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BLQQD

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Everything posted by BLQQD

  1. I downloaded this script (Would put spoiler to hide but idk how) ; Improvised Explosive Device Script ; By Jeevz ; v1.2 12/13/06 ; This script will create an explosion of a ; selected size on any object when called ; The arguments are [objectName, explosionPower] ; Explosion Power will be 1 of 4 choices ; Small - Good for Anti-Personnel use ; Medium - Will usually disable a Humvee without killing the occupants ; Large - Will usually destroy a passing humvee and kill or severly injure all occupants, will disable the tracks and possibly engine on M1A1 ; Huge - Nothing will survive, I mean... it's HUGE :-) ; Example script call --> [theCar, "Small"] exec "IED.sqs" ;start script _theObject = _this select 0 _theExplosion = _this select 1 ;locate the Object to be blown up _bombLoc = GetPos _theObject _bombLocX = _bombLoc select 0 _bombLocY = _bombLoc select 1 _bombLocZ = _bombLoc select 2 ; Deterimine the ordinance used to create the explosion ? (_theExplosion == "Small") : _ammoType = "R_57mm_HE" ? (_theExplosion == "Medium") : _ammoType = "M_Sidewinder_AA" ? (_theExplosion == "Large") : _ammoType = "M_Sidewinder_AA" ? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB" civvy1 globalchat _ammoType ; Get the explosion size and blow the object up ? (_theExplosion == "Small") : goto "SMALL" ? (_theExplosion == "Medium") : goto "MEDIUM" ? (_theExplosion == "Large") : goto "LARGE" ? (_theExplosion == "Huge") : goto "HUGE" #SMALL _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Small" exit #MEDIUM _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Medium" exit #LARGE _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Large" exit #HUGE _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Huge" exit I figured out how to make it work but I have a problem with the medium and large settings. Occasionally instead of blowing up at the objects position, it fires a rocket out the side of the object. Ideas anyone?
  2. I was sooooo absolutely sure that I saw a post with a code that disabled AI pathfinding so that they would move from waypoint to waypoint in a perfectly straight line, irrespective of objects. Unfortunately I spent the last hour looking for it and was unable to find anything close. Every related post is some one complaining about the pathfinding.... Some one please tell me I'm not crazy and there is such a command!!!
  3. I googled it a bunch but could not find anything about it im trying to give some units a couple of m203 white smoke shells "1Rnd_Smoke_M203" but when I try it they have purple smoke shells, not white...... this is really annoying, does any1 with ace mod have this problem?
  4. Thank you both! Saved me a lot of frustration...
  5. Im creating a battlefield with blown up buildings and vehicles, and I wish to spread living units through out it (within half destroyed houses and such) This is for a 4 player coop campaign so these things need to work for MP The mission begins with the players car flipped over by an IED, and their convoy already under attack The Problem: When the houses are destroyed, they tend to kill/damage units in and around them. Also huge plumes of smoke wont fully clear for over a minute! Im currently using a ton of gamelogics to destroy the houses. I would like to just create a script to handle this, but it doesn't seem to work... (If you know another way, PLEASE let me know) Ex. gamelogic init hous1 = (position this nearestobject 1767); hous1 enableSimulation false; hous1 setHit ["dam1", 1]; hous1 setHit ["dam2", 1]; hous2 = (getPos this nearestObject 7012); hous2 enableSimulation false; hous2 setDamage 1; Unfortunately "enableSimulation false" wont work like this for either setHit or setDamage ANY ideas or suggestions are welcome and greatly appreciated! thanks for reading EDIT: was going to ask other questions but I think it can wait
  6. I have. The problem with it is im trying to damage specific buildings in specific ways, and BIS_fnc_destroyCity destroys things randomly
  7. Ok so I've got 3 objects I want to remove from the map because I need the space they take up to be empty. A trash pile, village well, and a wood cart. Through searching I found I could delete the village well (or any other building) using a Game Logic with this in the Init Field (getPos this nearestObject 30971) hideObject true; I found that I could destroy the trash pile (trees, bushes, buildings and some other things) with this in an Init Field (getPos this nearestObject 30610) setDamage 1; but when i do this, it leaves a "dead" trash pile behind which looks really ugly. anyone know of a way to fix this??? The wood cart has me COMPLETELY stumped Apparently its indestructible (believe me, I tried really hard lol), and the hideObject command will not work on it (or the trash) its the same object under Empty; Objects; Wood Cart (Only diff is its indestructible) its map id is 30611, and its on Takistan If someone could help me with this I would be incredibly grateful. Thanks for your time to anyone who bothered reading
  8. So no one knows a way to remove a map object without leaving a dead version of it? (when "hideObject true" wont work) EDIT Im working on a different mission and im having the same problem Ive tried hideObject deleteCollection setDamage (leaves big ugly corpse version) deleteVehicle getPos/setPos Ive tried triggers, gamelogics, scripts but NOTHING works!!! y is it so hard to delete a goddam market stall??!?!?!?!?!?
