bigshot
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Everything posted by bigshot
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as a said already...there were less than 3 enemy left...z1's came in and killed another 1 or 2 enemy so that makes zero enemy left...a few minutes later a UH60 shows up which circles the town endlessly without landing and with nothing to shoot at...the mission wouldnt end due to this...so its not working as reliably as you might think...i dont really mind...was just trying to let you know and help out is all...
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the evac chopper never landed on its own, it just keeps circling around the area while we wait for it to land, but it never lands by itself. The only way i could get it to land was to give my troops the order to board it, then it landed, we got it and it took off. Choppers that have to land on their own in missions for getin commands can be pretty buggy at times in Arma...for whatever reason they tend to be unreliable...you might want to change the criteria slightly for the mission ending trigger so its not relying on other triggers...dunno if it is because i havent unpacked and looked at it...but theres definately something up with the UH60 and getting it to land on its own accord ...it may be an idea to set the ending trigger more simply by having the mission end when the chopper flies away and crosses over a trigger area and have it tied to either the group leader or all members of the group if you prefer. If you really want to make it easier for yourself you can make it end as soon as the player boards the chopper...but make the trigger independent so its not relying on other triggers...this is ok because the chopper doesnt come until the mission is theoretically over anyway. ...just trying to help because the first mission i ever made for Arma had the same sort of ending where all members have to enter a landing UH-60 to get the mission to end...and i cant tell you how many hours i had to mess with it to get it all to work ok...its a very buggy Arma routine...or at least it was way back before version 1.05, lol...i got it to work and it still works to this day but i had to come up with some inventive ways to make it more reliable. ***EDIT*** - nevermind, i just realized you are saying there are 2 UH-60's...i only can remember seeing 1 show up after all enemy is dead...not sure if it had rockets or not so now im assuming there was a 2nd uh60 which should have showed up?...if so then you need to take a long look at those triggers because either theyre not triggering reliably or it's a "save" bug.
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once again, very nice work Chammy...its really alot of fun getting to play missions with your sound work and the overall scope of improvements you've made over your first version just goes to show how busy you've been with this! Thanks SO much for getting this out to us, hats off! PS - I agree that we shouldnt be forced to use the included music replacements for certain missions if we dont want to. Instead of including them as "replacements" its probably a better idea to include them as "extras" in some sort of radio interface instead.
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...mission wont end here. Everything was destroyed in eponia with zero enemies remaining, then the evac chopper arrives as expected but the command allowing my team to board the chopper never comes and if I give the command myself and we enter the chopper and start flying away the mission says we're not allowed to leave the area and we are instantly killed and the mission ends as a loss. Not sure if this helps you or not but the satchels which were planted by the engineer were never actually detonated after we first arrived at eponia...I figured that was ok and meant to be since it left us the fenced in area to use as a defensive barracade...if they WERE supposed to be detonated then maybe thats why the mission never ended...also before I made it to the end the mission was reloaded several times from a "save"...i know sometimes missions break after loading from "saves", not sure if thats whats happening here though. Other than it not getting the "ok" to enter the evac chopper and ending, everything else seemed to work just fine though and I thought it was a nice mission...a fresh and simple idea wth a short and to the point storyline which didnt detract from the action. The only bad point is that the friendly AI isnt much help at the end in eponia as they get themselves killed so easly and do stupid things but thats an Arma problem and has nothing to do with your work itself. I had to just leave them all in the fenced in area while I ran around getting 80% of the kills myself. If it werent for that it would have felt alot more realistic...again not your problem there...hopefully the AI in Arma 2 will make single player experiences alot better :-) ...nice mission, thanks for the work!
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dunno if anyones tried this on LAN yet but im getting a chronic scripting error which shows up about every 30 seconds during the mission...it still seems to play but that error popping up constantly is very distracting as its a long one :-) btw - what are all of those red flag markers on the map for?
