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#1 Posted at 2007-04-08 06:54        
     
PLEASE READ THIS BEFORE MAKING USE OF THIS THREAD!
The only posts you should see in this thread are common questions with an adjoining correct answer for that common question. It is not intended for you to post your scripting or editor questions.

Please use the scripting forum to ask your questions. (In other words this is a 'read only' type of thread unless you are adding a common question and the answer to that question.)

If you are adding to this thread, post the question in bold at the top and then provide the answer beneath.

Once people start asking questions in these type of threads they quickly lose their functionality as they grow out of control.


I will start off with a working example.

_____________________________


Q: How do I paradrop units onto the battlefield?
A: To get a neat, even line of paratroopers jumping out the back of planes or out of helicopters, you need to do several things. Unfortunately no planes are yet in ArmA that can transport, so you are limited to transport helicopters. I suggest using a UH60 (blackhawk) which can transport 12 units. For brevity's sake, I will already assume you have your conditions setup, your paratroopers aboard and the helo is currently flying in the air. Here comes the fun part...

You can attach the ejection script to a plethora of conditions, but two that definitely will get you the desired results are waypoints and triggers. Either is your choice, since ArmA has fixed some of the annoying issues that might have been transfered over from OFP. For this example, we will use a waypoint. Over the area you wish for your men to ejection, place your "move" waypoint. Depending on the conditions of the battle and general feeling of the mission, you can change any number of the options, but generally speaking, putting the UH60 to "fast" drops your men way too far apart. On this waypoint, insert this code on the "on Act." portion of the scripting dialog box:

[eUH601,4] exec "eject.sqs"

Three things to note. Firstly, eUH601 is, obviously, the name of your helicopter. Second, the number "4". This states the time, in seconds, between each guy bailing out. If your chopper is set to STOP at the waypoint while the above script unloads the men, 4 is a pretty safe be. However, in a big battle where AA is a threat, you may want to tone this down and, at the same time, bump the chopper speed up. Either way, this is the time in seconds it takes between script cycles. You CAN use decimals, but generally speaking, anything under one second is cutting it close, and you may find your men tangling in each other's chutes which is a very bad thing. Lastly, "eject.sqs" is the actual script. It is available here on Armaholic.
This is placed in your My Documents/ArmA Other Profiles/Profile Name/Missions/Mission Name/

Save your file as a user mission and test it out, your men should gloriously float down to the battlefield and die in the ensuing carnage.

Things to note: If you set your chopper's flyinheight to too high, the men will not drop. A safe number is 110, meaning 110 meters. If you set it too low, your men will jump out and make a nice meal for the buzzards. (Thanks AsRock for the help on this one... :-) )

Second note:
MP behaviour of this script might give unwanted results, if so a check wether the executing computer is server or not. If not the script should be exited.
You can do this by adding the following to the script
?!(local server): exit
And you will have to add a gamelogic to the map called "server" (without the "").
_______________


I have a bad habit of making things too long. Oh well. :-P You all get the idea on how to post so get crackin!

[edit]
Added requested script and the MP note.

This post was edited by Foxhound (2009-08-03 17:53, ago)

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#2 Posted at 2007-04-08 08:11        
     
Code:
?!(local server): exit

EDIT: add the code at start of script not end :P

And you will have to add a gamelogic to the map called "server" (without the "").


Make a unit

Side: Game Logic
Name: Server



:)

This post was edited by AsRock+SD (2007-04-08 10:59, ago)

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#3 Posted at 2007-04-11 15:13        
     
Q: How do I change the identity of a character in ArmA?
A: To set a custom identity for a particular person open the Description.ext file and add/configure the following:

class CfgIdentities
{
    class John_Doe
    {
        name = "John Bartholemew Doe";
        face = "Face20";
        glasses = "None";
        speaker = "Dan";
        pitch = 1.0;
    };
};

You can preview the wide range of ArmA faces here.

Now that you've changed different variables, you must activate the identity within ArmA. Double-click on the unit who will be using the identity and type in the activation field:

this setIdentity "John_Doe"

The "John_Doe" comes from the "class John_Doe" that is configured in the Description.ext file. Hence, if the "John_Doe" in the Description.ext file is changed, make sure to change the "John_Doe" in the activation field.


