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CrazyAce

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Posts posted by CrazyAce


  1. when i try to run cwr , an error message appears , but i can play cold war crisis campaign ,

    while starting exe;

    addon 'Cwr_Editor' requires addon 'ofp_Editor'

    and in game menu;

    no entry 'bin\config.bin/cfg vehicles/aaa368 scope

    Same here when I installed one of the addons from armaholics on first release, can't remember which one. A simple re-install "with the provided links in the OP" fixed that problem... Maybe it was CWR_WinterAddons.

    :edit:

    Found the link:

    http://www.armaholic.com/page.php?id=2558


  2. Anyone else getting a significant game speed when repairing a tank in the "tank Rally" campaign using CWR_1985_V1_04?

    I'm about half way through that mission, when the other 2 tanks get blown up before the first check point and I get damaged and find a repair truck with an M113 and after I get repaired, the game increases in speed by like 2 or 4 times the normal game speed.

    :edit:

    Problem solved by saving and exiting, then continuing where I left off... To bad there is not a ammo truck in this mission.


  3. Ah yes, that is starting to make sense thank you for pointing that out. I did find and convert ACE1.07 weapon config.cpp file and it lists all the weapons + magazines in the file and wow there are a lot. The weapons are easy to find, except for the mags for each weapon usage takes more time to hunt down in that file.

    I'll give this script a try and fill in the weap, ammo blanks with ACE contents and see if it works. And from looking at the script it should respawn a new ammobox around every 2 minutes.


  4. Thank you once again, yes I am creating a SP mission.

    For ACE weapon/ammo boxes I will need to input each box contents for each corresponding boxes, otherwise the items not in the list will not respawn?

    _West_weap = ["",""]
    _West_ammo = ["",""]
    

    I'm going to assume that I only need to use the script provided as is (+ the ACE contents) by Myke on the second post in the above link into the *.sqf file.

    _boxname = _this select 0;
    while {true} do
    {
    _West_weap = ["ACE_WEAPON,ACE_WEAPON"];
    _West_ammo = ["ACE_AMMO,ACE_AMMO"];
    {_boxname removeWeapon _x;} forEach Weapons _boxname;
    {_boxname removeMagazine _x;} forEach magazines _boxname;
    {_boxname addWeaponCargo [_x,_count];} forEach _West_weap;
    {_boxname addMagazineCargo [_x,_count];} forEach _West_ammo;
    {_boxname addMagazineCargo [_x,_count];} forEach _Misc_ammo;
    waitUntil {(!Alive _boxname)};
    _boxname setdammage 0;
    };
    

    :edit:

    I can't seem to get it to work... I wonder if _boxname has to be the name of the ACE weapon box?


  5. No idea about infinite ammo, but it is easy to make a script which checks the box say...every 2 mins if the ammo count has dropped below the treshold and then refill it. It could be bigger than 2 mins too...I doubt anyone can empty it in 2 mins. Just don't make it check the box constantly w/o any delay (can seriously slow down the game)

    Thank you for replying, I did a search here:

    http://www.armaholic.com/forums.php?m=posts&p=20698#20698

    And came across to the closest match, but I don't know what I need from the script or what format to save the script as and how to call the script. I asked Myke in the above link in PM, but didn't get the response that would be helpful, as I didn't ask the right question.

    If someone can help me figure this problem out I as well as others would be grateful.


  6. Very plausible theory Zombie, I didn't know AI had fuel. I guess if we can find the supply truck respawn script that the unlimited fuel code can get integrated into it.

    Unfortunately the only fuel code that I know of is in the init box of a trigger:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    this setfuel 1


  7. Yea its possible, now this is only theory to me as I never tried it.

    In the config of the weapon that you want to change look for:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class cfgWeapons {

    /*extern*/ class Default;

    /*extern*/ class RifleCore;

    /*extern*/ class Rifle;

    class M16: Rifle {

    cfgWeapons should define the weapons config obviously, so if the weapon in question is classified as a rifle then changing its class to a pistol should do the trick.

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class cfgWeapons {

    /*extern*/ class Default;

    /*extern*/ class PistolCore;

    /*extern*/ class Pistol;

    class M16: Pistol {

    Again I don't know if this would work or not. wink_o.gif

    :edit:

    Quote[/b] ]

    EDIT: Nevermind, secondary weapons HAVE to be pistols, so the MP5 when switched to a pistol... is held like a pistol lol.

    Oh... that sucks, I was looking forward to seeing if this worked properly.

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