biggibs
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Everything posted by biggibs
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shouldn't you have the following at the end of the init.sqf for norrins revive to work? if(true) exitWith {};
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Dynamic-AI-Creator (DAC) V3.0 released
biggibs replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Silola and everyone else involved in getting this released having fun messing around and testing in the editor. It's great having real truly dynamic missions again! small request if possible silola? please can you add an example mission of that classic dac sectorfight mp mission? was a fav with me and my mates and we would love to get a working version into A2,im sure others will enjoy sectorfight too! I tried rebuilding/converting the map3de version a few days ago but mission just sits stuck at a black screen with "please wait...." message after using the computer gui and hitting the start mission button. @Katipo66 this sectorfight is almost what you are looking for by the sounds of it i'd post some more info on the mission but unfortunatly it was on the now closed down mapfact site Anyway once again nice to have DAC3 in A2 looking forward to seeing a script version sometime too. -
Isla Duala template
biggibs replied to lucilk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
a neat template for mission makers :) btw getting script error when missions loading error undefined variable in expression: parameters_done thats in dt\var\som.sqf line 2 & a message when mission starts says look at diary for info on how to use ,but diary is empty! BiGGiBs -
Hi currently playing through this mission and enjoying it..thanks for your work! but i just can't seem to heal my team mates i just dont get any ace interaction menu at all..have tried binding the interaction menu in my userconfig\ace\ace_keys.hpp to servel other keys but still no joy!.....is it working for you? and reading your earlier post i understand and can confirm the normal heal in the action menu doesn't do anything and i can't order team mate to heal via orders!...i.e. F6,6...ect i thought the ace interaction menu was only for mp games to be used with other human players and looking at the ace wiki it states that to interact with others you need their permission via 'their' action menu so seeing as this is a SP mission you can understand my confusion. BiGGiBs
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[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
biggibs replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
yes i click map click target button click on map it updates lon and lat on the comptuer i then hit compute...get a message about no fire solution found! if i then copy the lon too the lat and the lat to the lon in the target box then compute i get a valid target also the computer gives a very high elevation on order high sometimes over 72 when the arty can only angle upto 71.60 odd just grabbing some screenshots for you...gimme 5 mins:) Check your pm inbox madbull BiGGiBs -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
biggibs replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just tested this...wow nice job realy does add some extra realism to artillery and logistics,thanks for your work! Having a lot of fun with this,looking forward to seeing this used in some large scale usermade mp missions. pos bug? One thing i have noticed is that using map click lon/lat lon is realy lat and vice versa and azimuth seems to be out by varying degrees? this is with your standard demo missing v1.1 ,script version on chen trying to arty the bad guys in area 1 stary sober if i use target area map button and click on the bad guys area 1 marker the arty computer inputs cords of lon 60.97 - lat 76.06 & azimuth of 23.95 and im on the hill just S of kabanino so target area 1 is SE of my battery pos azimuth from my battery pos should be more like 123 and lon=76.06 lat=60.97? so after using map click target pos i don't get a firing solution untill i correct lon & lat and once i man arty i have to adjust my direction 100 degrees to what the azimuth displays BiGGiBs -
columdrum: use the keyboard up and down cursor keys you will be able to select the rte button that way! BiGs
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call BIS_fnc_spawnVehicle;
biggibs replied to dale0404's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks for the help Although that didn't work added a gamelogic named troops1_1_7 tried both types of game logic class=location class=game logic neither made any diffrence still nothing spawning...sigh! FIXED: just needed to reset the triggers type back to 'none' i had changed that trying to get this script to work as amk74 says shame the vehicles seem to spawn 30ft in the air and either land upside down or fly off 100's ft into the air even though everything is placed in a flat open field not like there are trees or rocks ect that might cause that!...hmm random doesn't seem to be very 'how should i put this 'random' unless i've mis read what xeno said always spawns 5 of the same vehicles...5 x btr90's , 5 x vodniks ,5 x t90's ect -
