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Rough Knight

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Everything posted by Rough Knight

  1. Rough Knight

    [RG]Bravo Two Zero Arma3 by Lightninguk

    Hi Lightninguk, First off, thanks for the mission. I hope you don't mind some feedback. * I just started off in the forrest and had no idea I had crashed in a chopper [well actually I did because I read this post : P]. Maybe spawn players closer to the chopper wreck? * I didn't get any tasks\notes as I replayed in different player slots [Only in slot one?] * Typo in task1: "Find a way of the island" should read "Find a way off the island". * Didn't encounter any enemies on the way to or even at the "Sector Base". It didn't seem to make sense taking the time to go there. Maybe a little reward for players making the effort to go there? I will leave some more suggestions\feedback as I continue through it. Other than that, a good basis to the mission and I am having fun exploring on the way to the boats. Cheers mate.
  2. Rough Knight

    The price crash before launch, thanks guys.

    I assumed it was a 25% discount for registered BIStore users or something.... but yes, thanks again BIS you make it easy to support your products.
  3. What the!...... : P Did the rocket explosion make you do that?..... lol
  4. Rough Knight

    [CAMP] Carrier Operations - Duala

    Yep, you might need to switch to manual fire mode via the action menu [mousewheel] to have access to the machine gun I am guessing however? You can also rearm on the carrier. There is a link in this thread somewhere that shows you how to do it. You basically will need to land, then take a bomb cart downstairs to the ammo room kit up then rearm the plane. Like I say however, I recommend using your wingman. I have some ideas how to make the ships subject to damage from bombs and missiles, however I am not 100% sure how to go about it yet. Maybe for the next release?
  5. Rough Knight

    [CAMP] Carrier Operations - Duala

    You need to target the defences on the ships. You can also recruit a wingman and use him to target the ship defences, this will make your life a fair bit easier. Ships in ARMA2 are just static objects rather than vehicles, so therefore I had to script their destruction once all their defences are destroyed. Thanks Rough Knight.
  6. Rough Knight

    [CAMP] Carrier Operations - Duala

    This way is effective. Also helps if you recruit a wingman and assign targets (the ships weapon placements) to him. It helps you complete the mission a little easier. Good luck mate. Sent from my GT-I9100T using Tapatalk 2
  7. Rough Knight

    [CAMP] Carrier Operations - Duala

    I re-captured a cutscene today after flares where implemented on Meatballs f/a-18f. I found they do actually exist on the units but had no ammo or config set for them in the models .cfg file. I scripted this functionality into the campaign and the mission3 cutscene looks much more realistic i reckon. I have also scripted AI pilots to use flares if locked by AA missiles. It helps recap what was missing for the addon which will hopefully be updated one day. Thanks Rough Knight.
  8. Rough Knight

    [CAMP] Carrier Operations - Duala

    The update was created using 1.97. Hopefully it still works with 1.95 though. I did some brief tests and all seemed ok. Let me know if you come across any issues if you dont upgrade to 1.97. Thanks Rough Knight.
  9. Rough Knight

    [CAMP] Carrier Operations - Duala

    ===================================================================================================================================== Version 1.20 released Changelog v1.20 [12-Jan-13] * Changed: Uses latest version of @MAR [MARSOC marines] from meatball0611 [v2.1] - Unit classnames where changed in 2.1, causing issues for previous campaign versions if you updated @MAR. * Changed: Many fixes to mission6 depending on different objective outcomes. * Fixed: Officers escape plane now is called correctly by "daylight" check as intended. ===================================================================================================================================== * Future update: - Fient's diving module will be implemented into mission 4 [Divers to place Limpet mines on the Dualan frigates.] - Good to see this update is back on his agenda. - Possilby replace @MAR_2MAW with John Spartans F/A-18 to add features like Flares and radar warning system. This would be a major change, so I amy just add a second version implementing this addon. Not sure yet. Thanks guys. Rough Knight.
  10. Rough Knight

