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weparo

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Everything posted by weparo

  1. If the units spawn in, you will have to reissue them flashlights and force them to use them too. Call a script that performs an loop ever 5 seconds like this while (true) do { { if (side _x == east) then { _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; _x removeItemFromPrimaryWeapon "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceon"; } } ForEach allUnits; sleep 5; }
  2. Ahh, but don't you need atleast 1.5 for the chopper to know the side of the units? better use { choppername reveal [_x,4] } foreach units group squadleadername as 4 is the maximum value, hence letting the chopper know everything about the units. Weparo
  3. If by 'Camera' you mean the splendid camera, it says it right in the lower left corner. If you also want to know the FoV while playing, check your config. (FoVtop and FoVleft)
  4. Hello guys, I was hoping to get your help. Here is the situation. My squad and me are moving to an objective (old outpost on stratis). After we reach it I want there to be a splash screen, and I'll use 'skipTime' command to hop a few hours ahead. You know, like in the showcase 'Helicopters' when you rearm at camp rogain. Does anyone know how to do that? I would really appreciate your help! Weparo
  5. @ cobra4v320 Friggin awesome dude! much appreciated, seriously! Thanks again, Weparo
  6. Well, THEN... :( that's gonn' be tough :P
  7. Phew, about JIP, I have no clue, sorry. One thing is definitly off, that is the {_x lock false;}. there needs to be something more behind it, like forEach. So, basically, what you want to do is to unlock the pawnee after anyone has been in the triggerzone for at least 60 seconds? the proper command for unlocking a vehicle would be "vehicle_name lock false;" If you put that in the activation box, it will unlock the vehicle_name if anyone has been standing in the triggerzone for atleast 60 seconds.
  8. wow, took me quite a while to understand what you meant with these numbers :P Could you give me a screenshot of said trigger or specify what values go in what field? kinda chaotic up there :)
  9. I'm relieved to hear that the editor triggers are 'MP stable' :P I personally assume that he works with inconsistent variables that aren't pushed to the server. (publicVariable)
  10. If you want units on a MP server to enter a helo, use {_x assignAsCargo the_heli; [_x] orderGetIn true;} forEach units that_group_of_yours; Have this code executed by a trigger if the helo has landed (use the 'land' command and a invisible helipad) or is close to the LZ and the units of that_group_of_yours will board the heli. simplest way. :P It should be possible to set the location of the LZ and the WP for the heli per smoke grenade, right?
  11. You can just put the condition in the 'condition' field of the trigger. say you have your unit that wants to move in as soon as the guy in the guard tower is down. Create a waypoint (move) right infront of the assaulting unit. in the 'condition' field of that trigger you put !(alive guy_in_watch_tower). Then you create a second waypoint, the waypoint where your assaulting unit is acctually supposed to move to. What's gonna happen is: The assaulting unit will move to the first waypoint (that's why you put it right infront of the assaulting unit) and wait there. As soon as guy_in_watch_tower dies, your assaulting unit will move to the next waypoint. Was this what you tried to accomplish? Weparo
  12. Mhh, why are you saying editor triggers don't work in MP? They 've worked fine for me... Maybe you triggers get activated by an inconsistant value? Like a local variable that has not been "pushed" to all clients with 'publicVariable'? Can you give us an example of the trigger that fails to work properly?
  13. weparo

    Arma 2 OA. Update MP

    You probably tried to join a server running dayz or other mods, they run on beta versions.
  14. When you place down the heli in the editor, select "FLYING" under special (default is "IN FORMATION"). You can also set the height in the editor(elevation), and use forceSpeed in the init box. hope that helps, Weparo
  15. Two groups? ({(alive _x) && !(_x in saidvehicle)} count (units groupone) == 0) && ({(alive _x) && !(_x in saidvehicle)} count (units grouptwo) == 0) this will become true if all living units of groupone and grouptwo are in the saidvehicle Hope this helps you, Weparo
  16. weparo

    Why are much more people playing Arma 2?

    Or maybe just a lot of people confusing arma 2 and dayz... :D I heard that there were quite a few people confused about what you actually need to play dayZ
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