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Posts posted by CaptainBravo
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I thought there might be universal command to activate an item by AI. Wishful thinking I guess! :)
I have asked in ACE thread but it seems it is one of those questions .. meant to be unaswered like the famous question .. which came first the chicken or the egg??
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use this code along with the "visual house id" mod listed below. The MOD is a must have tool.nul = [this,triggername,"once",1,1,"unitname setPos ((position this nearestObject 8389) buildingPos 8)"] execVM "murk_spawn.sqf"; this disableai "MOVE";
http://www.armaholic.com/page.php?id=11288
hope this helps
---------- Post added at 10:05 AM ---------- Previous post was at 10:05 AM ----------
although I know it works for individual units, not sure about groups.
Thanks McSpuds,
I responded back. Works for leader but rest of squad spawns on roof.
Any command in leader init fieldto setpos for whole group?
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Any ACE experts know how activate "IR_Strobe_Target" on AI units??
I have been searching for an answer with no luck. Yuour help is highly appreciated.
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first one goes in the Description file.
Seond one goes in the init file.
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this addMagazine "IR_Strobe_Target"; then bring ACE up menue and activate.
for AI I have tried get them to do it via their menue "6" but no luck. So I am guessing only way is through script?
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Figured out how to activate on player but question remains about a away to activate on AI as well??
Any knowedgable gurus out there? please :)
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in UPSMON debug mode you can see groups chatter. Might be worth taking a look.
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enemy icons are not shown till contact. Ater that all icons are visible, even if the enemy manages to escape or hide at the far end of the map, you still see his marker.
HC is great in PvP if it was not for the markers issue. I was hoping there is some sort of command/script the will delete their group markers since their marker do not have a name.
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I know that!
It is for PvP mission where I do not want the commander seeing the other side markers which is what happens once contact is made. In HC mode, you automatically see the enemy markers even if there is no friendly forces near it.
So hidee those HC markers and I can assign my own markers to my squads.
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I have searched and saw same question but no solution yet as to how to hide High C0mmand Markers? Anyone came up with a solution that works? That will be highly appreciated by many I am sure! :)
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Excellent script! Only question is if I want to span the group from inside a building, they will always spawn at the roof and fall to their death.
How do you get the whole group do spawn inside ground floor, I guess I am asking how to setPos for the whole group
Thanks for any answers.
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I think NickLomas is refering to the trigger envirnoment sound which are not best sounds for combat.
Best thing is (assuming that is what you refering to) to have your own sound in sound folder in mission folder and select it from trigger (after adding description file).
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Thanks neokika. I have used attached and created a strobe (based on a post somewhere) by placing an empty H where I want to have the IR Strobe. In that H initialization line I typed:
irstrobe1="IR_Strobe_Marker" createVehicle getPos ir1
ir1 is name of H.
Well nothing happened. Any idea how to get a flashing strobe attached to units?
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Hey everyone,
Anyone know how to activate IRStrobe on a unit so it is flashing to make it easier to id friendly from hostile from the air?
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Excellent addon R3F!
A quick question I could not see in the pdf, can we designate the artillery control out a truck, backpack or any object we chose?
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check out my mission Desert Eagle. It has 2 SUVs each playing its own radio music via trigger attached to vehicle.
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Hey everyone,
I have updated ACE via sixupdater and now I get error and game will not start.
Error:
x\cba\addons\main\script_macros_common.hpp not found
Now I see that some said delete CBA and redownload through sixupdater or manually update. Done both and niether one worked.
I have v1.52 and using ACE stable.
Could someone point me to a solution please.
Thanks.
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Take a look at the sticky at the top of this subchannel - much dialog about the 48xx issue.Assume you've done a driver sweep to remove all traces of the old drivers before trying something new. Right now, the bulk of people seem happiest with version 10.4, although 10.9a is showing some promise.
Thanks Evil Echo for your response.
I have checked above post for ATI and have seen same complaint but no real solution.
Yes, I have unistalled/reinstalled drivers with driver sweep.
I only see 2 drivers on ATI/AMD site 10.2 and 10.9 for 4870 win/xp/32bit. http://support.amd.com/us/psearch/Pages/psearch.aspx?type=2.4.1&product=2.4.1.3.36.3.2&contentType=GPU+Download+Detail&ostype=Windows+XP+-+Professional%2fHome&keywords=&items=20
Any other drivers not listed on AMD site?
Thanks.
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For the love of god .. anyone with some tips on how to get v1.54 to work with ATI 4870??
If you got it working, please share how??
Thanks in advance.
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Thanks for your quick response. Just to clarify the [0,0,3], is for what?
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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?
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[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.
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Hey everyone,
I am having a problem that have been poping up lately in some mission.
I have a a squad of 7 playable units and yet none (or one sometimes) show in team switch.
Same ole desc file wih respawn
respawn=5;
respawnDelay=10;
Any one else experienced this??? :confused:
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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.

IRStrobe flashing on unit?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Thanks kylania, I appreciate your help. Tried the attach command in the unit init field and in a trigger and got error msg _local variable in global space ??
How are you supposed to use it?
Thanks again.