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Author Topic: ARMA Hyperdrive  (Read 4905 times)

bait

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Re: ARMA Hyperdrive
« Reply #30 on: August 13, 2010, 09:19:40 am »

hyperdrive is cool,Can anyone tell me please how to get the shields to work in arma 2.what do i have to do

The shields aren't available.
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Haans

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Re: ARMA Hyperdrive
« Reply #31 on: August 14, 2010, 08:37:11 am »

Shields are a larger problem - but im around to fix it ^^
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Haans

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Re: ARMA Hyperdrive
« Reply #32 on: August 15, 2010, 12:47:46 pm »

Anyway-

I've decided to start it all over and work from scratch again, because if i do things on my own, i usually understand them better.
This is what happened ^^

http://www.file-upload.net/download-2747702/08_15.Intro.zip.html

A little beaming - preview mission!
I just spawned a Trigger with the Radio 0-0-0 Juliet and linked it up with the beam script, if you radio juliet, the teltak will beam up everybody alive in the range of 50meters.
They will be transported into the ringroom, i tried to spawn them near the door, but thatway the ppl will block the door and you can do nothing about it, in the ringroom you can beam them out atlast.

I thought that the whole camera thing would be much to complicated to script, and much to complicated to use it in combat efficiently. Maybe ill add a Side-checker later, so that you can beam up people from your side only.

The effect does not work as expected, ive created 2 diffrent drop-thingies, one for the flash at the ground, and one for the beaming up thing, the beaming up thing does not appear if i try to use it in a function, help?

The goal is to create a simple multiusable beaming-function, that you can easily use if you want to create a mission goal with "beam this shit up" "beam this shit down" or whatever.
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BANDIT

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Re: ARMA Hyperdrive
« Reply #33 on: August 15, 2010, 03:06:49 pm »

for some reason it doesnt work for me........................do i need some addon?

but could you do something that you can beam someone into a seat? that way your addon would work also with other vehicles.are you also continuing on your hyperspace addon?^^ untill now one of the funniest/nicest addons for cars i got so far.


and for the trigger placing......what about you choose the place where you wanna start beaming via mapview.and ingame on this place is some ring of light.....a bright platform......dont need to be a teleporter like in stargate.just a teleporter would be cool:P
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BIGD

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Re: ARMA Hyperdrive
« Reply #34 on: August 16, 2010, 01:52:01 am »

Can any one please write whats ment to be in the Trigger on act line  ,is it ment to be . this exec "beam_up.sqs"; or [] exec"beam\beam_up.sqs";.I think im lost.I cant get it to work.
« Last Edit: August 16, 2010, 02:56:49 am by BIGD »
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Haans

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Re: ARMA Hyperdrive
« Reply #35 on: August 16, 2010, 04:01:03 am »

[]exec "beam\beam_up.sqs"

should work - i am pretty sure that this should work


expActiv="[] exec ""beam\beam_up.sqs""";
thats from the mission.sqm
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BIGD

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Re: ARMA Hyperdrive
« Reply #36 on: August 16, 2010, 05:37:48 am »

Don't no if its just me, but both of them wont work for me. but two different times  it said sound\witz not found.but it is there.all i moved was the mission.sqm and keed the rest how they were.i used utes map in arma 2 and set up how you said.Help please .I so badly wont this.
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Haans

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Re: ARMA Hyperdrive
« Reply #37 on: August 22, 2010, 08:01:19 am »

Name the teltak
'teltak'
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BANDIT

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Re: ARMA Hyperdrive
« Reply #38 on: August 23, 2010, 07:41:22 am »

 :confused: sorry dont get it to work..........i used your mission......maybe post another one?
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BIGD

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Re: ARMA Hyperdrive
« Reply #39 on: August 24, 2010, 03:58:11 am »

If i name it 'teltak' it says  invalid variable name.so i named it teltak and it still wont work..how is the shields comeing along.
« Last Edit: August 24, 2010, 04:00:01 am by BIGD »
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BANDIT

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Re: ARMA Hyperdrive
« Reply #40 on: August 24, 2010, 09:18:36 am »

just a trigger with the "move in cargo" command wont work, does it?
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Haans

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Re: ARMA Hyperdrive
« Reply #41 on: August 25, 2010, 09:55:39 pm »

Ok. Launch the mission, and then try to engage the Autohover-pilot thing for the rings exact at the position where you spawn (just fly down a little), then disembark and youll see the teltak interior as usual.
Watch the Ringroom while you radio alpha, radioing alpha will beam up a soldier, and then reset his position after 3 seconds (i used the autoreset thing for faster and better testing). you can also beam yourself down with the onboard rings, and beam yourself up with the asgard beam.
Thats for the ppl that can use my misison.


Quote
If i name it 'teltak' it says  invalid variable name.so i named it teltak and it still wont work..how is the shields comeing along.
invalid variable name because its already in use? or just invalid variable name? very weird anyway
shields are currently failing beyond the need of releasing them

if you beam up other soldiers from the map, they will stay in the teltak.
Move in cargo does not work, because the teltak only has 2 seats.

allways take in consideration that the beam has a maximum range of 50 meters only, you have to fly lower then 50 meters to pick somebody up, if you want to beam up larger groups a height of only 20 meters might be usefull.
« Last Edit: August 25, 2010, 11:03:15 pm by Haans »
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bait

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Re: ARMA Hyperdrive
« Reply #42 on: August 25, 2010, 10:45:31 pm »

You know Haans there is a quote function on this forum. :wink:

The beaming system is pretty cool.
« Last Edit: August 25, 2010, 11:04:20 pm by bait »
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BIGD

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Re: ARMA Hyperdrive
« Reply #43 on: August 26, 2010, 03:33:35 am »

my bad ,my ship was to high ,sorry . expActiv="[] exec ""beam\beam_up.sqs"""; wont work and dont know why ,  but []exec "beam\beam_up.sqs" will.  Thank you  so much for the help.      For my mission im useing   this addaction ["beam up!", "beam\beam_up.sqs"]; so i dont have to use a trigger. Nice job keep it up and keep them comeing lol.
« Last Edit: August 26, 2010, 03:37:10 am by BIGD »
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BANDIT

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Re: ARMA Hyperdrive
« Reply #44 on: August 28, 2010, 09:50:36 pm »

so your focus is now on the beaming? o.O

would love to see the hyperspace with some modifications
entering height = drop out height
and some glow or blur or something
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