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Everything posted by CaptainBravo
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problem with team swicth
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You certainly can team switch in MP and we use that feature heavily in our MP missions. Specially large scale assualt where you have company size operation. Team switch to different squad leaders. However for some unkown reason now, what seems like a random issue, the whole team seems to dissapear as playable members even though they are standing next to me! Not sure if this is some bug? anyone else experienced it? -
Mando Missile ArmA for ArmA 2
CaptainBravo replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
[ship 1, 3, ["REMOTE"], 15, 500, 12000, 3, [0,0,3], 360, 0, [east,sideEnemy], false, false, true, true, 65] exec"mando_missiles\units\attackers\mando_tomahawk_hi.sqs"; I have searched but cou;d not find answer for which of the above numbers is for the number of seconds to delay launch between each missile using laser designator? Thanks for your help. -
Stealthy play style still sucks......?...
CaptainBravo replied to nuggetz's topic in ARMA 2 & OA - TROUBLESHOOTING
you are right xman. Used to work perfectly in OFP. But here speially with OA, with the nearest unit 150m away, it can still detect firing of silncers in total darkness. Eventough I shot the enemy a headshot. The AI seems to have SUPER hearing. Hope it gets fixed soon. -
How badly is the AI affected by darkness?
CaptainBravo replied to bartkusa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
which beta patch? before or after 1.54? I hope before as 1.54 and after and my pc do not get along :mad: -
Stealthy play style still sucks......?...
CaptainBravo replied to nuggetz's topic in ARMA 2 & OA - TROUBLESHOOTING
there is a script where you use weapons butt to knockout the enemy unit. snaek from behind and .. BOOM. That seems like the only way to mainatin your stealth. -
how to get AI to pick an item?
CaptainBravo posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey everyone, I was wondering how to get AI to pick an item and walkaway with it? like a suitecaase or notebook? Thanks in advance for your help. -
how to get AI to pick an item?
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the one you are wokring on would be the ideal and I know it is more challanging. Did you manage to get it working? -
Zeus AI Combat Skills
CaptainBravo replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey Protegimus, I am using v0.04e for ACE. Is that the latest? If so, is there anything I need to change in settings?? -
how to get AI to pick an item?
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
kylania checkout script below, it might help with the marker issue. Marker follows item be it carried by a unit or droped on ground. Hope it helps. //// Local only if (!local player) exitWith {}; /// spawn [] spawn { //// Create marker _Marker = createMarkerLocal["suitcasemarker",(getPos suitcase)]; _Marker setMarkerShapeLocal "ICON"; _Marker setMarkerTypeLocal "DOT"; _Marker setMarkerTextLocal "suitcase position"; //// Attach marker while {alive suitcase} do { _Marker setMarkerPosLocal (getPos suitcase); sleep 3; }; }; // init field of a briefcase: this addAction ["Take case","case.sqf","take"]; caseholder = objNull // trigger to check if case carrier is in an area/trigger, activation: any/side of the carrier, condition: caseholder in thislist _o = _this select 0; _p = _this select 1; switch (_this select 3) do { case "take": { caseholder = _p; publicvariable "caseholder"; deletevehicle _o; _id = _p addaction ["Drop case","case.sqf","drop"]; if (isnil "markerCase") then { _m = createmarker ["markerCase",getpos _p]; _m setmarkershape "icon"; _m setmarkertype "dot"; _m setmarkercolor "colororange"; }; while {sleep 3; alive _p && caseholder == _p} do { "markerCase" setmarkerpos getpos _p; }; _p removeaction _id; _o = "Suitcase" createvehicle [1,1,1]; _o setposasl getposasl _p; _o setvehicleinit "this addaction [""Take case"",""case.sqf"",""take""]"; _o setvehicleinit "player reveal this"; processInitCommands; }; case "drop": { _p removeaction (_this select 2); caseholder = objnull; publicvariable "caseholder"; }; -
Any NooBs to Arma looking to play co-op (maybe PvP) ??
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
We don't use all these addons in all missions! :) A couple here and there depening on the mission and only if they enhance the mission. Feel free to join us this Sun as we are regrouping after a summer break. -
Zeus AI Combat Skills
CaptainBravo replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
excellent mod. Only draw back, is in stealth missions, as many have said, silencers are pretty mush useless as enemy can hear you from 150-200 meters. Day time, it is great! -
ECHO fire director
CaptainBravo replied to Evil_Echo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Evil_Echo; Definitely try it without ACE. Recent reports indicated that the ACE artillery did not play well with my code, which uses the standard BIS artillery system. If that does not help, strip your mod list all the way down to just CBA and ECHO to verify that works, then add the others back one at a time. -------------------------------------- It did work with vanilla arma and cba. So Not sure which mod is the offending one (have over 10 mod files) But have a feeling it is ACE as it is the only major mod I have. Any chance of having both working together as your mod sounds what the game misses most, smart arti for AI. -
how to get AI to pick an item?
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a mission where marker follows an item (placed in editor) if that helps I can post later this weekend. -
ECHO fire director
CaptainBravo replied to Evil_Echo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have double checked that @echo is loaded along with other mods. So I am confused as to why I am getting that error. :confused: The error happens as soon as arma2 loads up screen. Beofre hitting any missions. I am using ACE would that be a cause? -
Hey everyone, I am searching for a script where enemy uses artillery against you? Does such script exist? Thanks for your help in advance.
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BlackOps and desert mercs
CaptainBravo replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
RabidStoat: this setFace "Merc_Face2" or this setFace "Merc_Face3" or this setFace "Merc_Face15" All will give black mask to unit. ray243: In your description.ext file: class CfgIdentities { class MrCool { name="MrCool"; face="Face74"; glasses="SunGlasses"; speaker="Dan"; pitch=1.5; }; Then set ID for unit MrCool -
ECHO fire director
CaptainBravo replied to Evil_Echo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sounds like a great mod. I am having a bit of "technical diffuculties" installing. When INstall liek any other mod I get error msg after booting: No entry 'bin/config.bin/cfgmods/echo action. Is there anything else that should be done other than the @echo mod folder? -
Dynamic-AI-Creator (DAC) V3.0 released
CaptainBravo replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks DMarkwick, now it works like a charm! :) -
how to get AI to pick an item?
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
works smoothly kylania, thanks! Last related question, is it possible to get marker to follow item? I know how to do it with an item I named in editor, but since this was added as a weapon, I am not sure how to track it marker since it has no name? -
how to get AI to pick an item?
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks kylania, that should resolve the issue. How to you get a trigger to recognize the item you just picked up? so if you pick it up and take it back to base you win. The mission is about 2 competing players groups intercepting an AI to take a certain item back to their own base. -
how to get AI to pick an item?
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks kylania. The only thing is I need the object to be intact as player will try to intercept and kill AI later to take the item from him. -
BlackOps and desert mercs
CaptainBravo replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
this setFace "whateverface" (in unit init field) -
Dynamic-AI-Creator (DAC) V3.0 released
CaptainBravo replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I searched but could not find answer, when I ad trucks (V35) one only a couple of soldiers sit in the back. What should you do where they have full squad in the back? Applogies this has been asked before. -
MultiTask - Multiplayer tasks made easy
CaptainBravo replied to Deadfast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I 2nd that. Very disrespectful towards someone who obvoiusly put a lot of hardwork .. for FREE! -
SHK_moveobjects
CaptainBravo replied to shuko's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks kylania for your quick response. That is what I was looking for. I like your site by the way, great demo missions!