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bismember

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About bismember

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  1. Well, that's a big job you've done and thank you for your attempt.. Looks like I can only stay with what I currently have done - I just removed that *ui*.pbo file from ace and it always asks for it but then loads the game and ok, at least I avoid that stupid picture. I also don't understand why -nosplash doesn't work. It would be an easy way. This current issue that you are asking about, config issue I mean, maybe create a new thread, because it looks like something strange. You know, Ace team doing good job but they are trying too hard... E.g. to make it more realistic they removed remaining rounds count in the weapon. It's ok for magazines, I can understand it, but they even removed grenades count so you don't even know how many grenades you have... This is absurd, soldiers always know ho many grenades they have...
  2. http://ttgvideo2.blob.core.windows.net/game-7/7191/logo.jpg
  3. I don't want to bother you too much with rebuilding pbo files. If I can just replace this pbo with an original OA pbo it would be ok. If not, I'll just leave it empty. Do you know what is original pbo file and where is it?
  4. I wasn't offending the answerer. Yes, my response was rude, but not what you think. I just was disappointed after waiting the whole day. I really can't enjoy Arma when it starts with this stupid ACE logo: skull and arrows crossed behind it, like an arcade game for kids about killing thousands of zombies, not a military sim... ---------- Post added at 14:08 ---------- Previous post was at 13:54 ---------- Do you say that the logo is stored in paa file and if I find it I can simply replace it with my own file? I really would like to just replace it with original Arma 2 OA logo, but I don't know how to make it do it. I found a few *ui* files but... uff, it's really mess for me those cpp, paa, pbo files... Oh, and btw, Utes didn't show ships, only Utes island, land... Then I removed -skipIntro command and it gave music to the main menu and now it shows those ships. I like it now, but there is still that annoying ace splash screen...
  5. Yeah, thanks, regardless that I told that I tried it all and that this wiki page is the most popular page everyone refers to, you must be think I'm an idiot that I haven't looked through that article before asking my question. Looks like you don't read descriptions to topics
  6. Guys, I want to: 1) completely remove the logo screen which is displayed first when you start arma 2. For Arma 2 it is "Arma II" picture, for ACE mod it is a skull with arrows. I don't want this to display at all, how to remove it? I used -noSplash, -skipIntro, but it's still there - Or maybe I can replace a picture with some other custom image? 2) I want to load a world at startup but I don't know how it is called. That one where you see ships in the sea on main menu screen.
  7. Your answer made more things clear. I'm gonna try it. I didn't know F2k's code above included the limitation I asked for because I used only a part of the code. Thanks for explanation.
  8. Yes, I saw this thing but thought there was something more specific for the module itself. ---------- Post added at 03:08 ---------- Previous post was at 02:51 ---------- This works. Thanks. But there are more issues. For instance, reinforcements come from random direction and get shot by enemy AA. Also I don't how to limit player to have only one call available. I should probably use a custom ai squad in a vehicle to wait somewhere for player request instead of using this module, lol.
  9. Hi guys. Trying to configure and manipulate Simple SUpport Module, UnitsDrop support. QUESTIONS 1) Predefine UnitsDrop squad members and limit this support to only one call available. 2) Activate UnitsDrop support option when the player is in the trigger area and deactivate it when player is not in the area MY SEARCH Till now I found the way to enable/disable this support by default. I found 3 ways: 1) BIS_SSM_UnitsDrop_AVAILABLE_WEST = true 2) missionNamespace setVariable ["BIS_SSM_UnitsDrop_AVAILABLE_WEST", true] 3) ["BIS_SSM_UnitsDrop_AVAILABLE_WEST", true] call BIS_SSM_fnc_InitVariable What's the difference and which one and where should I use? I can't change anything in the game with triggers. I don't know what and where to write to make all this work. There are different separate instructions without explanation what exactly and where exactly should I write. I didn't find an exact example how to change the list of soldiers in this support etc. I have searched a lot.
  10. I have a question. In short, how can I check if _npc is a vehicle, armor or man? Unit type or something like that. And if it is possible, to get name of a destroyed vehicle. Because (name _npc) doesn't work for vehicles. And it works funny for AI enemies, it shows real human names like Novak Kozlovsky etc, lol. I want my final radio message to look like: "Target (VEHICLE) eliminated by ..."; ... I've just found I can use typeof instead of name. Make a message a bit more technical yet informative.
  11. This is amazing. Clear and useful answer. I'll try. ... Ok, tried. Works fine. Added a few modifications to it and it now completely satisfies me. Perfect solution.
  12. I add units in the editor using Units menu. Oh, looks like I can use individual event handlers. So just add it to all AIs I spawn on the map and these events will show the message... And even if I create AIs automatically with script, I can add this event handler, which is even better. ... Man, thank you. But I have another question about it. How do I check if the killer is the player? I mean, I need to show kill confirmation only when player kills AI, not when AI kills AI. I need to check if the killer is player. Can you suggest anything?
  13. Hi, guys. THE TASK. I'm trying to activate a trigger when an AI is killed. Trigger should show radio message about killed unit when an AI unit is killed. MY SEARCH. I've read many forums, but the only suggestion I found everywhere was: "give names to all your units on the map and then check them in a trigger by name". This is absurd if you have hundreds of units. I've no idea why people were satisfied with this suggestion. I'm really surprised that no one in the world asked this question.. It's really crazy to follow the suggestion people gave. THE QUESTION. Trigger Condition field is empty and I have no idea how to sript it to react when I kill an AI. What should I type in Condition field to make this trigger activate when any unknown nameless AI gets killed? Thanks. SOLUTION 1 (By Schatten) Add event handler into the Initialization field of each unit. It should look like this: this addeventhandler ["killed", {here you type what you want this event to do}] SOLUTION 2 (By Schatten) Scripting + Functions module. The solution that was needed.
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