Village Pump (assistance): Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(is this good enough? and under what topic?)
m (Add menu)
 
(42 intermediate revisions by 22 users not shown)
Line 1: Line 1:
<noinclude>''Need some help creation or filling up new sections? This is the place to look for volunteers.''</noinclude>
<noinclude>''Need some help creation or filling up new sections? This is the place to look for volunteers for Wiki projects.''</noinclude>
 
==Command Functionality Groups==
Before I start [[Scripting Commands by Functionality|classifying all the commands]] (something for which I could need some help too), it would be nice to get some more input regarding the group names.
 
Do those groups make sense? Should we shuffle them around a bit? Will they be adequate for the new ArmA commands? Please leave your feedback at the [http://community.bistudio.com/wiki/Talk:Scripting_Commands_by_Functionality discussion page]. Thanks!
--[[User:Kronzky|Kronzky]] 18:18, 11 August 2006 (CEST)
 
<noinclude>{{villagepumpmenu}}</noinclude>
<noinclude>{{villagepumpmenu}}</noinclude>


== is this good enough?  and under what topic? ==
[[Category:Village Pump]]
 
THE AIR ASSAULT FORMULA
for air assaults, i like to take something with a machine gun on it, put it in with the transport unload waypoint for the soldiers in it (make sure the unit has "_x moveincargo heliname" foreach units group this; inside of their init box), synch a get out with your troops to the transport unload waypoint, then have the next waypoint for the chopper be guard so it taxis. this will cause the chopper to taxi around the sky firing on opponents. Or you can keep it on the ground by eliminating the guard waypoint altogether. then when its clear on the ground according to your east clear trigger you should have made and synched, so synch the trigger for east clear to the guard waypoint, the chopper moves to the next waypoint which will be to pick the troops back up and they're out of there. The air assault formula. Make sure there is an invisible H on the ground for the chopper to land at by going to empty/objects/H invisible after laying down your player of course. The chopper will fly at or close to the H. Chopper escort for an air assault depends on the length of the flight, if long then UH60L DAP, direct action penetrator, if short range im sure a cobra helicopter should do the trick, or if medium range im sure a huey should do the trick or a blackhawk without a fueling probe.
 
THE HELICOPTER INSERTION FORMULA
How do I make a helicopter drop off troops and fly away?
 
A. Create your drop heli.
B. Create the units you want to go in the heli, fly to the LZ and get out. We'll call these units delta.
In deltas init box put "_x moveincargo heliname" foreach units group this; to start them inside or...
C. create an H for the helicopter to start taking off from.
D. Place a Get In waypoint (WP) for the delta group right on the chopper, make a talk WP right next to the heli and syncronise the 2 WP's.
E. Create an Invisible H where you want the chopper to land and place a Transport Unload WP for the heli right on it and synch it with a get out waypoint.
F. Make one last Move WP for the helicopter, so that it flies away from the area.

Latest revision as of 00:46, 6 December 2019

Need some help creation or filling up new sections? This is the place to look for volunteers for Wiki projects.

News
post | watch

News about BI and this Wiki.

Policy
post | watch

Discuss existing and proposed, new policies.

Proposals
post | watch

New proposals that are not policy related.

Things To Do
post | watch

Areas of the Biki that need attention.

Assistance
post | watch

Request assistance for the creation and update of content.

Technical
post | watch

Technical issues related to the MediaWiki software.

Miscellaneous
post | watch

Topics that do not fit into any other category.