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Looking for Schmalfelden Warfare Mission
bigshot replied to Bobcat26's topic in ARMA - USER MISSIONS
thank you very much, got it! -
Looking for Schmalfelden Warfare Mission
bigshot replied to Bobcat26's topic in ARMA - USER MISSIONS
anyone have a working download link for this?...none of the links provided seem to be working any longer :-( -
I would like to add a routine included in this version into my own modded version of warfare but have no idea how to do it. Can anyone tell me how to add that routine from this mission which spawns friendly troops after you capture a town and they stay and defend it? My version doesnt have this yet and I wish it did, so id like to add it in if thats possible because im tired of the battlefield2-ish style of running back to towns i already captured:-) ...any help would be much appreciated!
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probably because there are ALOT more variables (and scripting) going on behind the scene in the Warfare mission as compared to a typical campaign mission...more moving parts to the machine means more chance its going to break, especially after a "save". But I agree, Warfare needs a "save" ability for both SP AND MP sessions...and so does MP Evolution for that matter (at least Evo has a SP version which ive played previously).
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it doesnt mention Warfare at all actually, only CTI which is not the same thing and will be played as PvP, not coop. The only coop style they mention here is being able to play the SP campaign in a multiplayer environment. ...would be interesting to hear some official word from BIS whether or not they plan on including a new revamped Warfare mode in Arma2 and what new features they might have planned for it if anything.
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since i have an old pc, but have been wanting a northern only version of warfare id love to see this on a northern sarhani map...i wonder why a (northern only) version of sarhani has never been released by anyone?
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heres a little buglet i found while playin on an LAN: After returning to base and clicking to get into the TEAM tab, there was some scripting error (zero divisor) and none of the factories were accessible (even though built and used earlier in mission) to purchase anything. The Gear tab itself was unavailable as well at this point (you couldnt even click on it). It was the same effect as if you were standing by a captured depot away from your base (plus the divisor error)...sort of like the system somehow got stuck in depot "mode" or something. I dont recall the last depot which was captured before this ocurred.
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yea that DOES get really annoying sometimes...and i cant figure out why sometimes it happens and other times it doesnt (even if i leave the vehicle for a long time sometimes its fine). A feature Id love to see would be the ability (when playing as non-commander and AI is acting commander) to call in a request to have a repair truck and/or refueling truck driven out to my location (anywhere on map at anytime) without having to purchase and keep them as part of my team just hangin around which i find annoying. Whenever im at a captured depot and try to click on repair vehicles i always get a message saying something like "no vehicles in range"...and playing with AI can mean waiting forever before there IS a vehicle in range, plus id like to be able to call for such support if outside the area of a captured depot.
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Setting up a Lan night need mission suggestions
bigshot replied to Fantastic MR Fox's topic in ARMA - USER MISSIONS
IMO if these guys are new to Arma and a few have never even played tactical shooters before I would think that Arma isnt such a good choice to be honest, since it is very complex and takes new players forever just to get your command keys all set properly to begin with, then theres the clunky movements and long winded animations they'll need to adjust to, not to mention AI that can be very frustrating for a newbie. Don't get me wrong...i love this game since the OFP days but its definatley NOT a good intro into tactical shooters for first timers. If you're stuck on it however, id suggest using the easiest missions you can think of as a first run for them...dynamic sahrani sabotage might be good if you choose the easier settings at first and work youre way up...it also sports good fps performance. Id stay away from warfare unless all involved have good hardware. -
can 1 or 2 players complete this?
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i've used Steam for a couple of games this year and although it works ok, I DO NOT like the fact that you have no choice where to install a Steam game...they all have to be installed directly into the steam directory itself, which for me really sucks. It makes game file editing more complicated, backing up more complicated as well as complicating storage management...therefore Ive completely stopped purchasing from Steam as it wasnt worth the loss of personal software management preferences.
