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Everything posted by morieza
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Very Strange Problem
morieza replied to JohnKalo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This problem in Arma 2 or Arma 2 OA/CO ?, each version have different bug, are you using mods ? -
Spawn plane from different direction and height?
morieza replied to bboy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
...heading and moving to specific direction, example: _direction = 180; _vel = 200; _planeName = MyPlane; _planeName setvelocity [0,0,0]; _planeName setdir _direction; _planeName setVelocity [_vel *sin(_direction), _vel *cos(_direction), 0]; -
Whitesnake - Still Of The Night
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Avoid Chopper Crash
morieza replied to CMajor28's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@CMajor28: please try this, (if you still interest to use that script) add this define part above "while {alive _fu} do {" line: _fhs = _fhd + _fus; _fudz = _fus; _fhdz = _fus; find this part in the script: if (_fhd > _fhz) then { change to: if (_fhd > _fhz and "MOVE" == currentCommand _fu) then { ...please feel free to optimize, tweak or expand the script. @Harzach: thanks for converting the script to sqf, it works. -
Avoid Chopper Crash
morieza replied to CMajor28's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi CMajor28, I made a script for my mission (in my sig') to prevent heli AI crash, the script help the heli AI to fly more safely over any high cliffs/mountains with flyinheight 60 (minimum recommended). But the script is an sqs. usage: [HeliName,60,0.1] exec "flysafe.sqs"; _fu = _this select 0; _fhd = _this select 1; _fdy = _this select 2; _fhtr = "Helihempty" createvehicle (position _fu); _fus = getPos _fu select 2; _dy = _fdy *0.5; #flyck ? (1 < speed _fu) : _fus = speed _fu; _fhz = getPos _fu select 2; _fhu = getPosasl _fu select 2; _fhtg = getPosasl _fhtr select 2; ? (_fhd > _fhz) : _fhs = _fhz +_fus; _fudz = -_fus *_fus; _fhdz = _fhd +((_fhd -_fhz) *2); ? (_fhd < _fhz) : _fhs = _fhd +_fus; _fudz = _fhz *0.1; _fhdz = (_fhz +(_fhd *0.05)) -((_fhz -_fhd) *0.1); _dfu = getdir _fu; _ftx = _fhs *sin(_dfu); _fty = _fhs *cos(_dfu); _fhtr setpos [(getPos _fu select 0) +_ftx, (getPos _fu select 1) +_fty]; if (_fhtg +(_fhd *0.5) > _fhu) then {_fu flyinheight ((_fhtg +(_fhd *0.5)) -_fhu) +(_fhd *1.2); _fu limitSpeed _fudz} else {_fu flyinheight _fhdz; if (_fhd *0.6 > _fhz) then {_fu limitSpeed _fudz} else {_fu limitSpeed _fus *(1 +((_fhu -_fhtg) *0.002))}}; ~_dy if (alive _fu) then {goto "flyck"}; deletevehicle _fhtr; exit -
what is a FSM file and how to eidt them!
morieza replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
AFAIK, FSM is very useful for campaign mission -
what is a FSM file and how to eidt them!
morieza replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Did you really need it ? -
Gorky Park / Парк Горького 1989.
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Dr. Stein - 2010 Dr. Stein - 1988
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How to make units eject
morieza replied to gerix's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
please try this... _cargoPlanePos = getPos _cargoPlane; sleep 1; _ammoBox0 = createVehicle ["USVehicleBox", _cargoPlanePos, [], 0, "none"]; _chute = createVehicle ["ParachuteBigWest", _ammoBox0, [], 0, "none"]; _ammoBox0 attachTo [_chute, [0,0,-1]]; waituntil {0.1 > getPos _ammoBox0 select 2}; detach _ammoBox0; _abx0p = getpos _ammobox0; deletevehicle _ammoBox0; sleep 0.01; _ammoBox = "USVehicleBox" createVehicle (_abx0p); sleep 0.01; clearMagazineCargo _ammoBox; clearWeaponCargo _ammoBox; _ammoBox addMagazineCargo ["15Rnd_9x19_M9SD",10]; _ammoBox addMagazineCargo ["30Rnd_556x45_Stanag",10]; _ammoBox AddWeaponCargo ["M9SD", 2]; _ammoBox AddWeaponCargo ["M16A2", 2]; _ammoBox AddWeaponCargo ["Binocular", 2]; _ammoBox AddWeaponCargo ["NVGoggles",2]; -
Using the waypointAttachVehicle command can you make the units stay 25 meters away!