    [CAMP] Carrier Operations - Duala

    Sounds promising dude, perhaps I could release an additional version incorporating these new vehicles. Hmm, are these being overriden by the newer version of MARSOC marines? Just check you are not using an old version of the marines and the new version also via a launcher, or other than that try deleting the marsoc marines folder and re-installing the older units if you have a copy of them until the update comes. Otherwise, as you mentioned wait for the new campiagn version if you want to use meatballs new units. I'll try get a new version out ASAP when I get home. Thanks guys.
  11. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi mate, i believe your problem is you are using the latest version of meatballs marsoc marines. All the classnames changed with that release and i haven't yet released an update. See if you can find version 1.4 of the marines and i think you will be ok. I am working away and don't get back until next week. Post back if you get a chance. I have started the update to the new marsoc version, but classmates changed again in 2.1 from 2.0. I will wait until the release is stable before i release the update to save things like this happening. Thanks Rough knight.
  12. Rough Knight

    [SP] Old MacDonalds Farm adventure.

    ============================================================== Version 1.03 released Changelog v1.03 [21-Dec-12] * Changed: Implemented improved sounds thanks to SavedByGrace. * New: Loads of new voices thanks to savedbygrace. * Changed: Zeke now follows player around most of the game. [Thanks to Hoz's DoFollowUnit script] * New: 14th objective - Nucleonic Fertilizer. * Fixed: helpers still active when barrel picked up and tractor objective has finished * kill various dir indicators when tasks not active. * Fixed: Chickens and rabbits could not be picked up sometimes. * Fixed: Marker missing from race route marker array. * Changed: Zeke won't wait for music to finish before launching into dance. * Changed: Obj6 [rabbits] now only active once spray task has been completed or failed. * Changed: Bus task no longer requires driver seat entry. [Aslo initiates on vacinity and other task completion.] * Fixed: issue where mission would not end (missing script : () * Fixed: Zeke's chickens taskhint now displays correct message. * Fixed: Flashing in cows task cutscene. * Fixed: Goats now get dumped immediately when carried to their pen. * Fixed: Possibility of "Zero divisor error" in hints.sqf. ============================================================== As usual please report back any bugs if you have any. Thanks again Rough Knight.
  13. Rough Knight

    [SP] Old MacDonalds Farm adventure.

    I have a new update just about ready. If anyone is available to beta test for me....I would really appreciate another set of eye's. This will be kind of two updates in one. A list of changes is below for any interested. ======================================================= v1.03 * Fixed: Chickens and rabbits would not pick up sometimes. * New: Loads of new voices (eg: Taunts from Zeke) thanks to savedbygrace. * Changed: Zeke now follows player around most of the game. [Thanks to Hoz's DoFollowUnit script] * Improved sounds from SavedByGrace [if that's possible : P] * New: 14th objective - Water the crop * Fixed: Marker missing from race route marker array. * Changed: Zeke won't wait for music to finish before launching into dance. ======================================================= v1.02 * Changed: Obj6 [rabbits] now only active once spray task has been completed or failed. * Fixed: issue where mission would not end - missing script : () * Fixed: Zeke's chickens taskhint now displays correct message. ======================================================= Thanks heaps Rough Knight.
  14. Rough Knight

    [CAMP] Carrier Operations - Duala

    Sorry, just realised mission 3 is the NTC foot soldier mission. Approach carefully and use rockets via teamswitch [you need to target the armour]. Then just approach carefully taking out the enemy infantrymen. Be careful not to kill any of the civilians. Also it Hella to make your squad hold back so they do not press forward too early and get obliterated! Sorry for posting again, I don't have an edit post icon visible on my phone.
  15. Rough Knight

    [CAMP] Carrier Operations - Duala

    Try recruiting a wingman and using him to target the enemy. Otherwise, use the GPS/INS system and Jdam's once you have located the target points.shop You can lock-on to some of the ship armaments via standard targeting means, although this is a but harder.
  16. Rough Knight

