Post added at 03:22 ---------- Previous post was at 02:51 ---------- also any idea on how to force units out of a vehicle (heli/truck/boat)? I've tried unload/eject scripts, doGetOut, unit action ["getout",] etc.. nothing works. It all goes haywire when the player is squad leader, I wish there is an easy way to make the units get out automatically. don't like having to force the player to say 'disembark'.
  12. forzajuve

    Scripting help

    Be more specific please, what exactly do you need help with?
  13. forzajuve

    Spawning flying plane

    I'm lost here, I'm not sure what I do with this function module thing, do I sync it to a trigger or something?? Also how did you get that altered z value, is it flying height or something? Where does all the code go, in the module or a trigger?
  14. forzajuve

    Spawning flying plane

    just need to spawn 3 F35s for a flyover on a trigger, then to be deleted.
  15. forzajuve

    Spawning flying plane

    not sure what to do there...
  16. forzajuve

    J.S.R.S. 1.5

    I'll end it here by saying I'm content with ArmA 2 for the moment and will only (possibly) move to 3 after the full release. No rush for beta or anything.
  17. Hey, I'm having trouble with these things and wanted some help. And before you ask, I did search multiple times but nothing answered these ones. I answer 95% of my questions by searching. :p First, I've got a mission where 3 teams need to destroy "empty" zsu23s AAs at the top of a mountain with the crews and some other enemies defending. I've got a couple of triggers setup for this. The first is a 'no opfor present' trigger so the teams run back to a 'hold' point about 50-100m from the AA so they don't get blown up in the satchel explosion made by the player. This works fine. Next there is a trigger so that when the AAs are blown the squads run back to the boats to extract. I can't seem to get this trigger to work. I've tried multiple different ways of doing it, by 'none'/'switch' and by grouping AAs etc. Nothing works. atm I just have in condition line: ((!alive unitz1) AND (!alive unitz2) AND (!alive unitz3)) I have a feeling this has something to do with the units being of the 'empty' kind. Next, I'm having trouble changing the loadout of planes, in particuar the F-35 & A-10. For the F-35 I want 4 sidewinders and 0 GBUs. I only got it working to where the sidewinders 'reload' and this takes like a minute. Is there anyway to get just 4 normally? I tried using the regular sidewinder launcher from the AH1Z which I think has 4 but it says the 'sidewinderlauncher'.pbo?(can't remember extension exactly) is missing. With the A-10 I'd like to remove the 2 sidewinders and add 2 more mavericks (or have 4 hellfires if it makes it easier). This one I had 0 luck with besides removing a couple of the weapons individually. Can they be changed visually on the plane or will it just show different in ammo etc? (if you can do this at all). One final thing, in sidechat is there a way to make it 'dynamic'? So after the player gives coordinates for artillery by clicking the map, it actually says the coordinates in the following sidechat i.e. 'Fire mission coordinates are xxxxxx. Over' Thanks :) ---------- Post added at 17:36 ---------- Previous post was at 15:48 ---------- Having another little problem... Can't start a mission with NV Goggles on. If I do regular start it works but with left shift+preview (i.e. with briefing) the NV Goggles don't come om automatically. player action ["NVGoggles"]
  18. thanks btw :) got any ideas for these too? 1. In sidechat is there a way to make it 'dynamic'? So after the player gives coordinates for artillery by clicking the map, it actually says the coordinates in the following sidechat i.e. 'Fire mission coordinates are xxxxxx. Over' 2. Can't start missions with NV Goggles on. If I do regular start it works but with left shift+preview (i.e. with briefing) the NV Goggles don't come on automatically. player action ["NVGoggles"] 3. Can't get spawning flying planes to work. They spawn but I think they have no pilot since one flies like 500m in a dive then crashes and the other two just pretty much spawn, drop vertically straight down and then explode. GroupF35B = CreateGroup West; F35B1 = createVehicle ["F35B", [(getMarkerPos "US") select 0, (getMarkerPos "US") select 1, 100], [], 0, "FLY"]; F35BPilot = F35B1 createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; F35BPilot assignAsDriver F35B1; F35BPilot moveInDriver F35B1; F35B2 = createVehicle ["F35B", [(getMarkerPos "US") select 0, (getMarkerPos "US") select 1, 100], [], 0, "FLY"]; F35BPilot = F35B2 createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; F35BPilot assignAsDriver F35B2; F35BPilot moveInDriver F35B2; F35B3 = createVehicle ["F35B", [(getMarkerPos "US") select 0, (getMarkerPos "US") select 1, 100], [], 0, "FLY"]; F35BPilot = F35B3 createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; F35BPilot assignAsDriver F35B3; F35BPilot moveInDriver F35B3; wp1 = GroupF35B addWaypoint [(getmarkerpos "waypoint1"), 0]; wp1 setWaypointSpeed "NORMAL"; wp1 setWaypointType "MOVE"; wp1 setWaypointStatements ["true", "{deleteVehicle _x} forEach (crew F35B1); deleteVehicle F35B1"; {deleteVehicle _x} forEach (crew F35B2); deleteVehicle F35B2; {deleteVehicle _x} forEach (crew F35B3); deleteVehicle F35B3"]; my on activation for the trigger for planes is [] exec "F351.sqf"; []execVM "F351.sqf" brings up: 'Type Script, nothing expected' error. ---------- Post added at 00:47 ---------- Previous post was at 00:46 ---------- hehe just a bit too slow :P
  19. ok I FINALLY got it working...... this worked !alive z1 && !alive z2 && !alive z3 this did not work this && !alive z1 && !alive z2 && !alive z3 nor this !alive unitz1 && !alive unitz2 && !alive unitz3
  20. forzajuve

    J.S.R.S. 1.5

    I don't mean it like that, I prefer ArmA 2 stays popular. I think it will be quite a while before I move to ArmA 3 :) ---------- Post added at 21:27 ---------- Previous post was at 21:26 ---------- Would probably need to upgrade my PC for ArmA 3 anyway. Still running 2.66ghz Core 2 Duo, 2GB ram, XP 32Bit and 512mb 3850.... lol Still get pretty decent results for 2 anyway, though I'm only running 1440x900
  21. forzajuve

    Music Recommendations

    new Alice In Chains album - The Devil Put Dinosaurs Here :cool: \m/ rockin'
  22. forzajuve

    J.S.R.S. 1.5

    Seems kind of hard to find here in Aus, I looked on a bunch of websites and it's all out of stock. ebay is like double the price of steam. If it's not too hard I'll just get steam. I mean will ArmA 2 be less popular from people switching to ArmA3?
  23. still nothing. how did you make it work?
  24. forzajuve

    J.S.R.S. 1.5

    hmm ok. from steam you mean? because I have the retail version of ArmA 2. ---------- Post added at 17:14 ---------- Previous post was at 17:10 ---------- also kind of an unrelated question but will the ArmA 2 community drop significantly once ArmA 3 is released in full?
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