630R93
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Export to single mission 3 problems
630R93 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, I have some problems with export to single mission: 1: I import the mission, save my progress after while and activate some trigger type END. Problem is, that in the appeared table isn´t option "REVERT" which allows me to start from my saved position, there´s only "RESTART", which sends me back on missions start. 2: If some trigger activate music and while music plays I enter the menu by ESC or save my game, music stops play, and I want it to still play. 3: In script i set to player ammo and granades - 5x M9 mags & 3x grenade. But in the single mission there are only 4x M9 mags and 1x grenade. And there is still place ( i also have M4 rifle with 5 mags, but these are there ), but nothing else like RPG, sniper rifle, radio etc. There is place for these mags but they just aren´t there. What am i doing wrong? Thank you very much for you time and help, I would really appreciate it -
Waypoint for multiple groups & formation distance ?
630R93 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, how can I add same waypoints for multiple groups? I know i can do it by forEach, but I can´t figure out right syntax. Or is there any option how to set distance for formation lines? Because I have two choppers and when I give them common waypoints they are flying too far from each other. I can´t manage by any formation line to keep their distance close enough as I want, so I did for each unit its own waypoints, but which are equal and that doesn´t seems to me as a good solution. Thank you for any help I would really appreciate : ) -
How to forbid enemy report on radio
630R93 replied to 630R93's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Another way how to do it is change group of your mates for a while, but disadvantage is that you will lost control about them. But if you need it only for a while, it works great. Just simply: [_unit1] join _unit2; _unit1 sideRadio "msg1"; sleep 10; [_unit1] join player -
Hi, don´t you know about any option how to affect trees after explosion? I have nice blow up moment and I thought it may look good to affect those few trees standing around, you know by pressure wave.Is it possible to do something with IDs on map in editor ? And trees can collide with armored vehicles, so there must be some action for trees, if they have to fall down. Thanks a lot for any help, as usual, I would really appreciate it:)
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How to forbid enemy report on radio
630R93 replied to 630R93's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys, that´s good to know, it still didn´t solve my problem cause disableChannels[]={3}; has to be in description.ext and that will disable radio for all the time, but i needed it for a moment and also it needs version 1.60 at least. Even if my problem isn´t solve, I think I can use it in future, but for now I have to leave it. Thank you anyway, it´s good to know these things. -
Thanks man! That´s way better :)
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How to forbid enemy report on radio
630R93 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, is there any option how to forbid units to report about enemies on radio? I would like to do it in my mission because it collides with my added radio messages and I think that it may add more tension to the game, mainly if it´s stealth kind of mission. I don´t want to skip all radio conversation, I want to keep it for commands and for my added messages, just delete those enemy reports. Thanks a lot for any help and your time. -
That didn´t came to my mind, I´ve been wake up all night, sorry. Here´s answer from armaholic http://www.armaholic.com/forums.php?m=posts&q=22393 which I get, and here´s my solution, but it seems that previous solution would be better, I was only tired to try it. In one script in 1st trigger is : _enemy = [npc1, npc2, npc3, npc4, npc5]; while { alive enemy_house } do { aliveEnemy = {alive _x} count _enemy; sleep 2 } For 2nd trigger (no size) condition I have: aliveEnemy < 5 or damage player > 0 //cause messages shall came after contact and in script of this trigger are just messages that I want to call: soldier1 sideRadio "msg7"; sleep 5.24; soldier1 sideRadio "msg8"; sleep 8.27; Pilot1 sideRadio "msg9"; sleep 1.29 I´m not sure if it´s necessary to make while cycle for count, but I had some problems with it. Now I´m more interested how to forbid my units to report enemy without disabling all radio, but that´s another topic. I should go sleep now, hope this helps someone:)
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I resolved it already, you can delete this.
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Hi guys, I have this issue: I have 5 enemies and I need to play radio msg when their count is 4 or less. I use: _enemy = [npc1, npc2, npc3, npc4, npc5]; aliveEnemy = {alive _x} count _enemy; if( aliveEnemy == 4 ) then { player sideRadio "msg7" } But I can´t reach it.I want to play it independently on any triggers or some other condition, just when their count is 4 or less. I know I can do it by cycle and I found that in sqf files it´s done by WHILE cycle, but I want to do it only once. I would really appreciate any help, thank you very much:)
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Hi guys, I have problem with AI following waypoints. . WP are set in script, not in editor. My problem is that I don´t want to AI stop at every waypoint, when it should continue to another. Is there any way how to make AI get from 1. WayPoint to 2. WayPoint smoothly witnout stopping? Or is there any option how to setup AI movement without waypoints? Cause if I change position of 1. WayPoint to 2. WayPoint position, its pathfinding is kinda crazy. Thank you for any help, I´m pretty desperate :(.
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count enemy problem
630R93 replied to 630R93's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I see :) I didn´t notice that on wiki. Thanks a lot, I´m glad that I understand it all now, how it works. Thanks for your help:) -
count enemy problem
630R93 replied to 630R93's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you very much! it works now, but what does that {alive _x}, if _x isn´t declared before? This command creates it? I thought I have to create all variables before any use. And Am I using right way execVM like this: null = [] execVM "Safehouse_Part3.sqf" ? And thank you this helps me a lot!:) ---------- Post added at 14:47 ---------- Previous post was at 14:45 ---------- Try to call it by exec instead of execVM to replicate "any" that "works" for me. -
Hi guys, I have problem with counting alive enemies, I use this: _Enemy = [npc1, npc2, npc3, npc4, npc5]; _alive = {alive _Enemy} count allUnits; when I checked it by hint format["%1",_alive] it displays "any", not a number as should be. While I was writting this I find out that it might be by calling script by exec instead of execVM, until now I used only exec. How do I use execVM correctly? Now it doesn´t even display "any". And don´t you know what might be wrong with that counting? I´ve spended few hours on this and still I can´t figure it out. I would appreciate any help.