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goliath86

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Everything posted by goliath86

  1. scripts are not present in the mission.sqm file..they are in the mission's folder (and/or in its subfolder) WITH the mission.sqm file..so, all you need are the files in the mission's folder and eventually the Description.ext and Init.sqf files..
  2. goliath86

    Ambient Combat Module

    Why do you have to add an eventHandler to all units? The ACM stops only when the unit that is attached to him dies :confused:
  3. goliath86

    Ambient Combat Module

    Oh yes, my fault :o sorry...ACM1 is the correct name ;) Thanks!!! Corrected in my first post No, to resync the SOM there are some changes to do and to adjust ;)
  4. goliath86

    Medevac Module

    Thank you Imutep!! :D
  5. goliath86

    Medevac Module

    Glad to hear that! :D Thank you AndyMcNoob for reporting!!!!! :)
  6. goliath86

    Medevac Module

    Thank you very much Thirdup. Maybe I have understand what is the problem. In a couple of days I will post the new version for testing it in dedi servers ;) Thank you so much!
  7. goliath86

    Medevac Module

    Thank you very much Thirdup! For now I have corrected some bugs relative to the respawn. Now I have only to adjust the dedi server thing :) Thank you for your support!!
  8. goliath86

    Medevac Module

    When you start a mission with the MM in a dedi server, do you get an 'hint' error message saying "ERROR: There must be at least one unit synchronized with the Medevac module"?
  9. goliath86

    Medevac Module

    Thank you very much! Yes, it will help me!!! :D
  10. goliath86

    Medevac Module

    I can't test the MM in a dedi server :( so I have to give you the MM to test it, if you can, and then, write to me if it works or not. Thanks!! For the return action I can put this in the action menu without problems but not in the med unit because, if he dies, you can't send back to base the medevac's vehicle. BTW I can add at the module the action to call in the Medevac's vehicle only for transport instead let it disembark the corpsman etc. like CyOp said ;)
  11. goliath86

    Ambient Combat Module

    Hi guys! This is a little script that can re-initialize the ACM module in MP after respawn. //************************************************************** // This script allow the ACM Module to be re-initialized // after the unit which it is synchronized respawn. // //!!IMPORTANT!! To have this script to work you MUST // copy this line in the init field of the unit which // has to be synchronized with the ACM module after his // respawn: // // this addEventHandler ["killed", {null0 = [] execVM "acm_mod.sqf"}]; // // THE ONLY UNIT THAT CAN ACTIVATE THE ACM MODULE IS A PLAYER GROUP // LEADER AND ONLY ONE ACM MODULE CAN BE PRESENT IN A MISSION //************************************************************** //create a logic group - it is needed to create the ACM object _LogicCenter = createCenter sideLogic; _LogicGroup = createGroup _LogicCenter; //wait for player respawn waitUntil {alive player}; //Create the ACM object, add it at the "_LogicGroup" group and name it "ACM1" "AmbientCombatManager" createUnit [[0,0,0], _LogicGroup, "ACM1 = this;"]; //synchronize the ACM object with the player !! ONLY ONE UNIT NEED TO BE SYNCHRONIZED WITH THE ACM MODULE !! ACM1 synchronizeObjectsAdd [player]; //wait to initialize the ACM Module waitUntil {!isNil {ACM1 getVariable "initDone"}}; _fsm = ACM1 execFSM "ca\modules\ambient_combat\data\fsms\ambientcombat.fsm"; waitUntil {ACM1 getVariable "initDone"}; //ACM module parameters [1, ACM1] call BIS_ACM_setIntensityFunc; [ACM1, 280, 600] call BIS_ACM_setSpawnDistanceFunc; [["USMC", "RU", "INS"], ACM1] call BIS_ACM_setFactionsFunc; [0.1, 1, ACM1] call BIS_ACM_setSkillFunc; [0.1, 1, ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, ACM1] call BIS_ACM_setTypeChanceFunc; It will work! You must write in the initline of the unit that activate the ACM module: this addEventHandler ["killed", {null0 = [] execVM "acm_mod.sqf"}]; and remember: the ONLY unit that can activate the ACM module is a PLAYER GROUP LEADER !! this script allow only the re-initialization of the ACM module after respawn and if you want the ACM module at the start of the mission you have to put manually the ACM module in the editor and synchronize it with the player group leader !! Hope this can be helpful :)
  12. Great work Bon!! It's only a little addon but very useful!! Thanks again for the improvements!!! :D
  13. goliath86

