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Rough Knight

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Posts posted by Rough Knight


  1. I understand that. It's just that I only have 4 bombs and 4 missiles. That not enough to take out all the targets. Am I supposed to have Machine gun ammo too?

    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?


  2. I always run out of ammo on the Navy Blues Mission. Its hard enough to hit the targets as it is. Am I doing something wrong? Also I have no machine gun ammo in my F-18, is that how it's intended to be?

    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.


  3. Well, I suggest you use the F18's machinegun, since to get the boats to explode you need to destroy all the fixed AA pods places on the boats, use the zoom for this matter.

    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


  4. 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.


  5. Thx for the update, can i play on Duala 1.95 or should I download v1.97. Rough Knight which version of Duala you used wenn you created v1.20 of your campaign.

    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.


  6. =====================================================================================================================================

    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.


  7. Hi mate.

    As you've probably noticed, John_Spartan released his F/A-18 models in beta version.

    When he releases the 1.0, compatible with GLT, will you update your campaign with his planes, as there is the E version (one seat) and flares and RWR?

    Sounds promising dude, perhaps I could release an additional version incorporating these new vehicles.

    Vehicle class mar_msot_tldr_11 no longer exists

    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.


  8. 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.


  9. ==============================================================

    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.


  10. 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.


  11. How do you do mission 3 I just get mowed down by the Molatians before i can get close enough to shoot.

    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.


  12. How do you do mission 3 I just get mowed down by the Molatians before i can get close enough to shoot.

    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.


  13. Very nice campaign. I'm not a very experienced editor but how do you get the AI to do handsignals and such?

    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


  14. 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


  15. 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].


  16. 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 : )


  17. 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.


  18. 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 :)


  19. it seems i'm doing something wrong. when i launch from the deck the picture is so dark. and can hardly see around the corners.

    Is it working up until the point you launch? Try turn off 'Post processing effects' in graphics options to see if that helps? There is nothing in the mission that should make that happen but accelleration causes blur etc when Post processing effects are turned on.

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