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#4 Posted at 2007-04-11 15:28        
     
Q: How can I allow players to choose their weapon load out before the start of the mission?
A: To allow players to choose their weapons before the actual mission start insert the following code within the Description.ext file:

// BAS f - Gear Snippets
// Version: 0-0-1 (2007-01-01)
// Author(s): Fer
// Note: Thanks to Biki contributors for compiling the ArmA core information.

class Weapons
{

// ArmA - Weapons PBO - West and Resistance Weapons
	
	class M16A2 {count = 24;};
	class M16A2GL {count = 24;};
 	class M16A4 {count = 24;};
 	class M16A4_GL {count = 24;};
 	class M16A4_ACG {count = 24;};
 	class M16A4_ACG_GL {count = 24;};	
	class M4 {count = 24;};
	class M4GL {count = 24;};
	class M4AIM {count = 24;};
	class M4A1SD {count = 24;};
	class M4SPR {count = 24;};
	class M4A1 {count = 24;};
	class M4A1GL {count = 24;};
	class G36K {count = 24;};
	class G36C {count = 24;};
	class G36A {count = 24;};
	class MP5A5 {count = 24;};
	class MP5SD {count = 24;};
	class M249 {count = 24;};
	class M240 {count = 24;};
	class M24 {count = 24;};
 	class M107 {count = 24;};	
	class M9 {count = 24;};
	class M9SD {count = 24;};
	class M136 {count = 24;};
	class JAVELIN {count = 24;};
	class STINGER {count = 24;};
	
// ArmA - Weapons PBO - East Weapons
	
	class AK74 {count = 24;};
	class AK74GL {count = 24;};
	class AKS74U {count = 24;};
	class AKS74UN {count = 24;};
	class AKS74PSO {count = 24;};	
	class PK {count = 24;};
	class SVD {count = 24;};
	class KSVK {count = 24;};
	class Makarov {count = 24;};
	class MakarovSD {count = 24;};
	class RPG7V {count = 24;};
	class STRELA {count = 24;};
	
// ArmA - Weapons PBO  - Misc.
	
	class Laserdesignator {count = 24;};
	class NVGoggles {count = 24;};
	class Binocular {count = 24;};
	
};

class Magazines
{
	
// ArmA - Weapons PBO  - West and Resistance Magazines
	
	class 30Rnd_556x45_Stanag {count = 24;};
	class 20Rnd_556x45_Stanag {count = 24;};
	class 30Rnd_556x45_StanagSD {count = 24;};
	class 30Rnd_556x45_G36 {count = 24;};
	class 30Rnd_9x19_MP5 {count = 24;};
	class 30Rnd_9x19_MP5SD {count = 24;};
	class 200Rnd_556x45_M249 {count = 24;};
	class 100Rnd_762x51_M240 {count = 24;};
	class 5Rnd_762x51_M24 {count = 24;};
 	class 10Rnd_127x99_M107 {count = 24;};	
	class 15Rnd_9x19_M9 {count = 24;};
	class 15Rnd_9x19_M9SD {count = 24;};
	class M136 {count = 24;};
	class JAVELIN {count = 24;};
	class STINGER {count = 24;};
	class FlareWhite_M203 {count = 24;};
	class FlareGreen_M203 {count = 24;};
	class FlareRed_M203 {count = 24;};
	class FlareYellow_M203 {count = 24;};
	class 1Rnd_HE_M203 {count = 24;};
	
// ArmA - Weapons PBO  - East Magazines
	
	class 30Rnd_545x39_AK {count = 24;};
	class 30Rnd_545x39_AKSD {count = 24;};
	class 100Rnd_762x54_PK {count = 24;};
	class 10Rnd_762x54_SVD {count = 24;};
	class 5Rnd_127x108_KSVK {count = 24;};
	class 8Rnd_9x18_Makarov {count = 24;};
	class 8Rnd_9x18_MakarovSD {count = 24;};
	class PG7V {count = 24;};
	class PG7VR {count = 24;};
	class FlareWhite_GP25 {count = 24;};
	class FlareGreen_GP25 {count = 24;};
	class FlareRed_GP25 {count = 24;};
	class FlareYellow_GP25 {count = 24;};
	class 1Rnd_HE_GP25 {count = 24;};
	
// ArmA - Weapons PBO  - Misc.
	
	class HandGrenade {count = 24;};
	class HandGrenadeTimed {count = 24;};
	class SmokeShell {count = 24;};
	class SmokeShellRed {count = 24;};
	class SmokeShellGreen {count = 24;};
	class PipeBomb {count = 24;};
	class TimeBomb {count = 24;};
	class Mine {count = 24;};
	class MineE {count = 24;};
	class Laserbatteries {count = 24;};

};

You have the ability to remove weapons, add weapons, and change the amount of weapons in the weapon pool before the start of the mission by editing this code.

