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COL.C.T

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About COL.C.T

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core_pfieldgroups_3

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    ARMA, video editing

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    coltfromffl

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  1. I was just about to suggest using a transport unload waypoint onto an invis helipad, that works too.
  2. Eh, that's how ARMA works :cool:
  3. I derped. I meant LOAD waypoint, not LAND. Also, you should move that last waypoint for the chopper a bit farther away, so it won't activate when you get in (Choppers have a habit of activating waypoints when 50m or less from them.
  4. Alright, what you're going to do is plant three things. You (named unit1), a chopper (named helicopter1) and an invisible helipad. You're going to want to place a waypoint right on top of the chopper. Now, go place the trigger, and sync it to the waypoint. This will basically force the chopper to wait at that waypoint until it is activated via the trigger. You're going to want to place the second waypoint, the LAND waypoint, onto the invisible helipad. Inside that waypoint's activation field, put this down. dostop Helicopter;Helicopter land "get in" This forces the chopper to land, and keep it's engine running. Now, create a third waypoint for the chopper practically under the second, and in the condition field, put this down. ((!alive unit1) OR (unit1 in helicopter)) This forces the chopper to identify whether or not you (unit1) is present in it, and if you have multiple troops boarding it, simply give them extra soldiers names and repeat that last code by putting AND (for example: ((!alive unit1) OR (unit1 in helicopter)) AND ((!alive unit2) OR (unit2 in helicopter)) ... Create the fourth waypoint where ever the chopper is going to go. EDIT: Oh, forgot :p if this is happening under enemy fire, set the chopper to careless at the first waypoint, that should do the trick.
  5. Huh... didn't the original plot of the game mention about how Iranian CSAT troops occupied Turkey after it suffered a devastating earthquake? I don't know, probably contributed to my vague guess of what this secret objective was all about. Anyone else?
  6. Just gave it all a shot, and works out fantastically. Got the music to work whenever the intro ends by keeping it in the trigger. Thank you very much for the help :cool: EDIT: Also just got the invisible waypoints to work. [group player, 1] setWaypointVisible false; This was the code I used, but it wouldn't hide the other waypoints from the player. Just looked at it and remembered the that "1" represents the first waypoint. Adding the code again to the player init and changing it from a 1 to a 2 covered both waypoints -facepalm-
  7. Excellent, thank you very much! However, is it possible to code the squad's first waypoint and the initial trigger (which contains music) to activate via the sqf file once the intro has ended?
  8. That's odd, the mission still starts during the UAV intro :confused:
  9. So how would the entire code look like in the end?
  10. No such luck yet. Maybe I need to add something in the mission itself, like a trigger?
  11. Thanks for the quick reply. Somewhat confused on how that code should be placed/used though. I opened up the init and placed it after the other code. Gave it a shot but still the same results as before. 0 = [player, "Galati, Altis",450,nil,120,1] spawn BIS_fnc_establishingShot; waitUntil { !(BIS_fnc_establishingShot_playing) }; Also looked at that link for the waypoints you gave me. Was able to get the second example to work via a trigger activation, though it only worked for the first waypoint (also tried to sync the trigger to the following waypoint, but to no success).
  12. I'm currently working on my first mission in which I'm utilizing more of ARMA 3's editing tools and effects. However, I've come across a couple of snags that are a real thorn in my side. I've pieced together things from multiple forum posts but I might be overlooking something. Anyhow, my first issue is related to the establishingshot script, the one where when the mission "starts" there is this uav effect that overlooks the location of your choice. I've gotten this to work and all, but after spending the latter part of this week trying to figure out how to get the mission to start when the establishingshot has concluded, I've turned up empty in answers. This is the script that I'm using. execVM "briefing.sqf"; 0 = [player, "Galati, Altis",450,nil,120,1] spawn BIS_fnc_establishingShot; WaitUntil{scriptDone _intro}; // rest of mission start Every time I launch the mission, the mission seemingly starts during the intro, instead of when the establishingshot would end (whether over time (19 seconds) or if I hit enter/space). Second issue is related to tasks and way points appearing on the hud. I find having both on the screen a bit of an eyesore. In my mission the squad leader is controlled by the AI, so a way point is necessary. However, is there a way that the way point can not show up on the player's screen, and leave only the task marker on it?
  13. Name your teammates (for example, unit1, unit2, unit3 etc.) Make a trigger, and in its condition, write this down. !alive unit1 AND !alive unit2 AND !alive unit3 etc... Sync this trigger to the first waypoint. When those teammates die, the second waypoint becomes active for him to move to :)
  14. COL.C.T

    The Newcomers' Introduction Thread

    I've been lurking around both these forums and the Armaholics forums for a long while (around ARMA 1 times), played OFP (ARMA: CWA) when I was much younger. Anyway, I'm from Montreal, Canada. I've spent at least 2000+ hours in the ARMA series' editors, almost 250 hours on ARMA 3 (at least half in the editor), and I really want to come out of my shell and use what I've learned from the past 7-8 years in the editors and forums to provide creative entertainment to this community. Hopefully I can offer as much assistance that I can so I can finally post my own problems currently plagued with :p Also want to throw out a happy holidays to everyone, and stay safe!
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