morieza replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can you post your current SQF's ?, maybe someone could give more help, or maybe someone could tweak/optimize/expand that flower.sqf, (TBH this is my second time ever creating a script in SQF format, I'm new in scripting, so SQS is my preference XD.) ...umm, about create a group name, if it's not possible to create a group name in unit init field (groupname = group this), you can also create/define a group name on somewhere else, (sorry if you already know...) example, creating a group name in init.sqf or on trigger act or on another script: groupname = group UnitLeaderName; or groupname = group player; btw, the script can also be use for AI group follow AI group. example: null = [westgroup1, AIinfantry1, 20] execvm "flower.sqf"; null = [westgroup1, AIinfantry2, 20] execvm "flower.sqf"; null = [AIinfantry1, AIinfantry2, 20] execvm "flower.sqf"; null = [AIinfantry1, AIinfantry3, 20] execvm "flower.sqf"; null = [AIinfantry2, AIinfantry4, 20] execvm "flower.sqf"; null = [AIinfantry2, AIinfantry5, 20] execvm "flower.sqf"; or null = [westgroup1, AIgroupAAinfantry, 20] execvm "flower.sqf"; null = [AIgroupAAinfantry, AIgroupTANK, 50] execvm "flower.sqf"; etc. -
Using the waypointAttachVehicle command can you make the units stay 25 meters away!
morieza replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
did you create a group name to that playable unit (editor placed units) ?..., if yes, did you use that 'group name' ? I mean, did you create this ?, in unit (leader) init field: groupname = group this; A simple demo mission has been added in post #3. -
Using the waypointAttachVehicle command can you make the units stay 25 meters away!
morieza replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Script updated, see post #3, now, they start following the player again after respawn (player must moving a bit for triggering their distance check), script will stop only if the current follower group have no 'alive' unit. -
Using the waypointAttachVehicle command can you make the units stay 25 meters away!
morieza replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
or..., maybe you want to try this, no waypoint needed, you can set many group following your group (Leader), just remember to set the distance differently for each group. put something like this on init.sqf or on trigger act or on any external script, (Not in unit init field), and should use 'groupname', Not 'group unitname': null = [FrontGroupName, FollowerGroupName1, 25] execVM "flower.sqf"; null = [FrontGroupName, FollowerGroupName2, 50] execVM "flower.sqf"; null = [FrontGroupName, FollowerGroupName3, 75] execVM "flower.sqf"; etc... my example script: flower.sqf //null = [FrontGroupName, FollowerGroupName, 25] execVM "flower.sqf"; _grp1 = _this select 0; _grp2 = _this select 1; _dist = _this select 2; while {({alive _x} count units _grp2) != 0} do { while {_dist < leader _grp1 distance leader _grp2 and "MOVE" != currentCommand leader _grp2} do { if (10 > getpos leader _grp1 select 2) then {_grp2 move getposatl leader _grp1}; //hint "follow"; }; while {_dist > leader _grp1 distance leader _grp2 and "MOVE" == currentCommand leader _grp2} do { _grp2 move getposatl leader _grp2; //hint "hold"; sleep (_dist *0.1); waituntil {0 != speed vehicle (leader _grp1)}; }; }; This is a simple demo mission using flower.sqf. -
...hielten sich für Captain Kirk http://www.youtube.com/watch?v=LinLKMakGgM
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Alternative to setCombatMode?