  9. Bump.... So no one knows how to leave a destroyed map object without playing its death animation?
  10. [RESOLVED] Here's a good way to create a dead vehicle with a rotated turret facing and invisible target! turretdir.sqf Create your unit, for example a manned ZU-23 Name: Tur1 Init Field: nul = [Tur1, Tar1] execVM "turretdir.sqf"; Create your Target Unit, for example a US MQ-9 For a tank use a tank, for an AA gun, use an aircraft (I think it helps but I could be crazy) Name: Tar1 Init Field: this setPos [position this select 0, position this select 1, 50]; this disableAI "MOVE"; hideObject this; Adjust accordingly and enjoy!
  11. thx for reply, but im new to this and dont understand how to use the code u gave me. i tried this private ["_tur","_tar"]; _tur = _this select 0; _tar = _this select 1; _tur doWatch _tar; _tur doTarget _tar; sleep 3; { _x setpos getpos [0,0,0];sleep 0.5;deleteVehicle _x } forEach (crew _tur); {deleteVehicle _x} forEach (crew _tar)+[_tar]; _tur setDamage 1; but got Error getPos Type Array expected object,location i tried doGetOut but then { deleteVehicle _x } forEach (crew _tur); still doesnt delete them thanks in advance
  12. Is there any sort of demand for a short enjoyable 4 player coop mission?(I would like to get some feed back, and create more if people wanted) I've spent a long time working on this mission, and would love to polish it up until its amazing, but with arma 3 out and all.... do people still play maps like that? Also, would anyone be interested in testing my map with me?
  13. Also would using ACE decrease playability too much? Please folks, any input would be nice!!!
  14. Ive got a doorway in a wall that I blocked with crates, but the AI likes to walk straight through it anyways. I have the same problem with them walking straight through sandbags and other things. I read that it has to do with whether or not the object is climbable but it really ruins the feel when u see a squad just walk through walls.... whats the best way to block an AIs path so they cant use the doorway or walk through sandbags?
  15. no, it is a pre-existing wall with a doorway, the boxes are placed objects that cant be walked through by players, the AI on the other hand...
  16. Ive got a very simple mission but Im not sure how to use the objectives correctly (been trying for hours) and would love some help Its a 4 player co-op, and you must ambush a PMC convoy using IEDs and RPGs while dressed up as insurgents. The convoy starts about 10 minutes away It consists of 6 cars, c1-c6, which ar full with PMC troops that jump out and fight when attacked There are 3 simple objectives Prepare and wait (will later include remain undetected as the area will be scouted) Ambush and Kill "TARGET" (Target being a man in one of the cars, and the actual target of the ambush) Escape (In a BTR-40 to a Heli a good ways away, will have to fight to get there) I would like the lead car "c1" to become the marker for the ambush objective once it gets close. How do you do this? i have a trigger that detects "Independent" on road just before ambush point and completes first objective... but im stumped on where to go from here also how do I make it so only "c1" triggers it, instead of any independent any and all help is GREATLY appreciated (this is from my briefing.sqf) tskobj_3 = player createSimpleTask["Escape"]; tskobj_3 setSimpleTaskDescription ["Get to your extraction point by any means nessesary", "Escape", "Escape"]; tskobj_3 setSimpleTaskDestination (getMarkerPos "Escape_Heli"); tskobj_2 = player createSimpleTask["Ambush"]; tskobj_2 setSimpleTaskDescription ["Ambush the convoy and eliminate your target.", "Ambush", "Ambush"]; tskobj_2 setSimpleTaskDestination (getMarkerPos "Ambush"); tskobj_1 = player createSimpleTask["Prepare and wait"]; tskobj_1 setSimpleTaskDescription ["Prepare to ambush the convoy as it comes around the bend in the road", "Prepare and wait", "Prepare and wait"]; tskobj_1 setSimpleTaskDestination (getMarkerPos "Wait"); // tskobj_# = player createSimpleTask["NAME OF TASK"]; // tskobj_# setSimpleTaskDescription ["TASK DESCRIPTION", "NAME OF TASK", "TASK HUD TITLE"]; // tskobj_# setSimpleTaskDestination (getMarkerPos "name of marker");
