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Thread: Editor Tips

  1. #1
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    Default Editor Tips

    in c:\[...]\Documents\ArmA 2\missions\[name.island] // *not* the install folder!

    create a text file, name it 'description.ext'

    enter this:

    respawn = "BASE";

    respawnDelay = 10;

    gameType = Coop;
    In the editor, create a marker and call it 'respawn_west' or 'respawn_east'.

    Re-load the editor.
    Last edited by Hovis; Tuesday, 23rd June 2009 at 18:26.
    'Volw is correct.' - Ludicrouse


  2. #2
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    Carrier vehicle spawn.

    This in innit line of the unit:

    this setPosASL [getposASL this select 0, getposASL this select 1, 15.9];

    For placing destroyer/cruiser:

    this setPosASL [getposASL this select 0, getposASL this select 1, 1];
    Last edited by Volw; Tuesday, 23rd June 2009 at 18:45.
    'Volw is correct.' - Ludicrouse


  3. #3
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    Gents I was tempted to keep this to myself and have you think I'm some kind of genius of level design, but I couldn't do it.

    NUMBER ONE TIP FOR THE EDITOR!!!!!!

    Become friends with the Ambient Combat Module.

    What does it do? Spawns what you want, where you want it, that is to say randomly around a central character.

    By default just sync it to a group leader and watch a war gradually grow and follow him about, but this is just the start, you can pick who and what spawns. Basically the sort of war that would take hours to set up comes in a handy pre-scripted package, and it works dynamically, even cleans up after itself.

    As somebody pointed out on the forum, zombie missions (when zombie mods arrive) just became about 90% easier.
    Last edited by Hovis; Thursday, 25th June 2009 at 04:42.
    This machine kills purple dinosaurs.

  4. #4
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    Not so.

    All of the fancy ambient stuffs tend to lag in the multilayer.
    'Volw is correct.' - Ludicrouse


  5. #5
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    To put a squad in a cargo space of a vehicle (NAME) at the start of the mish.

    Init of the group leader:

    {_x moveInCargo NAME} forEach Units Group this;
    'Volw is correct.' - Ludicrouse


  6. #6
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    Player distance Jeep1<= 50

    Just so I don't forget.
    This machine kills purple dinosaurs.

  7. #7
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    Art1 - arty module name - must be linked to battery leader; (modified recenty - deleted version is working anyway)
    Target - target object;

    [Art1, getPosASL Target, ["TIMED", "HE", 1, 60]] call BIS_ARTY_F_ExecuteTemplateMission;
    On activation on trigger.

    -------------------

    [Art1, getPosASL (thisList select 0), ['IMMEDIATE', 'HE', 0, 10]] call BIS_ARTY_F_ExecuteTemplateMission;
    This is to be used with when spotted trigger.

    ------------------

    Use http://community.bistudio.com/wiki/A..._fire_missions to create different fire missions. Just replace code in the square brackets. First is Mission Type, Ordnance Type, Rate of Fire, Duration of Mission / Round Count.

    ------------------

    Dispersion. 600 = dispersion from the target, in meters.

    [Art1, 600] call BIS_ARTY_F_SetDispersion;
    Put that in the init line first .. default is 200, use it only when you want to change.
    Last edited by Volw; Friday, 26th June 2009 at 17:56.
    'Volw is correct.' - Ludicrouse


  8. #8
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    Can you inform me how to assign drivers and gunners to vehicles please?

    So far I can have 1 guy on his own be the driver using:-

    {_x moveindriver RHIB1} foreach units group this;

    but obviously the end part of the command means the whole group to do this, and when he is single it is fine, but in a group i dont know how to individualize each position!

    I've tried naming each member and in their own initialization putting:-

    Gunner moveingunner RHIB1
    {_Gunner moveingunner RHIB1}
    {Gunner moveingunner RHIB1}
    {Gunner assignasgunner RHIB1}

    etc etc i assume it needs the part on the end {Gunner moveingunner RHIB1} 'Insert ehre common sense'

    Please help with the following example:-

    Vehicle = RHIB
    Vehicle Name = RHIB1

    Group of 3 guys

    Name #1 = Leader
    Name #2 = Driver
    Name #3 = Gunner
    I'm the Juggernaut, Bitch!

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  9. #9
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    this setskill ["aimingAccuracy",0.0002];
    Init line for single units.

    gunner this setskill ["aimingAccuracy",0.0002];
    Init line for vehicles /w gunners.

    0.0002 is quite low, 0.001 or so is quite ok.
    'Volw is correct.' - Ludicrouse


  10. #10
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    I have mastered getting four helicopters to land in a group then take off again on a radio signal. And it only took forever. Win.

    Just to add so I don't forget:

    Unitname land "land"
    This machine kills purple dinosaurs.

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