call BIS_fnc_spawnVehicle;
biggibs replied to dale0404's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hi just cant get anything to spawn still here's what ive placed in the editor player usmc functions module 1 RU soldier noplayable /probabillty of presence =0 trigger radius 300x300 activation west,present tiggers on act has the following call { _vehicle_types = ["BMP3","BTR90","T72_RU","T90","GAZ_Vodnik","GAZ_Vodnik_HMG"]; _max_dist_between_waypoints = 1000; _dgrp = createGroup east; _vec_type = floor (random count _vehicle_types); for "_i" from 1 to 5 do { [(getpos troops1_1_7), random 360, _vehicle_types select _vec_type, _dgrp] call BIS_fnc_spawnVehicle; }; [_dgrp, (getpos troops1_1_7), _max_dist_between_waypoints] call BIS_fnc_taskPatrol; } tried it with trigger activation set to west/civ/anybody/none and all with present and not present so anyidea what im missing please! -
Request - Using Artillery support in user missions for beginners
biggibs replied to tobamore's topic in ARMA 2 & OA - USER MISSIONS
hi i'm no expert so don't expect to much but after reading up a bit i made a small mission that makes use of some of the new modules in arma2. made it very quickly just to try out the new modules. isn't realy a mission as such as it generates small missions using the SecOP module & there isnt any respawn,briefing or any intros outros ect...very basic! http://www.aulf01.dsl.pipex.com/files/SecOp_&_ACM.utes.rar extract & copy it to your missions folder! it's quite a bit of fun,even if i do say so myself! feel free to do what you like with it,and i hope it helps in some way. it includes the razor team. 5 playable slots & following modules Ambient Combat SecOP UAV Virtual Artillery NOTE: this can be played in local mp if placed in the mpmission folder but one player (possably the host)must select cooper,squad leader (top slot) or you won't be able to accept the SecOP missions or make use of the arty and UAV the other playbale slots where only added so a m8 could join me and see the new modules in action the virtual artillery uses the radio (0,0,1) to trigger a request for arty support. the ambient combat module seems to take quite a while to kick in to sometimes 5-15 mins before you start seeing any real activity if you de/unpbo it and open it in the editor you can see how the modules are setup BiGGiBs -
sorry i must be loosing it i don't see any revive versions of dom in the v3.70 mission pack d/l from your pages at dev heaven xeno! i see 21 variations of domination in the pack...no revive versions at all? BiGGiBs
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Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
biggibs replied to EricM's topic in ARMA 2 & OA - GENERAL
to many previews popping up everywhere now,i'm avoiding most of it untill there is something more solid to actualy try for myself ,a demo or full release. but i will definatly be getting arma2 reguardless of reviews. i have always seen opf and arma/arma2 as a long term investments,it's a great base for the modders in the community to work from but im pleased to see that the mlrs is included,looks like there's going to be a few more air and land vehicles in the initial release...good news. btw seems reasonably obvious that dslyecxi's announcement will be about pimping naturalpoints new product,just look at the teaser vid...all the head panning/turning. track ir is great dont get me wrong,and his vids are awlays top notch but just seems nothing more than an slightly over hyped trackir advert from an affiliated/intrested party if you ask me! sorry,maybe it's just me getting a bit to old now for all this teaser vid stuff. and of course i could be wrong and its going to be something else completly and i'll have to eat my words...it won't be the first time! BiGGiBs -
ACEIP - Most popular community created islands of OFP playable in ArmA
biggibs replied to .kju's topic in ARMA - ADDONS & MODS: COMPLETE
yeah my fault started the d/l yesterday and only got round to installing today,guess i failed at the reading test! lol don't need to d/l anything agian got all the installers in my mods dir still! BiGGiBs -
ACEIP - Most popular community created islands of OFP playable in ArmA
biggibs replied to .kju's topic in ARMA - ADDONS & MODS: COMPLETE
hi word of warning it seems uninstalling v1.00 of the aceip removed my dta\ace folder forcing me to reinstall ace mod again BiGGiBs -
Hi Stumbled across this post,and recognized the file name ive had these in my backup opf nam folder for yrs! Enjoy download
