Page 3 of 16 FirstFirst 123456713 ... LastLast
Results 21 to 30 of 156

Thread: Frequently Asked Questions/Requests

  1. #21
    Quote Originally Posted by Morten87 View Post
    2 ways, 1. u can either change the direction on the object before you place it, (in the clock look alike thing) or you can hold down Ctrl and choose direction with mouse.
    Thanks for the reply i tried to use the control button and it did not work is it because i am in the scenario editor rather than the main editor?

  2. #22
    How do I add dust affect to my mission? or even wind which will cause the palm trees to bend.
    Samsung SyncMaster 2220WM 22-inch LCD Monitor

    Intel Core i7-930 Bloomfield 2.8GHz

    CORSAIR XMS3 4GB (3 x 4GB) 240-Pin DDR3 SDRAM

    Western Digital Caviar Green WD7500AADS 750GB

    GeForce GTX 580 (Fermi)


    Windows 7 Ultimate 64 bit

  3. #23
    Quote Originally Posted by JonathanBateman View Post
    Thanks for the reply i tried to use the control button and it did not work is it because i am in the scenario editor rather than the main editor?
    ahha, yes its for the main editor, not the scenario editor. I dont use scenario editor. I use the main editor. much better

  4. #24
    Quote Originally Posted by killerwhale View Post
    How do I add dust affect to my mission? or even wind which will cause the palm trees to bend.
    In op arrowhead you can use

    http://community.bistudio.com/wiki/BIS_fnc_sandstorm

  5. #25
    Private First Class
    Join Date
    Jan 24 2011
    Location
    Hunan province,China
    Posts
    15
    waaaa``````it's very help for us who are new here.thank you very much

  6. #26
    What trick do missionmakers use when the objective is killing a large number of enemies? It is unfeasible to require that every enemy be killed, because a few demoralized survivors could run away and never be seen again, and a few could be hiding under rocks, too scared to move.

    Is there someway to make a trigger with an area that activates if (for example) fewer than five enemies are inside it?

  7. #27
    Quote Originally Posted by maturin View Post
    What trick do missionmakers use when the objective is killing a large number of enemies? It is unfeasible to require that every enemy be killed, because a few demoralized survivors could run away and never be seen again, and a few could be hiding under rocks, too scared to move.

    Is there someway to make a trigger with an area that activates if (for example) fewer than five enemies are inside it?
    Trigger OPFOR Present with this as it's condition:

    Code:
    {alive _x && !(fleeing _x)} count thislist < 5

  8. #28
    That works great, thanks.

    I have two quick questions still:

    In a SP mission, how do you give the player a specific name that will override the profile name of each Arma 2 user?

    And secondly, what scripting language should I use to make the player or HQ speak in the dialog menu with subtitles?
    Last edited by maturin; Jun 21 2011 at 01:22.

  9. #29
    For the name, check out the notes of the setIdentity command.

    For the dialog check out titleText.

  10. #30
    Cool.

    But titletext just adds text across the screen, as opposed to subtitles or radio messages in the usual dialog box.
    Last edited by maturin; Jun 22 2011 at 00:54.

Page 3 of 16 FirstFirst 123456713 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •