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Cornish Rebel

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About Cornish Rebel

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  1. Problem again, tested with a friend on a dedicated server see if there was any issues with the player deleting and creating the composition again, and there is. When game starts the engineers actions work fine for him, he can delete it and recreate it, but its not being sent to clients so the original FOB/composition is there from the start and cant see the new one. ---------- Post added at 01:13 ---------- Previous post was at 00:32 ---------- Ok problem solved I think, removed w_fob = objNull out of the "load fob" script
  2. Ok fixed the problem. Put some sleep commands in, guessing the flag pole and command to execute the composition needed a break between it. changed "unload" script from this:- To this:-
  3. Yeah I tried grabbing it and adjusting to my script, but I got to annoyed at trying to get it to work,lol ---------- Post added at 22:25 ---------- Previous post was at 21:49 ---------- Ok got a problem in MP, SP all works find. Got and engineering array in the init. Then execultes eng_menu.sqf which is basic at the moment because of testing reasons But the objects used are:- FOB = a flag pole used to spawn the composition u1 = a supply truck used to spawn "FOB" flag pole ustele = a teleport flagpole at main base/original spawn area used to get distance from base as well The problem is when I teleport the FOB flag to the u1 supply truck it is supposed to create the composition, in the editor it does that....But when exported to MP and used on a dedicated server it just teleports the FOB flagpole and doesn't create the composition. eng_menu.sqf:- "Load FOB" moves the flag to an area way off map called safe:- "Unload FOB" is used to set "FOB" flag position and create the composition:- Below is the script to call and create the composition base\base.sqf:-
  4. I was looking at that and I think I may have to use it, was hoping to learn how to put what I wanted into a script though, so I can build scripts for myself later on. Its abit to advanced for me to look at it and see what I need out of it to put in my own,lol. But I guess I'll have to go use it. ---------- Post added at 21:45 ---------- Previous post was at 21:32 ---------- Tested it, it works perfectly, just need to try it in MP now.
  5. Thanks for the help all, got it working. But a problem I've ran into now, is that when the vehicle that is used for spawning the composition is destroyed, the variable name of the vehicle needs to be defined but cant seem where or how to put it in my vehicle respawn script. Vehicle respawn script is this:- New to this scripting, sorry ^^
  6. I've got to the stage where I can spawn a custom composition around a flag pole, and remove ability to spawn another, but I'm finding it hard to work out a way to delete the old composition when another spawns, and have no idea how to script it or reverse the objectmapper to delete it
  7. Thanks for the wiki link. So I should be able to script it to load a custom composition into a truck and unload it? so its the same layout?
  8. Making a mission where I want to build my own FOB in one location in the editor, but be able to load it into a truck and then deploy it in another location in the mission. Is there any help or suggestions? would be gratefully appreciated, thanks in advanced.
  9. I've also tried it but needed it to update for each side Problem is its not doing what I intended it to do,lol Whan opfor is inside the trigger the marker color is red, which is correct, but when I move a blufor man inside, the marker stays red where I want it to turn black...I kill the opfor man, with blufor man still inside trigger but it still stays red...I have to move the blufor man outside of trigger then back in...Any suggestions???
  10. Cornish Rebel

    Footmunch/eddyD F-16 in ArmA 2

    Your comments are being noted on here and on youtube :p Glad you originaly like the sounds and will be making the adjustments you talk about.
  11. Cornish Rebel

    Arma 2 Sound Modding 101.

    Is it possible to have more than one engine sound for int and ext ie. engine enginein and sort of make engine0 engine1 enginein0 enginein1 or something like that, you get what I mean??? I just want to break up the engine sounds for the vehicles, make one engine sound dependent on RPM while the other will be dependent on thrust...Is that possible???
  12. Cornish Rebel

    Arma 2 Sound Modding 101.

    Thanks Kju and Mark Will most likely end up using this.
  13. Cornish Rebel

    O2 tutorial in Detail

    I would be interested in that as well
  14. Cornish Rebel

    How to?

    I know next to nothing how to model,lol But how easy would it be to put this into arma2??? http://gunpoint-3d.com/model-Chall2.html
  15. Cornish Rebel

    Arma 2 Sound Modding 101.

    First steps into making a new sound mod...Need abit of feedback on my first real sound I'm working on...I know it could most probably do with abit more echo...But just want to get abit of feedback to get a feel for the rest of the sounds I need to do. AK47
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