morieza replied to jamesj505's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
- What is the 'govconvoygroup' faction ? - They 're hostile to you, but are you sure that you (Civilian) also as hostile to them ? - Maybe setbehaviour "careless" still looping from another script ? - Did you try doFire or suppressFor ? -
How to make units eject
morieza replied to gerix's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
by: XxAnimusxX + Nimrod_Z "TK_Soldier_AT_EP1" createUnit [[0,0,0], _paraGroup, "para3 = this; this moveInCargo [_cargoPlane, 5]" , 0.9,""]; unassignVehicle para3; para3 action ["Eject", _cargoPlane]; ...tested, it works -
[SP/CAMP/CO] Real-World Operations (RWO)
morieza replied to h34dup's topic in ARMA 2 & OA - USER MISSIONS
U.S. warns Russia against threatening Ukraine navy. A Cold War reprise. In the meantime, Russian forces were clearly in charge in Crimea. :confused: -
[SP] Take The Red On - any islands, any location, instant action
morieza posted a topic in ARMA 2 & OA - USER MISSIONS
by Morieza For ArmA 2, Arma 2 Free, ArmA 2 Combined Operations. Description: Rescue the defector (Rus), on insurgent territory. Features: - instant action, singleplayer only - self-adaptable, only copy-paste-rename to port to any addon islands/maps (A2, A2CO) - Center Peel tactic with AI teammates - player can set/choose: any location, land or sea insertion difficulty mode, each have auto increase - depend on player score & health random color effect, soft-medium color balance weather buildings condition = destroyed, hidden, unchanged skip time weapons = silenced, TWS (A2CO), rifle, sniper rifle, machinegun - player can also set intro duration = normal/default, skip, longer, longest - AI Huey will fly more safely over any high cliffs/mountains - support/assist (AH1z Cobra), player must eliminate all air threat first - recover weapon after swim, sea & inland water (A2, A2F) - unique enemy patrol, no regular waypoint - autoheal, slow for player and all enemy infantry, fast for teammate - etc... Installation: Get into game installation folder, extract to ..\Missions folder. Credits & thanks: - Bohemia Interactive - Armaholic Changelog: v1.02 Added: Center-Peel /Aussie Peelback tactic with AI teammates, peel option: left/left-back, right/right-back, formation heading. Improved: Lowering starting-skill and resetting auto-increase-skill multiplier, now the easiest mode will no longer become the hardest, now if enemy unit dead, units remaining in his group will gain an extra skill (more casualties more group skill), new 20 difficulty mode, end mission bonus = +1%..... +400%. Improved: Few ruins of destroyed buildings will be hidden to avoid OPFOR AI stuck when they trying to change group formation heading direction near ruin. v1.01 - Improved: Inland water check for recover weapon after swim (A2, A2F) - Improved: Mi-8MT hunting movement - Added: Weather option - Added: Buildings condition option - Removed: Enemy AI accuracy skill option (A2CO) - Added: Difficulty mode option Notes: Untested with any mods (ACE, ASR, etc...), if you are using mods then encounter a problem during a mission, please disable them. Download: Take The Red On v1.02 This is my first mission, thanks to everyone who tried this mission, I hope you like it. -
[SP] Take The Red On - any islands, any location, instant action
morieza replied to morieza's topic in ARMA 2 & OA - USER MISSIONS
Updated to version 1.02 Changelog: v1.02 Added: / tactic with AI teammates, peel option: left/left-back, right/right-back, formation heading. Improved: Lowering starting-skill and resetting auto-increase-skill multiplier, now the easiest mode will no longer become the hardest, now if enemy unit dead, units remaining in his group will gain an extra skill (more casualties more group skill), new 20 difficulty mode, end mission bonus = +1%..... +400%. Improved: Few ruins of destroyed buildings will be hidden to avoid OPFOR AI stuck when they trying to change group formation heading direction near ruin. -
Alternative to setCombatMode?
morieza replied to jamesj505's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
...make a civilian as a hostile, basic trick: civilianNAME addrating -100000; -
Ending a cutscene mid-mission
morieza replied to eegore's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if you set 7 in titlecut /cuttext: 70 second for "plain /plain down", 7 second fading time for "black in/out", fading duration number should be lower than delay/sleep number, or let it empty (default fading time is 1 second). for instant effect: titlecut ["Final text player sees","black out"]; ~6 Player cameraeffect ["terminate","back"]; camdestroy _camera; titlecut ["test text that never shows up","black in"]; exit; And below here just an example, toying with "black in" duration time, description: when player get damage 0.3 (example), the player's screen will "black in" in 0.6 second player addEventHandler ["hit", {_dmpr = getDammage player; cutText ["","BLACK IN",(_dmpr *2)]}]; -
Creating Updating Enemy Counter
morieza replied to wolby2010's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That example script didn't have function to exceed unit/group limitation, what I want to say was: he (wolby2010) could create unit more than 100 OPFOR (following his OP). I have deleted "...you can create OPFOR soldier as many as you want." after 7 hours since the post #2 have been posted (see last edited date/time). Until now it just stick in wolby2010's post #3, I wish he edit that 'quote' too.