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Editors Depot - Mission Editing and Scripting => Arma2 - Editing/Scripting General => Topic started by: SaS TrooP on 30 Sep 2009, 18:57:07

Title: More questions
Post by: SaS TrooP on 30 Sep 2009, 18:57:07
Well, seems the Grads need to wait a little. I didn't expect I'll find so much troubles on my way!

So, here it is:

Problem 1:
Well, this is not a problem in fact. Where is full animations list for ArmA 2? Checked BI Forums and BI Wiki. Nothing found.

Problem 2:
After player reaches the location, machinegunner should put some kind of suppresing fire. I dont know how to force him to do that. THe target is aquired by DoTarget and I am making him fire with Fire command, exactly

Code: [Select]
s4 fire ["fire","PK","100rnd_762x54_PK"]
Unfortunately, s really don't want to do this. There is no reaction.

Problem 3:
I want to make sniper observe his target. He is crouched behind sandbags. But he is only watching his target, without aiming. How to force him to aim?
Title: Re: More questions
Post by: bardosy on 01 Oct 2009, 09:17:24
1., http://community.bistudio.com/wiki/ArmA_2:_Weapons
Title: Re: More questions
Post by: SaS TrooP on 01 Oct 2009, 17:00:57
But I asked for animations, not the weapons  :o
Title: Re: More questions
Post by: Worldeater on 01 Oct 2009, 17:55:16
As I recently learned animations are called moves. :D

You can find some (but not all) of them in the BIKI (http://community.bistudio.com/wiki/ArmA2:_Moves).


Edit: Oh, and please try to provide a meaningful topic name in the future.  ;)
Title: Re: More questions
Post by: JamesF1 on 01 Oct 2009, 18:03:21
You can find an animation viewer mission here, on the BIS forums (http://forums.bistudio.com/showthread.php?t=76033).
Title: Re: More questions
Post by: SaS TrooP on 01 Oct 2009, 18:26:16
Ah, thank you very much!

But what about 2 other questions?
Title: Re: More questions
Post by: bardosy on 02 Oct 2009, 08:28:46
Sorry! It's my dyslexy... ;)
Title: Re: More questions
Post by: tcp on 03 Oct 2009, 05:43:19
I think <s4 fire "PK";> would just make him fire randomly.
Instead, use:
<s4 doFire;> if he already has a target
<s4 doFire targetname> to do it all at once

There's doWatch and doTarget, try:
s4 selectWeapon "PK";
s4 doTarget targetname;

If that doesn't work:
s4 selectWeapon "PK";
s4 setCombatMode "BLUE";
s4 doWatch targetname;
s4 doTarget targetname;
s4 doFire targetname;

I don't think there's any other way to simulate targeting/preparing to fire, unless you made a script that change the ammo type of the weapon so the AI would try to fire, but nothing would happen, no bullet/weapon effects.
Why aren't waypoints and behavior modes good enough? Are you making a intro/movie?
Title: Re: More questions
Post by: SaS TrooP on 17 Oct 2009, 20:43:28
Well, seems both method are not working ;/

I probably have to resign from this idea ;/