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zonker3210

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Everything posted by zonker3210

  1. I'm curious...what's the benefit of this addon as opposed to, say, just scripting a wreck? For example, using SETHIT and specifying the helicopter's part to assign the damage... /* - - - - - - - - - - - - - - - - - - - - - */ _chopperObject setHit ["mala vrtule", .5]; // small rotor _chopperObject setHit ["velka vrtule", .4]; // main rotor _chopperObject setHit ["motor", .7]; // motor _chopperObject setHit ["trup", .3]; // body, hull, fuselage _chopperObject setHit ["sklo predni L", 5]; // windscreen Left {abbr} _chopperObject setHit ["sklo predni P", .75]; // windscreen Right {abbr} _chopperObject setHit ["vyfuk konec", .85]; // exhaust end _chopperObject setHit ["vyfuk start", .8]; // exhaust start /* - - - - - - - - - - - - - - - - - - - - - */ (Helicopter part names taken from here: http://community.bistudio.com/wiki/ArmA:_Selection_Translations) Using a scripted approach like this allows the mission designer to use the same exact set of models available in the rest of Arma2. Perhaps there's a special benefit to this addon, though...I'm not trying to be disrespectful toward anyone. I'm simply curious why using an addon is better than a script for something like this.
  2. Thanks for the quick reply, shk....and thanks for the excellent mission resources, too! ;)
  3. Is there a way to add line breaks in notes when using Taskmaster? For example, let's say I'd like a note to consist of two paragraphs...how would I do that? Is it supported? I've tried using \n but that didn't work. Thanks!
  4. Just a suggestion...it'd be very nice if you could include version info in the script, in a README file within the ZIP download and in your post itself. Doing so makes it much easier to tell if one has the latest and greatest version. Thanks for a very helpful script!
  5. zonker3210

    Isla Duala

    I'm a little disappointed to see the island still lacks harbors...I'd have thought they'd be required for an island. ;) Harbors or not, this is another great island, Icebreakr. Thanks for the excellent work!
  6. According to the version I downloaded, this mission also requires some other addon (bb_mercenary). I downloaded that mod but the mission still wouldn't work since the Mercenaries addon (which was made for ArmA not ArmA2) causes a message about how it needs "version 1.08 of the application" in order to run. In the end, I de-pbo'd the mission, removed the reference to bb_mercenary and recompiled it...once that's done, the mission loads properly. As much as I appreciate all the hard work involved in making these missions, it'd be really nice if more people would test their missions themselves using only the specified mods before posting them. Anyway, I plan to try out the mission tomorrow...from what I saw in the video, it looks like a lot of fun.
  7. zonker3210

    Isla Duala

    Definitely worth the wait. Great job!
  8. Thanks for the fix, Oktane. I really wish BI had thought this through a little more. The benefits of forcing the PBO file association is...to assist those users who are too clueless to use the in-game GUI to start up a mission? Seriously? :butbut: I hope I don't have to perform this manual fix after each Arma2 patch.
  9. Personally, I agree with Pain0815....while I like the Quesh-Kibrul island, it doesn't feel as organic as, say, Avgani or Afghan Village. However, Quesh-Kibrul is still a work in progress and I am hopeful that future updates will bring a more realistic atmosphere to the map. In the meantime, I'm enjoying the hard work that Floosy has done thus far.
  10. zonker3210

    coop mission

    As I stated in Armaholic comments..."Error message indicates that the mission also requires Sentinel Weapons pack. Removing that from the "mission.sqm" file and the mission starts fine. Haven't gotten far enough thru the mission to rate it but it looks fun." I'm not sure that mp5's are appropriate for the mission, though...especially seeing as how some degree of assault is needed for assaulting ramon's compound. It's definitely not a CQB/urban mission and silenced m4's would be preferable, I think, since the gun-sights alone are far more suited to the mission. MP5's might be more helpful once the team makes it inside the compound but infil and exfil are a problem. Also, I only tried once with (I think) the first SEAL team but I believe that one of the characters does not have an MP5...in fact, if I am not mistaken, it's the medic and he's carrying an unsilenced m4. This caused quite a bit of problems when he opened fire and drew a lot of unwanted attention to the team...with fatal results. ;)
  11. Do you need mirrors? I'm happy to offer the initial release's files in an Amazon s3 bucket so users can download using HTTP.
  12. Before I go any farther, this time I double-checked to make sure that I had the most current release. ;) Thanks for adding the option to create non-WEST convoys. There's one slight issue that may not be encountered often...I created a test mission and placed my character in a flying helo so that I could easily follow the convoy. Then I used a game logic to launch a new convoy for the Resistance side. At first, the convoy wouldn't move. I checked and everything was configured correctly. Turns out that since there were no other resistance forces placed on the map, the createGroup command must be preceded with a createCenter command in order to allow for communications for that particular side. So...I went into "convoy.sqf" file and replaced: _convoygrp = createGroup _side; ...with... _convoyHQ = createCenter _side; _convoygrp = createGroup _side; That's all that was needed and the convoy started up immediately. As I said, though, I don't know that this would be needed often since if there were any other forces for that side already placed via the editor, the createCenter command would be unnecessary. On the other hand, I'm not sure that adding it again via script really causes any problems. The game engine might simply ignore the extra call...? I'm not sure, though. One thing that I'd love to see...the ability to use existing vehicles in the convoy instead of spawned vehicles via classnames. I don't think that this would be enormously difficult since you already did a significant amount of the work. Shoot me a PM if you'd me to elaborate on how this might work. Thanks again for an excellent script!
  13. Ooops...that's correct. I downloaded the script pack last night from the Armaholic site. I must have gotten the files just before they were updated as I can see that the Armaholic site already has the new version up. Sorry about that! I'm pretty sure that the script does allow for that, too. I haven't tried it myself but the README does suggest such a use. It's definitely a nice feature!
  14. Nice script...and perfect timing as I was looking for some help in creating a convoy! A few suggestions, though...unless, I am mistaken, the following line: _convoygrp = createGroup WEST; ...means that the convoys will always be associated with the WEST side, correct? If so, it'd be nice to be able to create OPFOR convoys without tweaking the script itself. Likewise, it'd be nice to have the option of turning off the vehicle marker without tweaking the appropriate script. There are times when players shouldn't know a convoy's exact location unless they can actually see it (i.e., OPFOR convoys). Finally, while the included README is helpful and your instructions clear, you forgot to mention the need to place a FUNCTIONS module on the map. I couldn't get the convoy script to work until I peeked thru the sample mission and noticed the extra object. You might want to add that to the instructions. Thanks for writing this script!
  15. zonker3210

    MP fast rope script addon

    I've also experienced this issue when a six-man AI team is inserted by an AI pilot. I think it'd be nice to have the ability to pass in a delay to the script via parameter...some number of seconds to force the chopper to remain overhead for a bit longer if needed. In some ways, that might be more helpful than hardcoding a value into the addon itself. Not sure how much work that entails, though. Regardless, I think this is a great addon, norrin & DeanosBeano. Thanks for making this!
  16. I'm sure that this was answered somewhere but I've skimmed this entire thread (thank you, print mode!) but didn't see a definitive answer... If I order the 505 version, will it work correctly (singleplayer, multiplayer, etc.) in the US? I'm pretty much fed up with Got Game Entertainment and the lack of a clearly defined release date. If the 505 version will work without issues, I figure I'll try either Amazon UK or NWS rather than keep waiting...and waiting...and waiting...and waiting... ;) Thanks!
  17. zonker3210

    Island Panthera v1.0

    @IceBreakr - thanks for the info. I'll keep an eye out for the updated version. In the meantime, I'm really enjoying the island and plan to put together a mission based on it. I'd originally been working on a custom island based on the Korengal Valley area of Afghanistan. Then I saw the screenshots for this island and realized that, although it wasn't the arid desert that I was going for, you'd perfectly nailed the rugged terrain. I love the mix of steep mountains and valleys. Thanks for what is obviously a lot of effort!
  18. zonker3210

    Island Panthera v1.0

    Perhaps this is just my video card and/or settings but...has anyone else noticed that certain areas of the map appear turquoise green-blue from a certain distance? From about 100 meters away the ground color in these areas looks really odd while, say, hovering in a helicopter or walking around. Once you get close enough, the ground looks perfectly fine. As I said, perhaps it's just something on my end rather than the terrain mod itself. BTW, IceBreakr...this is a wonderful island. I'd been looking forward to its release for some time now. Great job! Thanks! - z
  19. zonker3210

    Afghan Village Raid Co-12

    Description: Despite our best efforts, attacks by anti-coalition forces (ACF) are increasing in both frequency and sophistication. Headquarters recently received credible information confirming our suspicions that military advisors from a neighboring state are providing support to the ACF. Intel has identified a probable location for one of the advisory teams. Today's mission consists of the following objectives: - Eliminate all enemy patrols in the area just west of the insertion zone. - Destroy the fuel station. - Capture at least one member of enemy command team. - Proceed to the extraction zone. - (OPTIONAL) Eliminate all enemy forces around the compound to the northwest. The assault will consist of two special forces teams with limited air support. Also, vehicles have been pre-positioned at the insertion zone. Download: * Page at Armaholic * Page at OFPEC Installation: Place the pbo file in your ArmA\MPMissions folder. Change log: v1.5: * corrected BLUFOR group names (to address BLUFOR respawn issue) * tweaked the number of OPFOR AI (to reduce lag) * Moved 2-Story Command Post building * corrected logic for mission end trigger (air support planes may not fire extraction trigger code) Credits & Thanks: Special thanks to the the fine folks of the 25th ID Realism squad (www.25thid.net) for their assistance with testing and their helpful feedback. Special thanks to CrazyAce for in-depth testing and reviewing of the 1.3 release. As with the last release, I would appreciate additional feedback. I will be checking this site regularly to reply to feedback and address any questions or concerns. Thank you! Required Addons: - A.C.E. - Advanced Combat Environment - A.C.E Island Pack - Avgani Iraq & Afghan Village - LowFly EditorUpdate
  20. zonker3210