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I have my arma patched to the newest 1.14 version and I'm curious to know if I decide to purchase and download Queens Gambit if I will have a problem installing that expansion over my 1.14 install of Arma? Are there any install issues i need to be aware of before taking the leap? Thanks for the advice guys
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ok, well first you said it needs to be 5m max, and now you say it doesnt matter...anyway... the mission wouldnt end using a loaded save game. I guess it has to be played through all the way without saving. I thought the save game feature bug was fixed in a patch but i guess not. ...just letting you know is all. *UPDATED EDIT: ok well it appears when returning the hostage back to base the distance that the hostage needs to be from the flag is a strict 5m or less, just returning to base with him is not enough...you must order him to go to the flag pole. I still cant get the mission to end however after destroying the scud launcher and returning to base by myself...nothing happens.
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i dunno if the hostage was 5m from flag but i know i was...i stood right up to it for about 30 seconds (have to admit i didnt read the readme). It might be a good idea to increase the distance the hostage needs to be from flag...or you can make it where the player has to be within 5m of flag as long as hostage is alive and within 50m of it. Much more reliable and accomplishes the same thing without having to worry about perfectly placing the hostage (who sometimes doesnt listen to well anyway, lol.) anyway, ill try ordering him to the flag and see what happens with that..thanks :-)
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tested today but mission doesnt end after bringing hostage back to base...we landed in mh-6 at airport, got out and even tried runnin around for awhile but for some reason the last objective wasnt recognized when i played it. Perhaps it has something to do with the fact that I loaded the game after saving it in single player. I dsidnt have the time to play it straight through without saving at the time.
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in the BAS-f 1.08 sample mission for Sahrani Island ive been getting scripting errors everytime i die and the spectator script begins to run, the errors leave the screen after 30 seconds and the script works but id like to get rid of the errors. Heres what ive done: in the OnPlayerRespawnAsSeagull.sqs ive taken away the "VM" from the execute statement so that it reads "exec" instead of "execVM". I did this because the script wasnt running for me when i died. The only way to get it to run after dying was to remove the "VM". Now, when i die...the script runs and it seems to work ok BUT i get couple of scripting errors scrolling down the top left side of screen as soon as the spectating begins. Do you have any idea how to get rid of the errors? **EDIT: If i leave the respawnasseagull.sqs to read as "execVM" will the erorrs go away, and will it work for the host on a non-dedicated server after someone (a client) joins?
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Can someone tell me what command to enter into the condition line of a trigger so that the trigger will recognize when someone has thrown a smoke grenade. I can accept it recognizing being thrown by any unit, or by a unit within my group...i dont think it will mattter in my case...whichever is easier :-) PS - I need it to work in MP coop...but doesnt have to work necessarily on a dedicated server since i never run a dedi anyway. Thank you!
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Smoke Grenade Trigger Question
bigshot replied to bigshot's topic in ARMA - MISSION EDITING & SCRIPTING
that works just great for me, kronzky...but geez cant you find a way to be a little more explicit next time? hahahahaha...thanks for taking the time to make the pic...you are a true humanitarian, sir! if only ALL instructions were made this easy :-))) -
Mapfact releases DAC 2.0 for ArmA
bigshot replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
thanks very much, DM...for the info...sounds like a good idea (waypoint only zone)...didnt realize the script would allow that!- 376 replies
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- dac
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Mapfact releases DAC 2.0 for ArmA
bigshot replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Ive read the manual many times over but i cant seem to figure out how to get the AI to follow ONLY user made waypoints...it seem my user waypoints get pooled with the DAC generated ones. Ive got the logic and associated waypoints on the map, but does anyone know if i need to put something special in the call array so that they will NOT follow generated waypoints, or even how to have DAC stop generating waypoints and only follow my user waypoints? Also...is it possible to ever drag the waypoints out of the zone and still have them followed?...i have a small zone so they spawn exactly where i want them to, but then id like to have them follow waypoints that lead away from the zone...if thats possible because i want them to attack an area thats hundreds of meters away from where they spawn. Thanks- 376 replies
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- dac
- dynamic ai creator
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