    Arma 2 OA Beta build 99113

    ROFL, sorry shockster but your maths in not so flash : p
  17. Rough Knight

    [CAMP] Carrier Operations - Duala

    There is a pdf in JDog's Nimitz addon that lists the animations. That is where I got the animation names from as Tom just mentioned. Here is a bit of code from the mission itself so you can kind of see what happens in the ambience script in the case of Nimitz catapult2. This code keep looping so everytime a new aircraft activates the catapult, the crewman will play the animation. You can use this as a base for whatever your are trying to do. If you are just using the editor and not writing scripts, then put the parts of code below you want in a repeating trigger or modify it however you want. private ["_la2", "_plane"]; _la2 = 0; //cm2 below is the crewman doing the handsignal. if ((nimCat2Use == 1) && _la2 == 0) then { _plane = nearestObject [cm2, "Air"]; waitUntil {!(typeName _plane == "STRING")}; _la2 = 1; [cm2, _plane] spawn { private ["_controller2", "_plane"]; _controller2 = _this select 0; _plane = _this select 1; while {!(isEngineOn _plane)} do {sleep 0.1}; _controller2 switchMove "nimitz_cat2"; sleep 4.2; _controller2 enableSimulation false; while {((_plane distance _controller2) < 50)} do {sleep 1;}; _controller2 enableSimulation true; _controller2 switchMove ""; }; while {nimCat2Use == 1} do {sleep 1;}; _plane = ""; _la2 = 0; }; One thing I will say, is that you need to "enableSimulation false" as per the above code in order to hold the crewman in the lower position. Otherwise he just stands back up once the animation has finished. Hope this helps. If I can explain the code a little or help you in some way, you can send me a PM. Thanks Rough Knight
  18. Rough Knight

