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Posts posted by CaptainBravo
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Hey everyone,
I really appreciate any help with this.
Since installing 1.54, game freezes every 20-30 second and get that vpu recoverer. I revert back to 1.52 and it runs smoothly.
Any ideas why?
System:
Q6600
ATI 4870 1 GigRam
xp SP3 32 nit
I have tried just about every ATI driver for the card.
Again, your help is appreciated.
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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.
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the one you are wokring on would be the ideal and I know it is more challanging.
Did you manage to get it working?
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CaptainBravo: You are using an old version or settings other than those recommended then, as it was quite some time ago when this aspect was improved and feedback received to say it was working well.Protegimus
Hey Protegimus,
I am using v0.04e for ACE. Is that the latest? If so, is there anything I need to change in settings??
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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";
};
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Was looking to join before I saw the tremendous list of addons... scared me!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.
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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!
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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.
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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.
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I have a mission where marker follows an item (placed in editor) if that helps I can post later this weekend.
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Usually a message like that is due to starting a mission without having run the game with the addons the mission requires. Check that @ECHO is on your list of mods.
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?
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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
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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?
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What you can do is increase the likely number of units for that squad. In DAC_Config_Creator.sqf there is this segment:DAC_AI_Count_Level = [[2,4],[2,6],[2,8],[2,12],[5,0]]
which means size 1 will give you between 2 and 4 units, size 2 will give you between 2 and 6 units, etc. Size 5 will give you exactly 5 units. So you can add your own array for a different value and use it as size 6. So you could have something like
[8,12]
which will give you between 8 and 12 units, enough to reasonably fill a V35 even at its lowest randomisation.
Thanks DMarkwick, now it works like a charm! :)
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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?
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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.
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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.
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Sorry to make a post that adds nothing new, but is there anyway to give the BlackOp (Balaclava) a face OTHER than the skull mask? A white face in the night = Instant headshot!this setFace "whateverface" (in unit init field)
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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.
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The OP has put in a hell of alot of effort into this script and all you can do is complain that you cant figure out JIP etc?Mate, take your rant somewhere else, this aint the place and have some damn respect.
I 2nd that. Very disrespectful towards someone who obvoiusly put a lot of hardwork .. for FREE!
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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.
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Example MissionThe player and objects comprising a scud site are placed in the editor on the airfield along with a invis hpad called siteObjects. Three other invis hpads are placed in various areas around the map. Using this code in the init.sqf will move the whole group of objects to one of the other hpads randomly:
if isServer then { _pads = [hpad1,hpad2,hpad3]; _dest = _pads select (floor (random count _pads)); [siteObjects, _dest, 25] execVM "shk_moveobjects.sqf"; };Thanks kylania for your quick response. That is what I was looking for.
I like your site by the way, great demo missions!
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Thanks shk. I have tried it quick but no luck as nothing moved. A simple demo mission will be highly appreciated by those who lack the scripting gene! :)
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excellent script! How can you make it random between 3 locations so the 4 objects will show next to one of 3 Hpads?
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any luck with a fix please? :)
Edit
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Never mind, got it working now. I shall post mission later on. Thanks for your great help again :)

How badly is the AI affected by darkness?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
which beta patch? before or after 1.54? I hope before as 1.54 and after and my pc do not get along :mad: