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View Full Version : Useful Info / Commands For Mission Making


Katash
20-01-09, 16:20
I thought I'd create a thread where people can add useful info for mission making
man1 addmagazine ["ACE_IRStrobe"]; Will add an IR strobe (http://www.acemod.net/wiki/ACE:Feature:IRStrobes) to "player1" inventory
crate1 addmagazinecargo ["ACE_IRStrobe",50]; Will add 50 IR strobes to an ammo crate named "crate1"
Adding a game logic called Enable: Require Map Object will dissable the map for any player who doesnt have it in their inventory, it will take up an NV/Bino slot and is added with man1 addWeapon ["ACE_Map"]; Players without the map are still able to read the map when in close proximity to the 'map holder', map can also be taken from dead / given to someone else ... Even loaded into crates with crate1 addmagazinecargo ["ACE_Map",50]; The game logic is the code that actually dissables auto map loadout.
SPON Rangefinder is integrated into ACE, currently anyone with a SOFLAM can determine a range accurate to 1m, good idea for an officer to carry even on missions without air support.

Katash
20-01-09, 16:39
Dogtags can be enabled by mission maker as a 'physical' object by a game logic called ACE_DogTagOn=true; when a body is checked 1 dogtag is created once and can be takendogtags could be used as a mission goal for example ("Bring back the bodies and the dogtags").

Katash
20-01-09, 17:44
crate1 addweaponcargo ["ACE_M2HBProxy",1]; crate1 addweaponcargo ["ACE_M3TripodProxy",1]; crate1 addMagazineCargo ["ACE_M2_CSWDM",10]; will add a deployable Browning M2HB, tripod and 10 magazines to an ammocrate called 'crate1'

wardlemjw
20-01-09, 18:25
that dosent sound like an exciting mission - collecting dogtags......

MadTommy
21-01-09, 09:28
If you want to set an AI at a height above or below ground use the following: 3 examples..

Place the code in the units initialization filed..

This setPos [ getPos this select 0, getPos this select 1, (getPos this select 2) +5]
This setPos [ getPos this select 0, getPos this select 1, (getPos this select 2) -3]
This setPos [ getPos this select 0, getPos this select 1, (getPos this select 2) +10]

note: final number is height above ground.. i.e if you want to place a solider in a tower or on a roof adjust this number accordingly. Unit will start at given height and fall into position.

MadTommy
21-01-09, 09:32
use the "Vrs.sqf" script.

Place the code in the units initialization filed.. (you must give the nuit a name.)
v = [this, "UNIT_NAME", x, y] execVM "Vrs.sqf";
i.e
v = [this, "tank1", 60, 600] execVM "Vrs.sqf";

x = respawn time after vehicle is destroyed.
y = respawn time after left abandoned.

script: Vrs.sqf (www.tacteam.org/madtommy/ArmA_Scripts/Vrs.sqf)

Vilhelm123
18-02-09, 20:29
Just dropping in here that the urban patrol script is brilliant, uttery brilliant. Been trying it out for the last hour or so, the AI are much more random in their patterns and they also are much more intelligent.
I started shoot at a patrol and half of the found cover the shoot at me and the others ran off to the side and appeared on my flank about a minute later. Genius script and i may well remake some of my missions to include it as well.

epoch
18-02-09, 20:34
Wow sounds brilliant. I'll squad up with them next time !! :p