goliath86
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(TBS) Touch Buddy Script
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Exactly Darkhorse. Me and my friends use this little addon in every coop. In some cases it is very useful for us! ;) -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you very much for appreciation Bushidozeb!! For a future module....................we will see ;) ---------- Post added at 11:46 PM ---------- Previous post was at 11:44 PM ---------- Is not possible to set two Medevac Vehicles at the moment. Only one (chopper or car or truck or armored etc...) ;) -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You're welcome!! :D ---------- Post added at 07:53 PM ---------- Previous post was at 07:48 PM ---------- In few hours the next version (with the permanent "reinsert" option) will be out ;) For the Medevac respawn you have to wait..I'm still working on :cool: ---------- Post added at 08:46 PM ---------- Previous post was at 07:53 PM ---------- New version updated to 0.995 beta 3: New Feature: - Now you can use the Medevac vehicle to be inserted, by simply click on the map, from the beginning of the mission. You can even abort the reinsertion whenever you want. Changelog v0.995b3: - Fixed some little bugs - Added: ability to use the "Reinsert" option form the beginning of the mission when near the chopper - Added: ability to abort the Reinsertion and RTB - Changed: now the chopper don't RTB if the corpsman die. In this way you can still use the "Reinsert" option -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is very simple to do: 1. Extract the .pbo file 2. Search in the folder "Mia" the script named "unitCreation.sqf" 3. At the end of the file insert these two lines:ù MM_CHOPPER allowDammage false; MM_PILOT1 allowDammage false; 3. Recreate the .pbo file and substitute the old one That's it! ;) BTW in the next version there will be a "respawn option" :D -
Heli insertion while enemies are near.
goliath86 replied to Highway_Star's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Highway_Star!! :D I know how difficult is to make a chopper do what you have told it to do. Maybe you can use mine Medevac Module. It can be used for Reinsertion / Extraction even without the heal option. Here you can find: Medevac Module :) -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Thirdup: Thanks for the great video Thirdup! :D @gunterlund: can you explain better when the problem is happened and the island that you have used? So I can check it ;) Thank you very much! -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Imutep!! :D Other mirror from armaholic: Medevac Module -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When the helo explode it don't respawn anymore. I will look to see if I can make the 'respawn' option ;) -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No is not possible to do like you said. There are some changes to do but if you want I can send you the 'script' version of the Module ;) ---------- Post added at 01:00 AM ---------- Previous post was at 12:26 AM ---------- In the upcoming version added the 'Abort reinsertion' action so if you have called a reinsertion for mistake or if you are in vehicle during a reinsertion and you decide to return to base instead disembarking at reinsertion point, you can call this 'Abort reinsertion' action. -
Secop help!
goliath86 replied to a_blunt_rifle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's the probability to spawn a mission. Missions are always random. -
Secop help!
goliath86 replied to a_blunt_rifle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks for the correction CyOp! ;) -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I thinik to release the newer version in a couple of days ;) -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In the upcoming version I've added the ability to call a rescue chopper if the Medevac Vehicle crash and some units still alive: - The Medevac Vehicle crash; some units still alive; - Start the normal rescue mission (optional) with the red marker on the player's map; - When the player comes near the crash site all the remaining alive units of the Medevac join the player's group; - The player receives a new action "call for rescue" that call another chopper (spawned at action started) that comes near the player; the player can order at some or all the units to mount the rescue chopper; - When the player call 'Radio Delta' the chopper 'return to base' and all the units in it are deleted (even the chopper) I accept suggestions on 'how to do' even when player orders at some units in its group to mount the Medevac Vehicle and RTB. ---------- Post added at 12:39 PM ---------- Previous post was at 12:09 PM ---------- Fixed: now the reinsert with mapclick is possible even if the helo is waiting for you to dismount (thanks CyOp!). I can make the 'reinsert' option possible not only if the player return with the Medevac at FOB: the 'reinsert' option will be possible already at the beginning of the mission (only if you use the MM with the Game Logic) so, if the player start his mission in FOB, he can use the Medevac Vehicle to be inserted where he wants. ;) What do you think? ---------- Post added at 01:03 PM ---------- Previous post was at 12:39 PM ---------- Added: now you can use the Medevac Vehicle like a transport vehicle: when the Medevac arrive to your position you can mount it and use the option 'reinsert' to be inserted wherever you want not only to FOB. Remain the option to call Radio Bravo to send the Medevac with or without you at FOB. Now the reinsert option is attached to Medevac Vehicle so you can use it even at the beginning of the mission, if you're in FOB, to be inserted wherever you want. -
Secop help!
