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dai-san

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Everything posted by dai-san

  1. dai-san

    Achilles

    Exactly the same issue here. https://youtu.be/bjhUUN9k9gk
  2. So, I thought I would get back into some editing after watching the Awesome Luetin09 videos and first port of call... Download Ares. Once downloaded and installed I was having issues (shown in Video below) and I couldn't seem to resolve them no matter what I tried. Now I must say my ArmA 3 install was OLD, like Alpha OLD (Updated obviously but not clean install etc) So I thought, right, spring clean time and completely removed ArmA 3 and all old mods, folders, profiles etc. Re downloaded ArmA 3 (Running as admin), ran the game to setup video settings etc, ran the editor, all fine. Downloaded Ares (from the Workshop), loaded Ares in the Launcher, opened the game, opened the editor and I get the same issue. Now I have noticed in peoples videos that on the right hand editor pane they actually have an 'Ares' directory heading in the file structure, I don't get this in mine so maybe that's part of the issue. Anyway pictures paint a thousand words etc https://youtu.be/bjhUUN9k9gk Hopefully someone can shed some light. Cheers
  3. Hi, I have an issue with Custom Sound and Trigger Text not playing for other players in a MP mission. I have a working mission I did in the 2D editor ages ago and apart from the TskHints outdated popup it still works fine, all other players can see the Trigger Text and Hear the Triggered custom sounds and the custom ambient battle sounds. When I imported this into the 3D editor I removed TskHints and learnt the new method after much trial and error did loads of changes and tweaks, used a new garrison script and random spawn script, ALL works fine when previewed in SP or when I export and host. EXCEPT No one apart from me can hear any Triggered Custom sounds, or the Custom ambient battle sound, or see any Triggered Text. They are including in the .pbo and I have tried every way I can think of of forcing the sounds. I have included them in EVERY Class of sound (Sounds, Env, Music,Sfx etc) so they are selectable in the EFFECTS menu but no matter which Class I select from only I can hear them. I have done this in several ways, by .cpp and even putting them directly in the description instead of a .cpp, I have even tried calling them in the trigger using the playsound, playmusic options in the on activation sound, no joy. The Text is the same, I am having to use a text command in the on activation field of the trigger as they so kindly removed the text field from the effects drop down. I have exported it multiple times to Multiplayer with the same result yet if I delete it from the mpmissions folder and export the 2D editor version everyone can hear the sounds and see the text but I don't want to have to redo all the changes I did in the 3D editor again in the 2D. Anyone any ideas cos this is driving me nuts, Cheers in advance.
  4. dai-san

    Custom Sound and Text issue

    So this issue is specific to missions done in the 3D editor only?
  5. dai-san

    Squad system SQ-1

    I agree, great MOD and very useful. The quoted issue is really a biggie for me, I love CQB work and if I want anything to be the default action at a door it's 'OPEN'. At present when I approach a door 'Squad Menu' shows up centre screen and the only way to cancel this is to hit the scrollwheel and right click. This will get me dead real quick when I can't open or close a door easily or I hit 'Use' as a reflex and get a nice large white Squad screen come up :confused: This is my only issue with an otherwise great MOD mate.
  6. Hi Grumpy, I fixed this by reducing the pop up distance for the last target. It was set to 12 I think so I assume it was popping up while I was taking care of the guy's by the truck and had already popped back down before I got there. I reduced it down and now it pops up every time as I'm going through the maze. One other quick point, I have noticed that I was getting a complete sometimes with weird stats such as 27 valid targets 26 hits etc, I traced this to shooting a target from behind. ie the first building after the start, if you look in the window you can shoot straight through to the target at the other window fine, but you can also see the guy to the left from behind, if you take a guess and just shoot him this causes the weird end stats. Just something to note. Still a great script though mate, we're having a blast with some internal competition, can't wait for the dual lane stuff etc.
  7. Great work Grumpy, loving the script. One thing however, on your test mission I can never complete it as it always says I have missed 1 target. I think it is the very last one by the sandbags, it is always there but never pops up. Anyone else get this? Going to try it on my own Killhouse so will see how it goes. Again, great work though.
  8. Hi Terox, Great addon, works really well if I host a server locally. Unfortunately I get the same error as Azer1234 if I try to use this on my Dedicated server. I am using the original userconfig un-edited, any ideas? Cheers
  9. Hi guy's, I've done extensive searching of the forums and any post even remotely related to this issue quotes an entry to put in the units initialisation regarding [this, 1000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs" or something similar. If I try any of these solutions I get an error saying it cant find this path and I spawn 1000ft in the air standing (not a pleasant experience :() Now what I want to do is start the mission in freefall and HALO into a defined LZ. This is a Coop Multiplayer mission with no AI apart from the opfor for up to six players. There must be a way to do this surely. Any help, as always, would be greatly appreciated.
  10. Great script, any way of getting it to work with a CRRC though ? Any ideas anyone?
  11. Hi kylania, As others have said, this is just what I needed for my mission. I am however coming up against 2 issues. 1: I only have one hostage (called h1) and i want a scenario where you have to keep him alive during a firefight. If I get him to the extract point everything is fine (except for one issue I will explain next) and I can trigger my Hostagelived.sqf. However my problem comes when he dies, this triggers my Hostagedied.sqf (as it should) but the hostagelived.sqf also triggers. I noticed in your example mission if you killed all the hostages then this also triggers the hostages rescued scenario. How would I stop this? 2: Rather than using a helo in my mission I'm using a CRCC (called rescue1) and even though I can order the hostage to get in rescue1 will not move to it's next waypoint. It's hold waypoint is sync'd to the switch trigger. Any help on these two points would be greatly appreciated mate.
  12. Hi Guy's This is the scenario: I have a small village with about 20 civilians milling about using the Urban Patrol Script. Working great. I have a trigger set up that plays a sound and displays some text when Bluefor are present. Working great. What I want is when this trigger is activated the civilians move to a set waypoint and sit down, but i'm not sure how to do this as they are on the UPS already. I can do this if they are static no problem. Any hints? Cheers
  13. dai-san

