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dbrant

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About dbrant

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  1. Each factory has a Faction associated with it (by default USMC & RU). It's set by the warfare module in the script Common\Config\Config_Structures.sqf as an array. _f = [[Localize "STR_FN_USMC"]]; if my understanding is correct, you could have multiple factions for a factory and it would pull the appropriate units from the Config_Barracks.sqf I haven't verified this yet, it's on my list of things to try this week. ok I tested & it worked To have both USMC & CDF factions in the barracks I changed the entry for the west barracks in Config_Structures.sqf to: _f = _f + [[Localize "STR_FN_USMC",Localize "STR_FN_CDF"]]; If anyone is interested I've uploaded a sample mission. http://sandbox.darrenbrant.com/?attachment_id=1516 db
  2. Everyone, sorry for the tardy response, been feeling a bit under the weather. Glad that marker idea worked out for you. Note if there are some default locations on those maps that are working for you, cover those locations with BIS_WF_InitRegion markers. ie BIS_WF_InitRegion0, BIS_WF_InitRegion1 etc. The Warfare module should then use the map defaults you like, as well as your custom locations.
  3. dbrant

    ArmA 2 site hacked

    Not likely a home user They have an ftp server running as well ftp://66.90.73.223/pub/
  4. dbrant

    ArmA 2 site hacked

    it is there, I can click on it
  5. dbrant

    ArmA 2 site hacked

    I typed fred500.php what is the point?
  6. dbrant

    ArmA 2 site hacked

    post first - i don't have the patience for youtube. I've already got my wallet open - too soon?
  7. Thanks for the vote of confidence Lemonwire. Yes setting sideplacement to false in your InitMission.sqf will force the warfare module to use the editor placed starting locations. See the problem is the warfare module does add the startinglocation0 etc. to the pool of starting locations. But if the island already has starting locations built in (like the stock Arma ones do), then your starting locations are just a few out of many. You could play the mission many times and never randomly start at one of your editor placed locations; giving you the impression that what you did in the editor is incorrect. (been there) setting sideplacement to false as Lemonwire said will force the module to only use custom editor placed starting locations. Also don't forget to add BIS_WF_Common SetVariable ["customInitMissionScript","InitMission.sqf"]; to the init. of your warfare module to tell it to use your customized InitMission.sqf Sorry I wasn't clear when I wrote that post on warfare starting locations sabelzahntiger. When I wrote that I was using a custom island with no built in starting locations, so I never had this problem.
  8. Found a work around to this. I noticed that if I inserted a game logic and grouped it to me, the support option was then available.
  9. Katipo66, I tried and the support waypoint works with A2OA 1.57. I inserted a medic, gave it a support waypoint and was able to call it. You have to be the group leader and use the Complex Command Menu Shortcuts. ie. to place a support call for a medic press 5 1 1 Also it only worked if I had other units in my group, otherwise the support option was empty.
  10. No offense taken kyfohatl, but you have a valid criticism - they are a bit sparse on details. A casualty of trying to keep things short. I'll try to include more detail in the future, but you never know the experience level of a random reader who stumbles upon a page on your website. Too little detail and you confuse a beginning mission maker, too much and everyone else is bored.
  11. Sorry kyfohatl, I'll try to be a bit more descriptive next time. Most people don't have the patience to read through pages of text, so I try to keep my ramblings to a minimum. What I've written is more a record of what I've done and found that works; not documentation. For what it's worth then, here is everything I've written about the warfare module http://sandbox.darrenbrant.com/tag/warfare db
  12. KinkPwnChow I've had success changing the default buildings etc. with the warfare module in vanilla Arma2. The way I did it involves the InitMission.sqf calling a custom Init_Common.sqf. The Config_Structures.sqf will need to be edited with all the class names of all the structures that you want to use. Also the configs of all the depots, loadouts etc. It's not difficult, but tedious, and I have yet to figure out a quicker way to do it.
  13. @danny96, You can download it from JCOVE Lite UK. Registration required. I tried the fileplay link and it worked.
  14. You have to use onMapSingleClick "" to clear
  15. Deg half the fun of Arma is figuring out how to do things, the rest is figuring out better ways to do the same thing. Could you not just use setvariable to update to the new value? from the wiki: You may have to get the current value first before adding your $20 to it and then use setvariable. Keep beating at it, you'll figure it out.
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