    Visitor 3 Quick Tutorial

    Thanks for the tips, Jakerod. As far as I can tell, though, the images are 8-bit format and the file paths are all correct. I'll try creating an extremely basic project and see if I can get it to work. If not, perhaps I'll post a ZIP/RAR archive containing all of my project files if someone would like to look over the files directly.
  21. zonker3210

    Visitor 3 Quick Tutorial

    I've set up a project, created a terrain, imported it into the editor and created the satellite/mask images. However, Visitor 3 is crashing each time I attempt to use the "Import Satellite + Mask" function. I am not 100% certain that I created the sat and mask images correctly but I think I did. From what I can tell, the files just need to be the same size as that specified in the project parameters screen's calculator. Also, the mask image is limited to the four RGB colors specified in the Layers.cfg file. Is that correct? Can someone please review my settings and confirm that they are correct? /***********************************/ terrain grid size: 512 x 512 terrain cell size: 10m terrain size: 5120m x 5120m sat image size: 2048 pixels sat grid: 120 Base texture - size: 10m x 10m sat segment: 120 (valid) /***********************************/ I've reviewed my Layers.cfg files as well as all of my RVMAT files...as far as I can tell, the references are correct. One thing, I'm using PAA files extracted from existing PBO's. However, I updated all references accordingly. Any suggestions?
  22. Thanks for the info, Manzilla. The missions where I encounter this issue are as follows: - Â ACE_Operation_Afgan_Patrol.afghan_village.pbo - Â ace_mod=fsi=someday.avgani.pbo Haven't tried the UK version of the former since I think it requires more mods than I currently have installed. I'm encountering a similar issue with "Operation_Countenance.ACE_Island_73eastings.pbo" but it's warning about the "ace_island_73eastings" addon instead of "ACE_Cargo". I figured if I'd deal with one at a time. In any event, thanks for the info. I'll shoot you a PM as I'm quite interested to see what scripting changes are needed to fix this sort of thing. I appreciate your help!
  23. I'm using the 1.01 Public Beta of the ACE mod. The installation succeeded and I can use the ACE mod in both single-player and online multiplayer mode. Two missions, however, are not running. Both are new (each less than a month old, I believe) and both use the Avgani mod as well as the ACE mod. Whenever I try loading the missions, I receive the following message: I doubt that the problem is the combination of mods since I can play another mission that uses both mods. I've tried changing the order of the mods in the load command by using this... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"arma.exe -nosplash -mod=@Avgani;@ACE" ...as well as this... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"arma.exe -nosplash -mod=@ACE;@Avgani" Unfortunately, that didn't resolve the issue. I'm wondering if the mission creators used an earlier version of the ACE mod and later changes in the 1.01 version are causing the problems. Just for the record, I've searched my ArmA directory and there are no files/folders with the word "cargo" in the name...not sure if there should be but I figured I'd mention it in case it's relevant. When I check the mission's pbo file, I note the following entry... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">addOns[]= { "ace_config_vehicle", "afghan_village", "ace_config_men", "datsun_armed_dbe1", "ace_config_weapon", "cawheeled", "ACE_Cargo", "ace_sys_map", "ace_sys_heliwind", "ace_sys_missiles", "camisc", "cabuildings", "WarfareBuildings", "opxbuildings", "opxmisc", "opxplants", "cti_buildingsm113_hq", "porto", "caweapons", "cadata", "ace_sys_huntir" }; I can find pbo files for most of the other addons...a few aren't exact, though. For example, there's no "cabuildings.pbo" file but there is a massive "CA.pbo" file so perhaps that encompasses the cabuildings, cadata, camisc, caweapons and cawheeled entries...? After digging through the mission's pbo file, I've started to get a better idea of how the code works. I then checked the ACE mod team's changelog page and found the following under the 1.01 version's CHANGED category... This seems to suggest that I might be correct in thinking that the mission creators used an earlier version of the ACE mod and later changes in the 1.01 version are causing the problems. If that's indeed the case, then it looks like the mission must be modified to use the RKSL Cargo System in place of the apparently defunct ACE Cargo System. In any event, is anyone else having this problem? Are the recent changes in the ACE mod causing this message? Is there an easy solution? Any and all constructive suggestions are welcome. Thanks!
  24. zonker3210

    Using mods

    That's exactly the sort of info I was looking to find. Thank you!
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