    Rescue the old man from the flooded hospital

    lol, I havent played the campaigns ovbiously...which campaign is this from if I may ask?
  19. Hi Guys, I have two diaglogue\displays each which has its own definitions. I have been getting CTD's due to the "/RscTitles.RscTitles: Member already defined." error. I have seen a few different referenced to this error on the forums but still don't understand how I can have RscTitles defined in different .hpp files for different displays [i wanted it this way to keep them as almost seperate addons within the mission for easy transfer to tother missions later]. Here is what I have, I hope someone can help me,. it would be much appreciated [even just to confirm this can or can't be done] Some options: * Can I define additional RscTitles as something like "RscTitlesSw" for example? Description.ext: #define CT_STATIC 0 #define ST_PICTURE 48 #define ST_LEFT 0 #define ST_FRAME 64 class RscPicture { type = CT_STATIC; idc = -1; style = ST_PICTURE; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = "Bitstream"; sizeEx = 0.04; }; class RscText { type = CT_STATIC; idc = -1; style = ST_LEFT; h = 0.04; colorBackground[] = {0, 0, 0, 0}; colorText[] = {0.1, 0.1, 0.1, 1}; font = "Bitstream"; sizeEx = 0.1; }; [color="#0000FF"]class RscTitles { #include "RN_stopwatch\stopwatch.hpp" #include "RN_waterguage\waterguage.hpp" };[/color] stopwatch.hpp: #define TIME_H 10101 #define TIME_M 10102 #define TIME_S 10103 #define TIME_T 10104 class RscTitles { //titles[] = {sw}; // optional class sw { idd = -1; movingEnable = false; duration = 500000; fadein = 0; name = "sw"; onLoad = "stopwatch_display = _this"; controls[] = {"sw1","RN_TIMER1","RN_TIMER2","RN_TIMER3","RN_TIMER4"}; class sw1: RscPicture { x = 1.1; //add these offsets to control properties y = 1.3; //add these offsets to control properties w = 0.22; h = 0.215; text = "RN_stopwatch\stopwatch.paa"; }; class RN_TIMER1 : RscText { idc = TIME_H; x = 1.14; y = 1.38; w = 0.2; h = 0.04; font = "Bitstream"; sizeEx = 0.04; text = ""; }; class RN_TIMER2 : RscText { idc = TIME_M; x = 1.1716; y = 1.38; w = 0.2; h = 0.04; font = "Bitstream"; sizeEx = 0.04; text = ""; }; class RN_TIMER3 : RscText { idc = TIME_S; x = 1.2015; y = 1.38; w = 0.2; h = 0.04; font = "Bitstream"; sizeEx = 0.04; text = ""; }; class RN_TIMER4 : RscText { idc = TIME_T; x = 1.235; y = 1.38; w = 0.2; h = 0.04; font = "Bitstream"; sizeEx = 0.04; text = ""; }; }; }; waterguage.hpp: #define PERCENT_D 10201 #define LINE_D 10202 class RscTitles { titles[] = {wg}; // optional class wg { idd = -1; movingEnable = false; duration = 500000; fadein = 0; name = "wg"; onLoad = "waterguage_display = _this"; controls[] = {"wg1","RN_GUAGE1","RN_GUAGE2"}; class wg1: RscPicture { x = 1.1; //add these offsets to control properties y = 1.3; //add these offsets to control properties w = 0.22; h = 0.215; text = "RN_waterguage\waterguage.paa"; }; class RN_GUAGE1 : RscText { idc = PERCENT_D; x = 1.14; y = 1.38; w = 0.2; h = 0.04; font = "Bitstream"; sizeEx = 0.04; text = ""; }; class RN_GUAGE2 : RscText { idc = LINE_D; x = 1.1716; y = 1.38; w = 0.2; h = 0.04; font = "Bitstream"; sizeEx = 0.04; text = ""; }; }; }; Hopefully someone can help me out, thanks in advance as usual :)
  20. Hi guys, I have another question which I can't find a solution to. Is it possible to query if a display is active? For example I have these two different displays that operate on the same layer called by the following code. 5 cutRsc ["sw","PLAIN"]; or 5 cutRsc ["wg","PLAIN"]; both displays are closed by the command: 5 cutRsc ["DEFAULT","PLAIN"]; The problem lies in the fact that both displays could possibly be opened simultaneously. Idealy I would like to be able to check under certain circumstances if the display should be on but has been closed by another script, then open it back up if required? Is anyone aware of if this is possible? Thanks again
  21. Thanks TheCapulet, I wasn't aware of that discussion. Looks like a complex issue, well done also the community members who where actively participating to find the fix [vf, kju, ceeb, tonic and omac]. Reminds me heaps of the rabbit issue ages ago [somthing like rabbit shados causing massive artifacts which where proving nearly impossible to trace the origins of].
  22. Can we ask what was the cause of the FPS drop. Just to givbe us an insight into what's going on behind the scenes. I am sure the answer would however be way over my head. Also how did you find it, was the find based on submitted crash dumps or by your own deductions. Just interested to know Devs if you could spare a few ticks to provide an answer ? Thanks again for the hard work, some great improvements coming through here, there is bound to be the odd speed bump or two along the way : )
  23. Rough Knight

    Hell in the Pacific MOD

    Looks great guys. Thanks for your hard work, I can't wait to play it. That island looks very well done and extreemly immersive : )
  24. THanks guys, you where spot on. I did'nt quite follow that second example Doc but I will definitely look into it now in more depth. Now I get both displays showing up when they are supposed to and no more CTD's. Man that is annoying trying to fault find your displays, I wish BIS would fix that, why not just throw an error rather than bomb you out to desktoip requiring a new game start : P Thanks heaps for your time guys, it certainly saved my pulling my hair out.
  25. Rough Knight

    Isla Duala

    Thanks IceBreakr for your continuing efforts: ) I will have to check compatibility of my Carrier Operations- Duala campaign with the new version.
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