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Just like to add my thanks for the online workshops lastnight guys,great job! i realy do appreciate the work you guys put into it you all had great patience with us and considering you seemed to have done 10 hours straight of german and then eng tuts you showed amazing dedication. Also like to add that i would recommend the online ws to anyone intrested,theres lots to learn and its great fun working and learning  together on one server. I will definatly be joining if there are anymore workshops. once again thank you on behalf of the arma online community you guys have earned a rest,hope you all enjoyed an extra long lie in today but somehow seeing what you've done with 3de and your dedication to the project i doubt that happened  Hope the guys at bis sit up and take note of the tallents you guys have,3DE has to be the best addition for arma so far imo. enabling people who arent expreinced with visitor and island creation using the offical tools to join in and try it out without having to be a visitor expert. and enabling people to cooperate on a map project and work together at the same time....genius! BiGGiBs
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@DaChevs the included readme pdf states the some av apps might report the run.exe,run.bat ,dll as flase possatives so mapfact are aware of this issue therefore i think its safe so say that as they are aware of the problem it can't have been affected while compressing and uploading ready for public d/l BiGGiBs
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Hi Seems AVG antivirus users might have problems running the run.bat file bat runs and closes imediatly I had this very problem,even after closing all avg related apps via task manager it still wouldn't run seems you have to totaly uninstall avg after doing that its working fine for me. hope that helps someone else Just fired it up and had a little mess about,realy impressed with 3de so far,good job all involved! btw big thank you to the guys on mapfact ts server for taking the time and trying to help me resolve this problem. hope i didn't disrupt the german ws for you See you at the workshop later tonight! Â Â BiGGiBs
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3D Heightmap Editor Recommendations?
biggibs replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
@boumboumjack sorry my post was mainly intended for the op nicholas bell yes grome does seem to be quite a complex 3d terrain editor. are you after a sample island? i thought the BIS tools included a sample island that you can load up into visitor and play around with. if not i know nicholas bell has released a pew version of his island. BiGGiBs -
3D Heightmap Editor Recommendations?
biggibs replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
not sure if this does all you require but there is a free demo and tut vids showing what is possible. Grome its one of the few 3d terrain app's i haven't tried myself yet if anyone trys it i'd appreciate it if you could let me know how you get on with it! BiGGiBs -
USMC AAVP7A1- by Dave8 (Operation Code Blue)
biggibs replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
nice to see this released thank you too the orig makers and of course miles for the conversion. always loved the aav's,nice to see them in arma! btw thunderbird84 has that re-worked texture been deleted? i can't d/l it pm for you! BiGGiBs -
Mapfact announces 3D Editor & more
biggibs replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
just watched the movie...wow very nice. great work all involved i'll be watching out for the realese of this thats for sure. opens up a whole raft of new ideas for the creative mission makers out there i'm sure! i'm off now to get a mop and bucket to clean up all this drool. BiGGiBs -
(EVO)CTI Release Full Release of EVO CTI
biggibs replied to arma.isgreat.org's topic in ARMA - USER MISSIONS
hi bug* you may know about this already but playing as east engineer i dont seem to have an option to drop a repair truck also on the same issue,sort of. playing as a west engineer the other day i requested a rep truck drop, it dropped me an east rep truck. of course the game didnt detect it as west rep truck so i was unable to built a farp or deploy a field gun. it realy needs fixing as playing in pvp mode it unbalances the game in favour of the west slightly. ps any chance of making the enemy vehicles capturable,as in the damaged but not totaly destroyed stuff? atm they seem to be deleted withing 30 seconds or so. keep up the good work,loving this mission! do like those carpet bombing runs the planes make,dropping the strings of gbu's....evil! this mission has the best feeling of a large on going battle if you ask me. i can see this taking over as most popular mission for arma with a bit of fixing/tweaking ect. looking forward to a new version. BiGGiBs -
(EVO)CTI Release Full Release of EVO CTI
biggibs replied to arma.isgreat.org's topic in ARMA - USER MISSIONS
love the mission btw think i might have found a bug when a buy an rpg or m134 for me or an ai squad member it replaces the primary weapon! is that intentional rank thing or a bug? i know later in the game with a higher rank i can buy an ai with AT,but at the beginning of the game thats not an option update! replaced that template and it's working as expected now! BiGGiBs -
very nice! will definatly be keeping an eye out for the release of this one. sat image looks realy nice,and some great ideas training camps ect just the sort of terrain arma needs imo. keep up the good/hard work BiGGiBs