    Medevac Module

    In the upcoming version: - Fixed: now the helo, when you give it the "Reinsert" order don't crash against trees
  14. goliath86

    Medevac Module

    For the medic dismount first, I have changed this so in the next version he will dismount only after the gunners. Thanks for the idea! :D For the sound sample you have to talk with Thedog88 because they are of he. Talk with him and then let me know ;) ---------- Post added at 07:11 PM ---------- Previous post was at 06:27 PM ---------- I have fixed some thing for the next version: - Now the chopper ask you to throw the smoke before it stops so you have all the time to prepare for launching. - Now the medic dismount only after the gunners. - The "We are on the given position. Disembark when ready" sideChat is displayed correctly when the chopper is at low altitude.
  15. goliath86

    Medevac Module

    For the sounds volume I will check if it is possible to increase it. For the gunner first jump out to secure no problems ;) When the chopper RTB you have to wait about 60 seconds to regain the "Call in medevac" action :) ---------- Post added at 05:23 PM ---------- Previous post was at 05:21 PM ---------- Thank you very much Manzilla!! Thank you too!!
  16. goliath86

    Medevac Module

    One user have PM me saying that on dedi server the MM don't works. I need some more report on this to make it fully MP compatible. Thanks thirdup!!:D
  17. Of course :D I always prefer to run only one mod at time. I will use only GL4 ;)
  18. goliath86

    Medevac Module

    Thanks for report Andy..I will test it for sure ;) ---------- Post added at 01:46 PM ---------- Previous post was at 01:36 PM ---------- I've tested the Module (few minutes ago) with blufor, opfor, independent and civilian and it works for me.. Anyone have this kind of problem? Continuing test.. ---------- Post added at 02:01 PM ---------- Previous post was at 01:46 PM ---------- Have anyone of you guys tested the module in MP? I want to port it to be fully MP compatible but I need help on MP testing :)
  19. Maybe it's a bad mod selection in the shortcut or too many mods started.
  20. goliath86

    Medevac Module

    Right CyOp. To throw a smoke grenade of a certain colour you need to scroll your action menù (when you have selected 'Smoke grenade' with the selection fire key) and select "Reload Red Smoke"..
  21. I've tested GL4 with ACE 2 last night even in MP and tha AI seems to act very well. Thay are very hard to fight and they move very well (without adjusting settings in the userconfig)
  22. goliath86

    Medevac Module

    No no. My mistake. Only for pilot :D
  23. goliath86

    Medevac Module

    the flying path is calculated only for the PILOT. It is set to SAFE and the gunners to COMBAT and RED
  24. goliath86

    Medevac Module

    I've answered to all your questions CyOp in the previous post ;) Thanks again!!
  25. goliath86

    Medevac Module

    to note 5 and 6: no problem for these ;) 6. Gunner of the chopper are in a separate group (not with the pilot) and set RED as combat mode and "COMBAT" as behaviour but they don't always shoot to enemies. It depends on chopper's inclination/direction. 7. Ai soldiers that disembark are set "COMBAT" as behaviour and in a separate group (not in the same group of the pilot). 8. This will be fixed in the next version ;) 9. You have to wait all the units to mount the chopper before you can select a reinsert point. 10. Odd behaviour of ArmA 2's AI flying path. I Have set to gain 100m of altitude before move to next waypoint but sometimes it will crash into trees. I will try to do something ;) F. I have set the chopper to precisely landing where you point on the map, so if you select a point with trees the chopper try to lands in that precise point (above the trees). If I don't set a precise landing it sometimes land far away from the point you have clicked.
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