mac7
-
Content Count
29 -
Joined
-
Last visited
-
Medals
Posts posted by mac7
-
-
think my pc is good but game is running slowly

-
all mission r blufor ot opfor
but i want a mission thats based on independent cuz i cant find any
-
thanks all
+
i found an easy way
i put enemy tanks faraway
for example tank named mk
now
trigger on act
mk1 setPos markerPos "spawn1";mk1 doMove markerPos "wp1";
spawn1 is point to spawn at
wp1 is point to move to
repeated many times with mk1_1 ; mk1_2
and works fine
hope that can help others
-
'{_x enablesimulation false;} foreach [[tanks] + crew [tanks]]
IN THE INT OF LEADER TANK ?
hideobject true
where to put it ?
and what is it supposed to do ?
sorry for asking alot but need more information
-
I WANT TO MAKE WEST TANKS ATTCK A SITE WHEN WHEN WE GET INTO IT
SO NEED SCRIPT TO CREATE THEM WITH WAYPOINT TO MOVE TO THE SITE
I FOUND MANY SCRIPTS BUT COULDNT UNDERSTAND CUZ IAM STILL A BEGINNER :butbut:
-
didnt do anything
just save the mission and loaded it again
-
need trigger actviated when units get in a helicopter
another when the get out
just want helicopter moves away when units dismount by ropes
can i right a script in WP condition so heli starts to move only when units get out ?
-
need trigger actviated when units get in a helicopter
another when the get out
just want helicopter moves away when units dismount by ropes
can i right a script in WP condition so heli starts to move only when units get out ?
-
-
iam using this
----------------------------------------------
class CfgMusic
{
tracks[]={73};
class 73
{
name = "73";
Sound[] = {"\Music\73.ogg", db+5, 1.0}; //
};
};
class CfgSounds
{
sounds[] = {cover,radio};
class cover
{
name = "cover";
sound[] = {"music\cover.ogg", db-20, 1.0};
titles[] = {0, ""};//
};
class radio
{
name = "radio";
sound[] = {"music\radio.ogg", db-10, 1.0};
titles[] = {0, ""};//
};
};
--------------------------------------------------
to play music and 2 sounds but one sound which is "cover" works fine and the other one shows this message

-
You need to download the latest version of the Pedagne Mod :)I only want the rifle
I downloaded the weapons pack from
http://forums.bistudio.com/showthread.php?157871-PedagneMOD-Amphibious-pack-at-360°
but it tells me something is missing
something like "....config,vehicle scope....."
-
-

I want to make something like that but between 2 riverbanks
-
I remember that i played domination WEST where was few PMC slots but the mission was mainly BLUFOR anyway.But you can edit the mission the way you want Just change all playable soldiers to Independent and Change respawn points to guerilla.
I never edited multiplayer mission except missions i made myself so dont take my word to the word, but i dont thing editing domination would be too different from editing singleplayer mission.
ok
thanks alot
-
all arma 2 OA Domination Missions are for west or east
but i want something for independent
-
i need vehicle camera script for tropic map
i tried to make one but couldnt
would be perfect if someone uploaded ex mission intro so i just add the vehicle which will have the camera
-
i made outro with no scripts
just a soldier moving by waypoint
works fine when i olay it as single player
but when i make a server to play multiplayer
intro doesnt work !!
if u can solve it
can i also make a simple outro like the intro i made and works when mission ends (with no notebad scripts)
if cant
can anyone then tell me how to do that with scripts ?
thanks
-
-
is there a desert map with a canal (not a small canal)
like that
http://electrictreehouse.com/wp-content/uploads/2011/02/CAP-Desert-Water-Canal.jpg (228 kB)
and would be perfect if a one edge of canal is higher than the other one
-
want to make a mission where AI artilley hitting area (can be marker) when mission starts
-
-
-
-
ok
last step done
now do the same with
"sleep 150;
_pos = position Center;
_pX = _pos select 0;
_pY = _pos Select 1;
while {not (isNull Center)} do
{
sleep 32;
_dX = (random 250) - 125;
_dY = (random 250) - 125;
_pX = _pX + _dX;
_py = _pY + _dY;
_bum = "ARTY_Sh_105_HE" createVehicle [_pX,_pY,100];
_bum setVelocity [0,0,-300];
}"
then name it arty.sqf ?
and shouldnt i write anything in the game to activate the script ?
mean it will just go when i start game without putting code in init of any object ?
appreciate your help and sorry for asking alot

problem with Insurgency define westSoldierClasses
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
#define westSoldierClasses ["US_Soldier_TL_EP1","US_Soldier_Medic_EP1","US_Soldier_LAT_EP1","US_Soldier_EP1","US_Soldier_GL_EP1","BAF_Soldier_TL_DDPM","BAF_Soldier_Medic_DDPM","BAF_Soldier_AT_DDPM","BAF_Soldier_GL_DDPM","BAF_Soldier_MG_DDPM","US_Delta_Force_TL_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_MG_EP1","US_Delta_Force_EP1","US_Delta_Force_Night_EP1","USMC_Soldier_TL","USMC_Soldier_Medic","USMC_Soldier_LAT","USMC_Soldier_AR","USMC_Soldier_GL","GER_Soldier_TL_EP1","GER_Soldier_Medic_EP1","GER_Soldier_Scout_EP1","GER_Soldier_EP1","GER_Soldier_MG_EP1","FR_TL","FR_Corpsman","FR_AR","FR_Assault_R","FR_Assault_GL"]
i ve changed classnames of soldiers to be
#define westSoldierClasses ["OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD",
"OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD",
"OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD",
"OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD",
"OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","GOSCERMIKE_RANGERS_MCADD",
"OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD","OSCERMIKE_RANGERS_MCADD"]
and changed groups units in mission editor
problem is
and then nothing (mission doesnt start)