How it works:
class (weapon or magazine name) {count = (number of weapons or magazines);};


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#5 Posted at 2007-04-11 15:41        
     
Q: How do I paradrop units onto the battlefield? - Alternative 1
A: This is an alternative way to drop units onto the battlefield that still involves script, but uses a simpler script. It does not involve adding gamelogic, ect, it's just an executable script that I used back in the OFP days.

Para.sqs Script:
_Group = _this select 0
_Vehicle = _this select 1


_listunits = units _Group

_A = 0
_B = count _listunits
#KEEPSENDING
_listunits select _A action ["EJECT", _vehicle]
Unassignvehicle (_listunits select _A)
_A=_A+1
~.5
?_B >_A:goto "KEEPSENDING"
~.5
MoveNext = TRUE

The script can be found here.

To activate the script use the following code in an activation of a trigger/waypoint/ect.

[name of group to eject,name of vehicle to eject from] exec "para.sqs"

Example:
[mygroup,bhawk1] exec "para.sqs"


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#6 Posted at 2007-04-11 17:25        
     
Q: How do I set how high planes/choppers fly?
A: First, you need to name your plane/chopper with a unique name. For this example, we will use eBlackhawk1. You can add the below script to waypoints or triggers in the "on activation" field:

eBlackhawk1 flyinheight 100

Obviously, the first is the name of your vehicle, second is the function and third is the number (in meters) you want your vehicle to fly at. If you want to spawn the chopper in air at the beginning of the mission, here is the code you would use (put it in the vehicle's initialization field):

this flyinheight 100

Be sure, in conjunction with the above, to set the unit's "special" attribute to Flying, so it starts in the air right off the bat.

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#7 Posted at 2007-04-23 22:01        
     
Q: How do i make it so players can choose whether or not they want to watch the INTRO in my mission at start up?

A: At the start in the Description.ext

Put...

statsColumn=1;
titleParam1=" INTRO";
valuesParam1[]={1,0};
defvalueParam1=1;
textsParam1[]={"ON","OFF"};

Then in mission editor place a trigger, in the condition field enter
param1==1
then on act
[] exec "intro.sqs"

On the player select screen this gives the admin/voted admin the choice to view the intro before the mission starts.

Hope this helps other as it helped improve my missions :wink


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#8 Posted at 2007-05-02 14:37        
     
The following was posted in the BI forums by "MadDogX".

Q: How do I make a camera script? (basics)

A: Well the first thing you need to know is how to create the camera. Every camera needs a starting position, an effect and a target.

Example:
You have a soldier called "camviewer", and you want the camera to be created at his position. There is also a tank called "camtarget", and you want the camera to look at it.
_cam = "camera" camCreate (position camviewer)
_cam cameraEffect ["Internal", "Back"]
_cam camSetTarget camtarget
_cam camCommit 0

Explanation:
- _cam is the "name" of the camera. When we want to work with it, we must use the name we defined here.

- "camera" should be obvious.

- camCreate (position viewer) camCreate creates our camera at the position specified.

- cameraEffect ... The camera effect is required and is usually "Internal", "Back". Just make sure you remeber that line whern creating cameras.

- camSetTarget sets the target object or position of our camera, i.e. the way it faces. If the target is a vehicle or soldier, the camera will follow it if it moves.

- camCommit 0 applies the settings we made to the camera. Most settings (like camSetTarget) need the camCommit command before they actually happen. The "0" is the number of seconds this should take. Since we just created our camera, we set the seconds to zero.



You have now created a camera looking from "camviewer" to "camtarget". If you test this, you will find that the camera is placed on the floor, so you might want to change the original position. Perhaps to something like: [(position camviewer select 0),(position camviewer select 1),3]

Moving on...


Now you might want to make your camera look around. You can do this by giving it a new target and then applying the change using camCommit. Example:

We have a second tank called "camtarget2". We want the camera to swerve around and look at it.

_cam camSetTarget camtarget2
_cam camCommit 5
~5


This will make the camera point to the new target. The movement of the camera will take five seconds. I added the "~5" part to stop the script from running while the camera is moving.

