Barry the baldy
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A.C.E. Advanced Combat Environment Public Release!
Barry the baldy replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Im not sure if its been mentioned, I dont have time right now to trawl the 100+ pages but the Javelin sound seems to be broken. The initial launch sound plays but the secondary rocket firing doesnt have a sound. Anyone else having this problem? -
"A.C.E"new Missions "Operation_Countenance"
Barry the baldy replied to Lightninguk's topic in ARMA - USER MISSIONS
Dl'ed and about to fire it up right now, I'll report back after a playthrough. EDIT: Missed the "coop" part. My mistake. Thought this was SP. -
Al Kfrir - Afghanistan
Barry the baldy replied to OChristie's topic in ARMA - ADDONS & MODS: COMPLETE
Releasing early and taking in criticism is the way to go. You did the right thing. At least we have a new toy thats only gonna get better. I'd rather that than wait for a perfect map. Great work here, I'll definately keep an eye on the updates. -
I second 2 points made here. 1. Lowering of police station roof walls. 2. Removal of checkpoints. The checkpoints already being setup limits the amount of scenarios you can have take place in the city. Other than that this is one of the best city maps out there.
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So we cant use this map without QG because of the ladder or is it still playable but with an error message?
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Please tell me we dont have to wait for ACE to get our hands on this bad boy.
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domove getmarkerpos?
Barry the baldy replied to Barry the baldy's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks for the help mate. Worked a charm. -
Howdy all, I'm having some trouble getting men to disembark a vehicle (stryker) and move to a marker position, face a given direction and kneel. To get them to mount I've used the "assignascargo" and "ordergetin" commands and they all mount up just fine, trouble comes when I want them to dismount and move to their positions. Here is the script that activates once the Stryker hits the unload waypoint. man1 doMove getmarkerPos "a" man1 doWatch getdir "markerwatch" man1 setunitpos "middle" man2 doMove getmarkerPos "b" man2 doWatch getdir "markerwatch" man2 setunitpos "middle" man3 doMove getmarkerpos "c" man3 doWatch getdir "markerwatch" man3 setunitpos "middle" man4 doMove getmarkerpos "d" man4 doWatch getdir "markerwatch" man4 setunitpos "middle" man5 doMove getmarkerpos "e" man5 doWatch getdir "markerwatch" man5 setunitpos "middle" man6 doMove getmarkerpos "f" man6 doWatch getdir "markerwatch" man6 setunitpos "middle" man7 doMove getmarkerpos "g" man7 doWatch getdir "markerwatch" man7 setunitpos "middle" man8 doMove getmarkerpos "h" man8 doWatch getdir "markerwatch" man8 setunitpos "middle" man9 doMove getmarkerpos "i" man9 doWatch getdir "markerwatch" man9 setunitpos "middle" exit I've tried using an unload waypoint on the Stryker and they all unload and spin in circles. I've also tried using the "unassignvehicle" command in the script to no avail. Tried calling the script form a trigger and from the Strykers waypoint with no luck. The units aren't grouped since I need them to move to specific points. Anyone have any ideas?
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Max. recommended number of active triggers?
Barry the baldy replied to beta's topic in ARMA - MISSION EDITING & SCRIPTING
You shouldnt really need too many. A relatively short script can do what a hundred triggers could do and it keeps things tidy as well. -
Setting a vehicles speed?
Barry the baldy replied to Barry the baldy's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks for the reply. I've actually tried the method you tried via scripting but I've noticed that over long periods of time it becomes a bit of a system hog. I run an above average comp and its fine for me but others reported that as the mission went on it got slower and slower. And yeah, attaching the vehicle to a group was the first thing I tried and, as you stated, it causes all kinds of problems. Truck starting and stopping constantly, doing crazy turns, going in circles etc. Oh well, I'll just move onto other missions until we have a good workaround I guess. -
Ive done some searches and come up with a few solutions that dont work anymore. I'm looking for a way to set a vehicles speed. For example have a tank moving forward at infantry walking speed. The velocity and speed commands don't work anymore and I've tried the movement scripts to no avail. Anyone managed to assign a speed to a vehicle yet?
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Vehicles Driving at "X" Kilometers
Barry the baldy replied to ArmaVidz's topic in ARMA - MISSION EDITING & SCRIPTING
I can not for the life of me get madnos stuff to work. Tried heli route and move scripts but I cant call them with the syntax shown in the script headers. Tried executing the scripts from the vehicles init line, from triggers and from waypoints and still come up with nothing. For the choppers: [bH1, [getmarkerpos "D1",getmarkerpos "D2"], 45, fasle] execVM "mando_heliroute_arma.sqf" For vehicles [car1, 40, 0.1, [[getMarkerPos "D1", 0, 2],[getMarkerPos "D", 10, 2],[getMarkerPos "D3", 0, 2]]execVM"mando_move.sqf" And still nothing happens. Actually nothing happens with the chopper, it just sits there bit the move script gives me an error about dividing by 0. I'd assume that has something with _speed0 being a variable in the script. -
High Detail Texture Project
Barry the baldy replied to Average Joe's topic in ARMA - ADDONS & MODS: COMPLETE
Lazyness. Great looking map mate, cant wait until it gets some objects laid down. Top notch stuff. ..... And still no insurgents! -
Add one more to the list of fans. I'll be watching this one closely as well. Great job guys.
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Guerilla replacementsHi this little config
Barry the baldy replied to hedcrusha's topic in ARMA - ADDONS & MODS: COMPLETE
Not really very useful as an SLA replacement, like others say it would be far better suited as a RACS replacement pack.