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dbrant

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Everything posted by dbrant

  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.
  16. I've had luck with ArmaUnPBO if PBO view doesn't work for you.
  17. Sorry Deg, I saw "money", "resources" and "salvage" & my brain said Warfare module! What you're probably looking for is the construction interface (CoIn), about which I know next to nothing.
  18. You would have to be using the warfare module in your mission, and you should be able to call the script something like this: [parameters] ExecVM "ca\Warfare2\warfare2\Scripts\Common\Functions\Common_ChangeClientPoints.sqf";
  19. There are two Warfare scripts which I believe do this: Common_ChangeClientFunds.sqf Common_ChangeClientPoints.sqf I think ClientPoints is the one you are looking for. The parameters are amount, side, and group (?) Don't have an Arma2 machine right now so I can't verify. Going by faulty memory, sorry. Try it and let me know if it works for you.
  20. Try this then: Grab BI Tools 2 from http://community.bistudio.com/wiki/Sound_Tools Its a bigger download (33.4MB) but you only need to install the sound tools. Once you install it, drag your 16bit mono wav file and drop it onto WaveToLip.exe This will create the .lip file in the original location of your wav file. Works with XP, SHOULD work with 7
  21. Try this link to wav2lip http://www.ofpec.com/ed_depot/index.php?action=details&id=180 For OFP, but may work for you, never played with it myself.
  22. dbrant

    New ArmA II Pictures!

    On the arma 2 facebook photo album http://www.facebook.com/pages/ARMA-2/72200346016#/album.php?aid=81829&id=72200346016 Also a link here in the forums http://forums.bistudio.com/showpost.php?p=1276869&postcount=2789
  23. Wow - Am I ignorant and naive or is this a new low for the community? You would have to be pretty insecure and immature to try and pass someone else's work off as your own, but to try and sell it? Slimy, unethical and criminal. A nice kick to the teeth for RKSL Studios. I'm glad you just put public modding on pause and haven't written the community off in the heat of the moment. (I may get to play with that c-130 yet ;) ) Every community has at least one jerk, and I'm sorry you had to meet ours. Thanks for the mods - they continue to provide many hours of enjoyment. db
  24. dbrant

    Helo extraction

    The missions you save are in My Documents\arma\missions\mission name Say for example when you saved your mission you called it extraction. The path would be My Documents\arma\missions\extraction.Sara It is in this folder that you would want to create the script files\folders for your mission as per the previous post. Create your scripts folder eg. My Documents\arma\missions\extraction.Sara\scripts Startup notepad and copy paste the code sample. Click on file save and navigate to you extraction.sara\scripts folder in My Documents. At the bottom of the save dialog box you will see Save as Type: text documents. Click on the drop down list and select All Files. Click on the file name: field and type land_chopper.sqs Click save. Click on File New to start a new text document and copy past the one line of code for init.sqs Save as above except save the file in the mission folder, not the mission\scripts folder. eg. My Documents\arma\missions\extraction.Sara\init.sqs Finish editing the mission as per SNKMAN's post and all should work well.
  25. PGI IaDrangValley Beta, jjr nam soldiers,YacieK Tropical Sky BETA PGI IaDrangValley Beta, jjr nam soldiers,YacieK Tropical Sky BETA Unsung Demo
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