Once the camera has pointed at its new target, we want it to wait for 3 seconds and then end, switching back to player view. Deleting a camera is done like this:

~3
cameraEffect ["Terminate", "Back"]
camDestroy _cam

The "cameraEffect ["Terminate", "Back"]" bit is required for some reason. The camDestroy command is not enough.

So our script looks like this:

_cam = "camera" camCreate (position camviewer)
_cam cameraEffect ["Internal", "Back"]
_cam camSetTarget camtarget
_cam camCommit 0
~1

_cam camSetTarget camtarget2
_cam camCommit 5
~5

~3
cameraEffect ["Terminate", "Back"]
camDestroy _cam

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#9 Posted at 2007-05-04 13:21        
     
Q: How do i make a Scoring System for my DeathMatch?

A: First off don't let all this coding confuse you. All you have to do is make a init.sqs, playerkilled.sqs, outro.sqs and a description.ext. Then a few triggers... All you have to do is copy the below and make your scripts, then put them into your mission folder.

Heres how it works...

Init.sqs
tx_Wkills = 0
tx_Ekills = 0

tx_W1score = 0
tx_E1score = 0

TimeEnd=0

tx_kill = player addEventHandler ["killed", {_this exec "playerkilled.sqs"}]

playerkilled.sqs
_victim = _this select 0
_killer = _this select 1
_side = side _killer
player removeEventhandler ["killed",tx_kill]
if(side _victim == _side)then{hint "teamkill occurred";exit}
goto (format ["%1", _side])


#EAST
if (name _killer == name E1)then {tx_E1score = tx_E1score + 1;tx_Ekills = tx_Ekills + 1; {Publicvariable _x}foreach ["tx_E1score","tx_Ekills"]}
goto "END"

#WEST
if (name _killer == name W1)then {tx_W1score = tx_W1score + 1;tx_Wkills = tx_Wkills + 1; {Publicvariable _x}foreach ["tx_W1score","tx_Wkills"]}
goto "END"

#END
@alive player
tx_kill = player addEventHandler ["killed", {_this exec "playerkilled.sqs"}]

Outro.sqs
_Winner = 0
_message = ""
if(tx_Wkills > tx_Ekills)then{_winner = 1}else{_winner = 2}
if(tx_Wkills == tx_Ekills)then{_winner = 0}

?(_winner == 0): goto "DRAW"
?(_winner == 1): goto "WWins"
?(_winner == 2): goto "EWins"

#DRAW

~7

TrueEnd=true
exit

#WWins

hint formaT [ "___ FINAL OUTCOME ___\n\n%1",_message]

_W1 = format ["\n%1 had %2 kills",name W1,tx_W1score]
_E1 = format ["\n%1 had %2 kills",name E1,tx_E1score]

hint formaT [ "___ INDIVIDUAL SCORES ___\n%1%2%3%4",_W1,_E1]

~7

TrueEnd=true
exit

#EWins

hint formaT [ "___ FINAL OUTCOME ___\n\n%1",_message]
_W1 = format ["\n%1 had %2 kills",name W1,tx_W1score]
_E1 = format ["\n%1 had %2 kills",name E1,tx_E1score]


hint formaT [ "___ INDIVIDUAL SCORES ___\n%1%2%3%4",_W1,_E1]
~7

TrueEnd=true
exit

Description.ext
titleParam1 = "Time:";
valuesParam1[] = {10000, 300, 600, 900, 1200, 1500, 1800, 2700, 3600, 7200};
defValueParam1 = 1800;
textsParam1[] = {"Unlimited", "5 min", "10 min", "15 min", "20 min", "25 min", "30 min", "45 min", "1 hour", "2 hours"};

titleParam2 = "Score to win:";
valuesParam2[] = {10000, 5, 7, 10, 15, 20, 25, 30};
defValueParam2 = 5;
textsParam2[] = {"Unlimited", 5, 7, 10, 15, 20, 25, 30};

You also need to create some triggers for your map

first one is called Scorelimit which when the score that is set at the start of the mission is reached then this is called and ends the DM

In the condition filed you put
(param1<10000 and time >= param1) or (param2<10000 and ((tx_W1score >=param2) or (tx_E1score >=param2)))

the on activation you put
TimeEnd=time; publicVariable "TimeEnd"; player exec "Outro.sqs"

The next trigger is named End

Type is End1
in the condition field you put
TrueEnd
and in the on activation field you put
ForceEnd

This post was edited by websnake (2007-05-06 13:44, ago)


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#10 Posted at 2007-05-21 06:02        
     
Q: How would I go about making an empty object level, not following the terrain.