    AmmoBox crash

    This is happening on our dedicated server too but we can't figure out the cause. Most annoying as you freeze when entering the ammo box then after a minute or so you get kicked by battleye for no response. We have also had the issue at the base ammo box when you re-enter it.
  14. I now have a mission 99.9% finished except for one niggling item. Basically I have a hostage that once triggered will follow the group player who triggered him (Fine). My problem is, we play Co-Op using either Veteran or Expert mode and I need the hostage to automatically get in the zodiak when we get to it. Because of the random amount of 'LIVE' players that could be playing and the fact that we never play SP, ordering the AI to get in manually normally causes confusion and possible player death due to faffing about at the zodiak under enemy fire. So a way to make the hostage automatically get into the zodiak when his group player does would be great. Thanks in advance.
  15. Another MP Co-op question. Is it possible to make the markers and objectives Secops gives viewable on everyones map? Real pain that only the leader sees them and has to relay the co-ordinates of the mission.
  16. Hi, I am currently making a Multiplayer Co-op (AI disabled) assassination mission and have the bones of it sorted. However, I have an enemy HQ which has a map that my squad must collect. When collected I want this to trigger to spawn a VIP with a group of guards at one of 3 fixed locations and then put a marker on the map so my squad can then go kill him. I have a collect evidence script that is working fine but just need to know how to make the VIP and guards randomly spawn at one of the three locations and mark the map. Any help would be appreciated Cheers
  17. Thanks for the help, the code you posted was just what I was after Dawg, though the rest was a bit unwarranted. Most appreciated none the less.
  18. dai-san

    group in vehicle

    Hi Cobra, OK, this is a MP Co-Op mission so AI is disabled. All I want to do is via a trigger (area or radio, not fussed) I want to do a helicopter evac of all remaining players. So call a helicopter, all get in, and fly off into the sunset and through an end trigger. I need it to be able to count the number of players left alive and when the last one enters the helo it then takes off and flies to the set waypoint. As it is at the moment, all that happens is I get in and the helo takes off but just hovers there for eternity. I have tried several ways but most only work with AI enabled, and the SOM method is a bit clunky. Any help would be great. Cheers
  19. dai-san

    group in vehicle

    Any help from anyone would be most appreciated ;)
  20. dai-san

    Revive Script

    Cheers Norrin, missions not finished yet but when it is I will send it over. Many Thanks
  21. dai-san

    Revive Script

    Hi Norrin, Great work, and being a beginner to scripting, way beyond me. What myself and my fellow teammates are after is just the option to revive, no respawn. We would just like the option to allow maybe 1 respawn per player in case of that daft move or xray ai situation that occurs well into a mission. Any idea if this can be implemented, and how? Any help would be greatly appreciated mate. Keep up the good work.
  22. dai-san

    group in vehicle

    Hi guy's, I have used the code exactly as stated, my helo takes off but then just hovers and will not procede to the next waypoint (which is just a standard MOVE waypoint). Any ideas? BTW, AI is disabled as this is a Co-op mission.
  23. Yeah, was my bad, I left out the in thislist. Works a treat mate. Once again, thanks a bunch.
  24. Sorry Ghost644 but it doesn't seem to work for me. Probably me doing something wrong. I have created a trigger near the CRRC and named the CRRC zodiak The hostage is called Scout In the triggers condition I have put: this and (Scout) and in the on act I have put: [scout] join grpnull; Scout assignAsCargo zodiak; [scout] orderGetIn true; Sorry to be such a pain but all part of the learning curve I suppose ;)
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