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#1 Posted at 2013-01-26 12:11        
     
Hi all,

i am currently making a mission on Chero, and i am starting at a crashed C130. my mission is to get to the coast and find a boat. i need scripts so i and my team mate start with absolutely no equipment including map, gps etc...

i also need to know how i can spawn these items, so we have to find them. most importantly enemies.... how on earth without placing units all over the map which is kind of annoying, make it so me and my friend encounter enemies on the way to the coast. is there some kind of script that spawns units throughout the map or even somewhere near my current location at given times?

also it will be night time so i will also need NVG or flashlights like on DAYZ mod.

can any body help me make this mission, i am not a professional mission maker. i simply just make missions so me and my brother can stay up all night on our pcs trying to complete missions together.

any help or scripts would be fantastic, p.s i also do not use these MISSION.SQF editing i simply use the editor then export to multiplayer. *HELP*


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Ap0c  



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#2 Posted at 2013-01-26 12:41        
     
well you could put "removeallweapons this;" in the units INIT without the quotes to take all the weapons away, also on the unit lower the ammo meter to zero.
As far as finding weapons you could use "truck addWeaponCargo ["M16",5]" where the m16 is would be the weapon, where truck is would be the car/truck you want to place weapons, ammo in, 5 would be the quantity. weapons listing
OR you could hide ammo boxes in certain areas which carry the NVG and other equipment you might need.
Not too good at spawning units so I usually just place them on the map in strategic places with a GUARD waypoint, then when one group comes in contact they usualy tell the other group (depending on what AI you use) or you can lowe their chance of probability down to 50% then they arent always there and keeps you guessing.
There are TONS of respawn scripts around the net if thats what you really want to use...said you werent great at making missions so this is my best effort without scipting :)
you can also make a movewaypoint and place either of these "nul=[group this, position this, 100] call BIS_fnc_taskPatrol;" or "nul=[group this, position this] call BIS_fnc_taskDefend;" without quotes in the waypoint init to defend or patrol...the 100 on the patrol can be changed to whatever the desired "patrol" you want, hope this helps!

"ARMA-KILLYA"

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#3 Posted at 2013-01-26 12:58        
     
# Ap0c : you can also make a movewaypoint and place either of these "nul=[group this, position this, 100] call BIS_fnc_taskPatrol;" or "nul=[group this, position this] call BIS_fnc_taskDefend;" without quotes in the waypoint init to defend or patrol...the 100 on the patrol can be changed to whatever the desired "patrol" you want, hope this helps!

what do these scripts do exactly?

and the "100" meaning u can select up to 100 different patrol types? :)

also the guard waypoint, does the Artificial Idiot actually communicate with eachother using this GUARD waypoint?
i never knew this and ive had arma 2 CO for years

i wonder what other cool things i do not know :)


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#4 Posted at 2013-01-26 13:18        
     
Hey Tyler1991 I take it your new to scripting? then I suggest you have a read of this perfectly put
together guide on scripting. It is for Armed Assault but still very much complies to ArmA 2 & OA.

Sure you will find it very useful. :-)

Another thing you can find very useful is these Mission Editing Newbie FAQ's
here & here. They are for ArmA 2 & OA but will cover the both games, just they are in the
sections for specific reasons.

1st - Check The Rules! 2nd - Use The Search!


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Ap0c  



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#5 Posted at 2013-01-26 20:12        
     
the patrol function does just that, patrols randomly creates a patrol with waypoints within 100 meters, the defend one keeps a couple of the group members near way point while sending a few out and about to scout the area.
Also, the defend youll notice a few units will sit down and relax.
As far as them communicating if you set a "sentry" waypoint on one group say a recon team and set a guard waypoint for another team away from them then when the recon team comes in contact the other team is notified and heads toward that direction...
Anything I know I learned from the links darkXess posted :)

"ARMA-KILLYA"

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#6 Posted at 2013-02-15 19:31        
     
thanks guys much aprechiated, hopefully arma 3 will be more user friendly for noobs like me lol

cheers again lads