A:
In order for leveling to be "good-looking" you have to add a setPos, because either half of your building will be floating in mid air, or half will be buried.

Note that setPos has to be used before setVectorUp in the init field, otherwise the setVectorUp command will be overwritten.
For example:
this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) + 2)]; this setVectorUp [0,0,+0.1]

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#11 Posted at 2007-05-28 12:14        
     
Q: How do I make units respawn in MP?

A:

The following was posted in the BIS forums by Skip_Moniker

1. Create a mission using the ArmA Editor. You may optionally use the MP Editor too, but it takes longer to open & saves go to a different folder.

2. Save your new mission as a 'User Mission' and name it whatever you like. Exit the game back to desktop.

3. Open a blank Notepad & insert 2 lines:
respawn=[RespawnType];
respawndelay=[DelayInSeconds];
Substitute your type of respawn and respawn time delay (in seconds)
Types are:
    0 or "NONE" = No Respawn
    1 or "BIRD" = Respawn as a seagull
    2 or "INSTANT" = Respawn just where you died
    3 or "BASE" = Respawn at a basemarker
    4 or "GROUP" = respawn in your groups ai
    5 or "SIDE" = respawn in your sides ai
For example:
respawn=3;
respawndelay=4;


4. Close & name this new file 'Description.ext' & save as 'All file types' to the folder '/.../My Documents/ArmA/missions/[mission name]'. There should be a .sqm file there of the name you gave the mission. Note that if it gets saved as 'Description.ext.txt' rename it and remove the '.txt'. It then becomes a Windows unknown file type.

5. Start ArmA and return to the Editor. Load the mission you saved in step #2

6. Place a marker at the location you want players to respawn. You will have to name the marker one of the following:
    respawn_west
    respawn_east
    respawn_guerrila
    respawn_civilian
For the people that didn't play ofp:
    West = bluefor
    East = opfor
    guerrilla = Independent
    civilian = civilian
The rest of the marker details are up to you. If you make the marker a bigger size, like 100 by 100, you will respawn somewhere inside that area. You can also make multiple markers for the same side, nameing them respawn_east1, respawn_east2, etc. This will make a random respawn.
Additional info: You only need to create a marker if you selected a type 3 respawn. If you chose type 5, the respawn will occur wherever your squad or side is located (and only if a squad is created). Skip step 6 if using a type 5 respawn. *Note* You still must re-save and export the mission even if no changes are made in the Editor second time through. So, complete step 7 even if you skipped step 6.

7. Save the mission again but remember that the respawn doesn't work in preview mode. You have to now export it to
multiplayer to see the effects. If exporting to SP, remember that a SP mission must have one unit designated as "Player",
whereas a MP mission only needs one "Playable" unit.

8. Exit the editor and open the SP or MP mode (whichever you exported it to) and play the mission to test it

Thanks to the dozen or so users I plagerized to complete this step by step.


BIS forum topic
- http://www.flashpoint1985.com:80/cgi-bin/ikonboard311/ikonboard.cgi?s=469b8e4fa30b467a212953bcb0636083;act=ST;f=71;t=63236

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#12 Posted at 2007-07-08 04:26        
     
How do i make a outro for my mission?


Ok the way to get this to work is this.
For the outro we'll make it just a fade to black show text deal. Nothing to hard.

outro.sqs File
disableUserInput true;
titletext ["GAME OVER!!! PUT YOUR WEAPON DOWN!!!","black out",5];
~1
TitleCut ["", "BLACK OUT", 5]
~4
TitleText["Now! That Was NOT A COOP Game!","PLAIN"]
~4
TrueEnd=true
~1
disableUserInput false;

exit

Next on your description.ext. You'll need some way to end the game. This setup is on a timed based.

description.ext
titleParam1 = "Game Timer:";
valuesParam1[] = {300, 600, 900, 1200, 1500, 1800, 2700, 3600, 7200};
defValueParam1 = 1800;
textsParam1[] = {"5 minutes", "10 minutes", "15 minutes", "20 minutes", "25 minutes", "30 minutes", "45 minutes", "1 hour", "2 hours"};

Then you will need two triggers in your mission

Trigger 1 will play your outro when the time you pick before the mission is up.
Trigger 1
Condition
(param1<10000 and time >= param1)
on act.
TimeEnd=time; publicVariable "TimeEnd"; [] exec "outro.sqs"

need a pic??
3-outro-2.jpg
Trigger 2 will end your mission.