  17. AWESOME! this is what I needed! just one question. If I change the sleep time from 1.0 to 0.1 will it cause lag or something? (its a 4 player co-op mission) it will only be active for about a minute, and i like the fluid look it has 0 = [] spawn {while {sleep 0.1; true} do {tskobj_2 setSimpleTaskDestination (getPos c1)};}; EDIT: also now that I read more closely, if its 4 player map i need to write a .sqf file for it? putting the above in a trigger activated by c1 wont set a waypoint for all four players?
  18. Perfect! didnt realize you could group triggers to units like that. thankyou now would anyone know of a command that would place an objective marker on the car "c1" when it sets off the trigger?
  19. Say I take a sniper unit and remove all his weapons and give him a machine gun... When you look at him it will still call him a sniper.... is there a way to keep the skin but change the class name to machine gunner?
  20. Awesome! Lol i feel so noob..... is there a similar command for chance amount of time? like the min middle max simulates?
  21. Im trying to get a delayed reaction from a Radio trigger but the countdown settings dont seem to work... is there an easy way around this?
  22. Hey all, I'm new to arma 2 editing but i love doing this stuff and have been wasting tons of my life experimenting with it recently heres a few things ive been curious about but have been unable to find answers for 1: The MQ-9 UAV Drone A- What is its effective height? Can I place it with a fly in height of 2000 and have it still work properly? whats the highest, and whats most effective? B- If i give it way points to fly over opfor units, who does it report what it sees to? Does it report enemy locations to all of blufor? just its faction? or only units grouped with it? For example if i send a squad into a town with a seek and destroy order, and give an mq-9 (of the same faction) an order to fly over it, will the squad ai use the info provided by the mq-9? What about friendly independents? C- What are their limitations? Can they see units in houses? Behind barricades with only their head exposed? Under camo nets? will they always detect units in the open? 2: Skins Is it possible to give a unit a different skin from the one it normally has? for example give an insurgent AT trooper the skin of a takistani civy? Whats the command for this? 3: Way points - How do I trigger a squad to follow a different set of way points then the ones it was already following? 4: How do I make this work Im making a missions where u have to destroy a PMC convoy as the opfor... basically i have an 8 man team hiding in wait to assault a convoy of 6 suvs (packed with over 30 guys), 4 of them armored with minigun, using just RPG7s and IEDs deep in US controlled territory 2 of them are unarmed takistani warlords that are the targets of the attack once they are killed the next objective is to escape in a couple of technicals and dirt bikes (straight up terrorist style) while all hell brakes loose... mq-9s basically following the player and tons of units in the area converging on his location so basically hit and run, and do it fast and right or die so my questions are 4A- How do i give the two unarmored suvs the "armored" quality (bullet proof windows and such) B- What is the best way to get the convoy (once its attacked) to switch from a move order way down the road to a stop, dig in, and wait for back up sort of command C- Whats the best way to get a pmc helicopter to follow the convoy and constantly guard it D- I want to get an AH-64 to take off from my US base and hunt the player and his squad down, a set amount of time after the first shot is fired on the convoy. How would I do this? E- Basically the same as D, Im hoping its possible for an mq-9 to keep a constant fix on the player (shortly after the attack) so that the units converging on his squad have constantly updated position on their target. So what would be the best way to simulate this? I had more to ask but im out of time, any and all help is GREATLY appreciated!!!
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