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h3rm1t

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About h3rm1t

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  1. Thanks for the reply Ollem, sorry for the late thanks.
  2. Well this will kill off the remaining ARMA community if that's the case. I have asked for an official response from Bohemia, perhaps someone can comment on here??
  3. We have the same issue. I host 3 ARMA2 servers, NAT'd behind a firewall on a robust business connection. Yesterday at approximately 01:07 GMT the servers became inaccessible from the outside world. The servers list in the browser but are unreachable "Connection Failed" being the error. If you look in the list of servers in ARMA2 there are HEAPS that have 0/30 or whatever, servers running DAYZ and Wasteland that are usually full. Given that the majority of people connect via the browser in game this is a disaster. Can anyone shed any light on this or offer a way around it? Cheers H3rm1t www.22MIRBAT.com
  4. Hi All, Apologies if I'm being a complete goon here but I can't get this version to work. Previously we have been running V3.04 on our domination maps called via the d_init with null=[] execvm "tpwcas\tpwcas.sqf"; When the mission starts it reports that its running in a hint box in the top right. I installed version 4.5 in folder in the mission called tpwcas and called it using null = [] execvm "tpwcas\tpwcas_script_init.sqf" When I start the mission I do not get any hint box telling me its running and it does not appear to work (unloaded 100 rounds with the Mod0...no effect!) I'm not a guru of these matters so I have probably missed something in the read me. It does mention modes and I tried using the in the null = [] bit to no avail. I'd really appreciate some help as I'd like to update, even though 3.04 works well. Many thanks H3rm1t
  5. Apologies for bringing this old thread back to life but I discovered this ambient sound mod works great with a map we run but I also get the error message when the birds get startled.. Error Undefined Variable in expression: amb_birdsfear It seems to relate to this portion of the script...If anyone can help me out i would be very grateful. _Soldier = _this select 0 _ammo=_this select 4 _daytime = daytime _BirdsSounds = ["AMB_BirdsFear1","AMB_BirdsFear2","AMB_BirdsFear3"] ? AMB_BirdsFear == 1 : exit ;// Conditions Validation ? vehicle player != player : exit ? _ammo == "SmokeShell" : exit ? _ammo == "SmokeShellRed" : exit ? _ammo == "SmokeShellGreen" : exit ? _ammo == "GrenadeHand" : exit ? _ammo == "GrenadeHandTimed" : exit ? _ammo == "PipeBomb" : exit ? _ammo == "TimeBomb" : exit ? _ammo == "Mine" : exit ? _ammo == "MineE" : exit _daytime = daytime ? (_daytime > 4.0 && _daytime < 20.0) : playsound ( _BirdsSounds select floor(random(count _BirdsSounds))) AMB_BirdsFear = 1 ~30 AMB_BirdsFear = 0 exit
  6. So I guess the 96 was giving it a 1 in 96 chance of occuring? Or 4%? Maths.....not my strong point! So if I change it to 25 its a 75% chance?
  7. Hi All, We run a version of Domination2 by Xeno modded to run BAF and some other stuff. (If anyone would like to join please PM me for the details) In the mission theres a small chance of a counter attack once we secure an AO (Town). I would like to increase this chance to say 1 in 2 or perhaps every time if thats easier (will keep us on our toes!). The x_counterattack.sqf script is below, it would be great if someone could help me find out how to do this as I'm not good wth scripts I tend to just fiddle about with things until they break! Of course it might be defined elsewhere butI have yet to find it. Thanks. H3rm1t #define THIS_FILE "x_counterattack.sqf" #include "x_setup.sqf" private ["_dummy", "_numbervecs", "_xx", "_typeidx", "_nums", "_i"]; if (!isServer) exitWith {}; _dummy = GVAR(target_names) select __XJIPGetVar(GVAR(current_target_index)); _current_target_pos = _dummy select 0; _current_target_radius = _dummy select 2; _start_array = [_current_target_pos, _current_target_radius + 200] call FUNC(getwparray2); _vecs_counter_attack = 5 call FUNC(RandomFloor); if (_vecs_counter_attack < 2) then {_vecs_counter_attack = 2}; _numbervecs = _vecs_counter_attack - 2; if (_numbervecs <= 0) then {_numbervecs = 1}; _type_list_attack = [["basic",0,ceil (random _vecs_counter_attack)],["specops",0,ceil (random _vecs_counter_attack)],["tank",(ceil random _numbervecs),ceil (random (_vecs_counter_attack - 1))],["bmp",(ceil random _numbervecs),ceil (random (_vecs_counter_attack - 1))]]; sleep 120 + random 120; GVAR(kb_logic1) kbTell [GVAR(kb_logic2),GVAR(kb_topic_side),"Counterattack Starts",true]; for "_xx" from 0 to (count _type_list_attack - 1) do { _typeidx = _type_list_attack select _xx; _nums = _typeidx select 2; if (_nums > 0) then { for "_i" from 1 to _nums do { [_typeidx select 0, _start_array, _current_target_pos, _typeidx select 1, "attack",GVAR(enemy_side),0,-1.111] spawn FUNC(makegroup); sleep 5.123 }; }; }; _start_array = nil; _type_list_attack = nil; sleep 301.122; GVAR(current_trigger) = [_current_target_pos, [350, 350, 0, false], [GVAR(enemy_side), "PRESENT", false], ["(""Tank"" countType thislist < 2) && (""Man"" countType thislist < 6)", "d_counterattack = false;deleteVehicle d_current_trigger", ""]] call FUNC(CreateTrigger); _current_target_pos = nil;
  8. Hi All, We run a version of Domination2 by Xeno modded to run BAF and some other stuff. (If anyone would like to join please PM me for the details) In the mission theres a small chance of a counter attack once we secure an Town. I would like to increase this chance to say 1 in 2. I suspect its a line in the script as follows sleep 120 + random 120 but I'm not 100% sure and if it is I am not sure how to change it. The full script is below, it would be great if someone could help. Thanks. H3rm1t #define THIS_FILE "x_counterattack.sqf" #include "x_setup.sqf" private ["_dummy", "_numbervecs", "_xx", "_typeidx", "_nums", "_i"]; if (!isServer) exitWith {}; _dummy = GVAR(target_names) select __XJIPGetVar(GVAR(current_target_index)); _current_target_pos = _dummy select 0; _current_target_radius = _dummy select 2; _start_array = [_current_target_pos, _current_target_radius + 200] call FUNC(getwparray2); _vecs_counter_attack = 5 call FUNC(RandomFloor); if (_vecs_counter_attack < 2) then {_vecs_counter_attack = 2}; _numbervecs = _vecs_counter_attack - 2; if (_numbervecs <= 0) then {_numbervecs = 1}; _type_list_attack = [["basic",0,ceil (random _vecs_counter_attack)],["specops",0,ceil (random _vecs_counter_attack)],["tank",(ceil random _numbervecs),ceil (random (_vecs_counter_attack - 1))],["bmp",(ceil random _numbervecs),ceil (random (_vecs_counter_attack - 1))]]; sleep 120 + random 120; GVAR(kb_logic1) kbTell [GVAR(kb_logic2),GVAR(kb_topic_side),"CounterattackStarts",true]; for "_xx" from 0 to (count _type_list_attack - 1) do { _typeidx = _type_list_attack select _xx; _nums = _typeidx select 2; if (_nums > 0) then { for "_i" from 1 to _nums do { [_typeidx select 0, _start_array, _current_target_pos, _typeidx select 1, "attack",GVAR(enemy_side),0,-1.111] spawn FUNC(makegroup); sleep 5.123 }; }; }; _start_array = nil; _type_list_attack = nil; sleep 301.122; GVAR(current_trigger) = [_current_target_pos, [350, 350, 0, false], [GVAR(enemy_side), "PRESENT", false], ["(""Tank"" countType thislist < 2) && (""Man"" countType thislist < 6)", "d_counterattack = false;deleteVehicle d_current_trigger", ""]] call FUNC(CreateTrigger); _current_target_pos = nil;
  9. HI All, Sorry if this is a dumb question. We run a BAF Domi 2 map on Taki. We are trying out ACRE and works fine except we only have options for the PRC 348 (default) and PRC 119 radios. With the PRC 119 we get about 2-3km straight line but then lose signal even on PA mode in a vehicle. Am I doing something wrong? Or is this about right? If so how can I call AS or CASEVAC as an FAC from the far side fo the map? Perhaps I need to add the other radios in? The map is based on Xeno's 2.60
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