Tigger 2
condition
trueEnd
on act.
forceEnd
type
End#1

need a pic?
3-outro-1.jpg

And there you are.

This post was edited by Big (2007-07-08 04:49, ago)


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#13 Posted at 2007-07-13 23:48        
     
Animations:
How do I prevent an Ai from leaving an animation after he has finished?
How do I make a player unit play an animation?
How do I make a unit dance?

Cutscenes:
AMS-Camscripting Tutorial - English version
How do I use the camera scripting commands?
More on general camera commands..
How do I get outro's to work?
How do I make the camera shake?
How do I make a slow motion?
How do I make it so my intro can be turned on/off?


Re/spawning:
How do I respawn AI?
How do I respawn AI after a certain condition is met?
How do I make player units respawn?
How do I respawn a vehicle?
More on vehicle respawn..
How do I make units respawn with the weapons they had when they died?
How do I create a respawn dialog?
How do I make capturable spawn points?
And more on moving spawn points..

Scripts:
How do I make a message show when I have killed an enemy?
What folder do I put my scripts in?
How can on add on-map click support/artillery?
How can I make an explosion go off?
How can I learn how to use and make scripts


Score Boards:
How do I create a briefing?
More on briefings/Start up..
How do I set up a ranking system?
Where can I find a CTF template?
How do I make it so people can hire AI units?
How do I create a dialog list?

Weapons:
How do I make a weapon loadout at the start?
How do I make a custom weapons crate?
More on adding weapons to cargo/crate..
How do I add more magazines to a soldier?
How do I choose what weapon to start a unit with?
How to change a soldiers loadout
How do I place a weapon on the map or drop a grenade from the sky?

Vehicles:
How do I make a helicopter extraction?
How do I make a chopper take off after a condition is met?
How do I make a chopper take off after waiting for troops to load
How do I check if a vehicle is alive?
How do I disable a vehicle?
How can I repair and re-arm a helicopter at a LZ?
How do I check to see if a certain unit or group is in a vehicle or dead before it moves on?
More on vehicles wait for passengers..
How do I place an empty vehicle on the map?
How do I start units in an empty vehicle?
How do I make a jet fly where I want it too?

Objectives:
How do I make an objective complete when all units in a village are dead or fleeing?
How do I make it so that after afew objectives are complete, the mission completes?
How do I check if a building or bridge is damaged or destroyed?
More on damaged buildings..
How do I make an objective not show up until it is activated?
How do I make an objective complete after I kill someone or something?

Units:
How can I ungroup units in the editor?
How do I make a unit fire on a certain object?
How do I make a unit join my group?
How do it so enemy don't fire on a certain unit (hostage)?
How do I place a soilder up in a building?(note setpos works in multiplayer as of 1.08)
More on units in buildings..
What is a game logic?
How do I injure or kill a unit before the mission starts?
How do I give my unit the ability to heal?


Sound:
How do I put my own radio sounds into arma?
How do I put music and sounds in the game?

Triggers/waypoints:
Help, I don't understand triggers!
How do I tie a certain unit or group to a trigger?
How do I make reinforcements arrive after a certain condition is met?
What is the guard waypoint for?
How do I trigger some text?


Other:
Can I convert my missions from OFP to Arma?
How do I make an extration via radio?
More about radio..
Where can I find the class names of objects not present by default in the editor?
How do I changethe weather of my mission?
How do I make a custom flag?
How do I open someones mission so I can see how they did something in the editor?
How do I place buildings in the editor?
How do I make a marker invisable?
How do I make a building level on uneven ground?
How do I turn the grass off?
Map for Squadleader only ++

Ok, think I might of gone abit over board there :lol
Feel free to edit, remove, move ect :)

This post was edited by Foxhound (2009-10-30 20:47, ago)


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#14 Posted at 2007-07-14 01:04        
     
Awesome post Bracks, really great!!!!
Thanks, this is very nice. :thumb :thumb

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#15 Posted at 2007-09-09 05:59        
     
That is really amazing (and very appreciated) Bracks!

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