goliath86 replied to a_blunt_rifle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you just put this line in the init line of the SOM module (named itself 'som1'): the last numbers are: - 60 seconds = initial delay before the FIRST mission come out - autoReinforce (if a unit/s in your squad die, then HQ will send you another one unit/s) = false - 10 seconds = delay between SecOp missions - 1: random chance to spawn a SecOp mission (1 = 100%) - [400, 700]: min and MAX distance a mission will spawn from the player -
SOM - Activation
goliath86 replied to Frencherman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The above method will start the Secop Manager at the trigger's activation (in my example at Radio Alpha activation). On Radio Alpha it will create a SecOp object and initialize it with few parameters. The SecOp Manager will start to 'spawn' missions every 60 seconds (you can change this number) and you don't need to call Radio Alpha every time to call a SecOp. You can also set the SOM variables to make it give you only the support options (artillery, transport etc.). In wiki you can find a complete explanation of the SOM and all its parameters :D -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles Here you can find all the classes for the units. To change units to spawn you must edit the unit's arrays inside the userconfig\MM\unit_array.hpp and, in your case, edit the "O'Hara" string with one that you can find in the link above (ie "FR_Corpsman"). Save the unit_array.hpp and play with your units ;) -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can call the 'reinsertion' only if you return to base with the Medevac and only if you use the Module with the Game Logic (so it don't spawn - despawn). the first option of the Medevac Module (use it without the game logic) is intended to be simple without the reinsertion or other things. If you want the complete Module you need to put either the Game Logic and synchronize it with the Module. -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks CyOp for the report. I will never had this kind of problem. I don't think it's related to the MM but I will test it more. For the abort option I will add this in the newer version ;) ---------- Post added at 10:34 PM ---------- Previous post was at 10:32 PM ---------- I don't know how to put the chopper on the carrier :confused: Maybe there are some thread discussing this. I'll try to find out if it's possible to do this with the MM -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the unit_array.hpp file MUST be in this folder: ArmA 2\userconfig\MM\unit_array.hpp you can't put the unit_array.hpp file in another folder ;) -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Delete the older @Medevac folder and replace it with the new one. Then put the folder 'userconfig' (that you can find inside '@Medevac') in your arma 2 main directory ;) -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys! New version available on the first page: Changelog (v0.995 beta 2): - Solved: Strange behaviour when chopper is under attack when it is landed near the player - Solved: Problems if you mount the MM chopper and then call the RTB radio - Added: Try to 'force' landing on Medevac choppers - Added: Make a unit_array.hpp file instead the currently unit_array.sqf file to be in line like all the other ArmA2's MODs - Added: sounds by Thedog88 that can be ativated or not via the unit_array.hpp file - Changed: if you use the Medevac Module without the Game Logic synchronized to it, you can put, in the mission editor, a marker named MM_MKR1 so the chopper (or vehicle) will spawn (and disappear when it return after the Medevac action) in that position instead the default position (at the bottom left of the map). In this way you can make a faster Medevac arrival. - Changed: new module's icon - Changed: now if you return at FOB via Medevac with your squad you don't lost it and you can make a reinsertion via the Medevac. In this way you can return via Medevac at the base to heal or rearm and then be reinserted via Medevac with your mates. !!IMPORTANT!! Now you have to put the userconfig folder, that you can find inside the @Medevac folder, in the arma 2's main directory; then you can edit the unit_array.hhp file to change the array and to activate/deactivate sounds Credits: Thanks CyOp for the idea and support Thanks DMarwick for the supprt and tranlsation in sidechat text Thanks Thedog88 for his incredibly sounds Thanks to the community!!! -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Solved some many bugs and little improvements. Now the chopper make landing properly even if under fire or if in combat behaviour. When the chopper crash and start the rescue mission, in the sidechat are communicated the map grid coordinates of the crash site. ---------- Post added at 08:07 PM ---------- Previous post was at 07:00 PM ---------- Solved: Strange behaviour when chopper is under attack when it is landed near the player Solved: Problems if you mount the MM chopper and then call the RTB radio Added: Try to 'force' landing on Medevac choppers Solved: ---------- Post added at 09:00 PM ---------- Previous post was at 08:07 PM ---------- Changed: now if you return at FOB via Medevac with your squad you don't lost it and you can make a reinsertion via the Medevac. In this way you can return via Medevac at the base to heal or rearm and then be reinserted via Medevac with your mates. ---------- Post added at 09:07 PM ---------- Previous post was at 09:00 PM ---------- Added: Make a unit_array.hpp file instead the currently unit_array.sqf file to be in line like all the other ArmA2's MODs ---------- Post added at 09:13 PM ---------- Previous post was at 09:07 PM ---------- Changed: if you use the Medevac Module without the Game Logic synchronized to it, you can put, in the mission editor, a marker named MM_MKR1 so the chopper (or vehicle) will spawn (and disappear when it return after the Medevac action) in that position instead the default position (at the bottom left of the map). In this way you can make a faster Medevac arrival. ---------- Post added at 09:39 PM ---------- Previous post was at 09:13 PM ---------- New version is near to come with all the above improvements. ;) -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There's a file in the @Medevac folder named unit_array.sqf..open it with a text editor and modify the first element of the array MM_WEST_ARRAY: MM_WEST_ARRAY = ["HMMWV_Ambulance", "FR_OHara", "USMC_Soldier_Pilot", "USMC_Soldier_Pilot", "USMC_Soldier_Pilot", "USMC_Soldier_GL", "USMC_Soldier_MG"]; it is "HMMWV_Ambulance" and change it to "MH60S" or any other vehicle you want.. This array structure permit to use every vehicles and units a player wants in his mission :) The Medevac comes near the player even if this moves to another position..;) ---------- Post added at 11:31 PM ---------- Previous post was at 11:29 PM ---------- Hi Aloha! Sorry but I haven't ArmA 1 so I can't convert this addon for ArmA 1 that even don't support Modules like ArmA 2..I'm sorry :( -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Pay attention to the unit_array.sqf file: for default there is an HMMWV Ambulance for medevac and not a chopper so, probably, in your mission was spawned that ambulance and not a chopper..:) -
Medevac Module
goliath86 replied to goliath86's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've added the ability at the chopper to land where the smoke is thrown (so you can throw the smoke even if behind a cover) even if in city or with enemy presence nearby ;)