saintaw
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SOG Radio Support Module Issue
saintaw replied to thoodhun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you @MeatAlive, for some reason, it didn't work for me when I ran a test on the server, but it *did* work for the RTO people when we ran the mission, go figure. -
saintaw started following SOG Radio Support Module Issue
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SOG Radio Support Module Issue
saintaw replied to thoodhun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Apologies about the thread resurrect, this is driving me up the walls: I can get this to work correctly when running an MP mission locally, but when I move it to the dedicated server, the option to call the module does not appear at all. The availability is to to the RTO player with a radio backpack (or a vehicle), with the vn_artillery trait active. (the trait has been assigned in the unit initialization section) availability[] = {0, 1, 1, 1, 1}; I replaced the script with the one found on giithub, but *sad trombone* -
Need help with end trigger (large defensive mission)
saintaw replied to saintaw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Morning Big Dawg, Will try that out as soon as I get home. and report back. I was tweaking my current "main mission" untill the waipoints started acting up (I remember this happened in Arma as well)... The Eclipse ref was only a 'joke' in regards to the java dev (my coleagues swear by it, I'm an UltraEdit man myself :)) Thanks again! -
Units -> Empty (Top selection, where you usually select BLUFOR/OPFOR etc...) -> Objects (where you usually pick men/air/armor).
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Need help with end trigger (large defensive mission)
saintaw replied to saintaw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for your patience :) No dice on adding parentheses (I tried around the fleeing and alive conditions), still the same empty error/debug message. the odd thing is that the count (with the alive condition only) seems to work; it does trigger when a certain amount are dead (or mor accurately when 7 are left alive in the zone)... When trying to output that nr, it gives me the value "any" (???) ... and when trying to reference other array elements (%2 %3 %4...) they are empty. (At least I have an output on screen now, thanks you :)) My test: MyCount Setvariable [MyCount,({alive _X} count thislist)];hint format ["There are %1 %2 %3 alive in the group",MyCount] Maybe, the error is elsewhere? The map is fairly simple; a single player (blufor Mg), 8 civilians. Only One trigger: 500/500m elipse Activation: Civilian Type: None Name: CivAlive Activation:{alive _X} count thislist <= 7; PS: When is someone putting up an eclipse plugin for this? :D -
Need help with end trigger (large defensive mission)
saintaw replied to saintaw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks again Big Dawg, Update: It isn't the brackets, but the Fleeing condition that gives me the blank error {alive _X && !isFleeing _X} count thislist <= 5 //Doesn't work so far {alive _X} count thislist <= 5 //Works! Do I need to add the "Surrender" Module in order for units to be able to flee? (I am guessing these modules create new functions that are usable) Meanwhile, I tried debugging on the screen and didn't figure out yet how to output a variable value on the screen. MyCount Setvariable [MyCount, count thislist]; hint MyCount; Didn't work as I hoped it would :D Let alone using some sort of concatenation like: MyCount Setvariable [MyCount, "There are " +count thislist +" alive in the group"]; hint MyCount; This would help me understand how to better call the different objects/arrays greatly...as I might do some on screen debugging :) -
Need help with end trigger (large defensive mission)
saintaw replied to saintaw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Big Dawg, Still getting the grip of the syntax here, I have this issue; When I entered the 1st line above in the condition it gave me a blank error message. Step by step, I'm trying... I currently have an empty map with 10 civilians, I am trying to fire it when there are less than 5. The trigger is set for civilians with the condition: this && count thislist <=5 That seems to work in this case (when I shoot 5 civilians) I am however interested in understanding the syntax for the alive Or fleeing bit that I am guessing is: {alive _X && !isFleeing _X} Doesn't _X need to be declared somewhere before I can use it? -
Eject/MoveInCargo Howto
saintaw replied to Rommel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hiya, Thank you for this, it helped a great lot! I have a problem: Most of the time, when jumping out of a C130, most of my men die or get injured. It isn't a height problem (height is set at 190 meters ATM)...and reading the other thread that mentioned chute collision, I upped the delay in the loop a little (0.5 to 0.9). Death, Injuries are random though. Any idea what this might be caused by? The Mission (zip) -
Need help with end trigger (large defensive mission)
saintaw posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hiya, I am building a SP mission, the gist of it is: You're at an airbase, under attack... your mission is to survive and if possible repel the attack.* You are facing air/armor/motorised infantry as the main asault, and a few surprises. *- You are in charge of a small squad, but many AI squads defend as well. Now, my question(s): I have a 'loose' end trigger as a huge trigger around the airfield with BLUFOR NOT PRESENT (I am thinking all BLUFOR dead in this area). If I do the same for OPFOR...it doesn't work, as the engagement is too large and there is always going to be some ejected pilot lost somewhere in the woods... Could I perchance set a trigger with a percentage of 'alive' enemy force in the area? How would I do this? Someone with more experience maybe has a better idea? -
Modding Community becoming exclusive Club?
saintaw replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Seconded. Ofpec seems to only have OFP/Arma related tutorials. Where do I find the info like: How to use the modules? How to use the new briefing texts And so on... -
Arma 2 Addon request thread
saintaw replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Greets, Not sure if this should be in the bug fix or if it can be modded in, it would be nice to have these: Sight optics (aim point):, when the sun is low and in your back, the reflection in the optics is so high, all you see is a white reflection (even if my head and trees are in the way of sunlight in regards to the sight); annoying NVG: when used in a dark night (duh... I mean around 2 am), when zooming in (holding your breath) or using optics (ACOG in my xp)... it all just turns dark, you have to zoom out to see anything; annoying I would be greatefull if both could be modded/fixed, thx :) edit: I play with most settings at 'normal' - 100% - 1280/1024 Saw