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{HoD}Ferocious

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Everything posted by {HoD}Ferocious

  1. {HoD}Ferocious

    Triggered messages

    Cool - First time I see this offered. Works beautifully btw. Thanks a bunch!
  2. {HoD}Ferocious

    =BTC= Revive

    Awesome!! Wasn't sure if your initial email was indicating you got what you needed. Super awesome good job guys. One hand helping the other. No need to thank us, Giallustio - we're the ones using your work and then making you come here and solve our problems. It's the least we could do. I'm just happy things worked out. Mission Accomplished! lol :)
  3. no, you're perfectly clear. I just wasn't aware you could even do that. Thank you - Pretty nifty. I'll have to look into this. edit: have you tried taking a look at this guide? I'm in the process of trying to make sense of it. But he does address your problem. http://killzonekid.com/arma-scripting-tutorials-mission-root/
  4. {HoD}Ferocious

    Placing Objects

    ^ you have game logic attached to it? Seems like the same issue I was getting with the blackfoot wreck helo. Very odd because it has a health to it (and a texture difference) but I could not damage it using explosives. that works 100%. Thank you. 0.81 gets it(open laptop) on top of a wooden desk perfectly using the street as a foundation.
  5. and then put this in a trigger: on activation : 1 fademusic 1; playmusic "music1"; on dea: 1 fademusic 0;
  6. {HoD}Ferocious

    Placing Objects

    typically a height of 4 or 5 should put whatever on the 2nd floor so I would try 1 for a table if it's on the first floor and 5 or 6 if the second floor. Is that what you're asking? edit: seems to be some collision detection issues. No matter which height I place the laptop at and no matter which desk I use, the keyboard part of the open laptop sinks into the table. If you use the closed lappy it disappears entirely presumably inside the table. height 1 is what it should be tho. Try it with an open laptop and you'll see. Might wanna play around with different objects. "Evidence" can come in many forms. edit: just tried with almost every type of furniture that would make sense. The only one I was able to get the laptop (or any other objects for that matter) to sit on with no collision issues was the icebox.
  7. Ah just checked your video. That's actually a little different than what I was suggesting. He does kinda look like he's just scanning. In some of my missions they spin 360degrees non stop. :\
  8. {HoD}Ferocious

    helicopter extraction script

    well the support modules work like this. They are little temperamental when it comes to waiting for everyone to get on board before leaving so you may need to be creative, but it does function. (you need a support requester synced to your player and then the type of support synced to your request module).
  9. ^ LOL. The good ol' spin-in-one-place-over-and-over scanning trick. Works everytime.. solution: give him a music trigger with the song "You Spin Me Right 'Round" serious note: yeah pretty sure this is a bug. Didn't see it before the recent patch.
  10. {HoD}Ferocious

    =BTC= Revive

    Not sure about the first part. As for versions, you need to be using 0.94 which has been updated because of the recent patch. Should solve your gear issues and if you spawn with watches check the fix in the post above you.
  11. {HoD}Ferocious

    =BTC= Revive

    yup that worked! :) Still having issues with my AAF medic, but I think it may be because I added a backpack. Gonna try default and see what's up. Otherwise working like a charm. Was able to test some missions tonight- thanks. edit: default AAF medic works fine. :)
  12. {HoD}Ferocious

    =BTC= Revive

    done and done. Doesn't have to be much guys (and gals?) - whatever you can afford, but even if people put a dollar or two it can add up and help a major contributor to this community.
  13. {HoD}Ferocious

    =BTC= Revive

    I'm down Meatball. What do you need Gialliustio. Perhaps as a community we can all chip in like 5$ and help. You've done quite a bit of work for us that's for sure. You're typing at least so what blew up? vid card?
  14. {HoD}Ferocious

    =BTC= Revive

    awesome! I'm anxious to test this. No problems on the re-breather. I'll just have to find a workaround for my mission. I'll let you know how the test went.
  15. {HoD}Ferocious

    =BTC= Revive

    OK, so this helps. I had "need first aid kit to revive" on which explains all the can't revive scenarios. I was a medic, but being killed first, so when I would pop up I only had watches and no medikit and thus not able to revive. Now, I need to test to see if that's going to have an impact on the watches. There was a possible work around on a previous page I wanted to check too. Question, however: What does that mean? what does this code refer to? Not entirely sure which one I should pick.
  16. {HoD}Ferocious

    =BTC= Revive

    Hey thanks for the reply. Well so far: AAF: medic seems to have an issue as does Team Leader. Rifleman seems ok and engineer seem fine. That's all I've tested. Recon: Paramedic had issues but he was in diver gear. Could be a re-breather thing. Diver Team Leader: issues too. That's all I've tested...notwithstanding the patience I've tested in my buddy who I keep asking to "see if this works" haha... I'm gonna try a few fixes - haven't had the chance to sit down with anything since Valixx posted. I have some time now though. AAF Medic (I changed some default things. That may be important for testing purposes. Sorry if this post is obtrusive):
  17. {HoD}Ferocious

    =BTC= Revive

    thank you very much, Valixx for your help, no matter how trivial it may seem. Side note: I said f- it and just decided I would use the BTC mission and then merge my mission into it. No revive available. They don't spawn with watches, and respawning works like a charm, but no revive. OBVIOUSLY I'm missing something but it's like losing keys in your room when you know they're there - it can be quite a frustrating experience.
  18. {HoD}Ferocious

    =BTC= Revive

    Hi Valixx, Do you mind posting what you did in the init file? I'm not sure I follow when you say "configured the [..] file". As for me: Just tested it again after re-deleting everything, also keeping all my other scripts out of my folder. I was able to get the team leader for the AAF to respawn with all gear, but the medic for the AAF spawned with watches, my SF Recon guy spawned with watches and my diver spawned with watches. /cry Waiting for my tester to get back so we can try other missions. In the meantime I'm reading up on init files in an effort to figure this out. edit: 2nd test: no watches, but no ability to revive. Was able to judge watch issue because the player did not call out "out of ammo" when he died as he does when he spawns with watches.
  19. {HoD}Ferocious

    =BTC= Revive

    Any word on watches from anyone? My divers are still being revived with watches :confused: . On the upside the watch count went down from 328 to about 150 (nervous laugh)
  20. {HoD}Ferocious

    Task problem with multiplayer mode

    For sure. I figure it's all our brains together. We should be able to come up with something. :)
  21. {HoD}Ferocious

    =BTC= Revive

    really appreciate your hard work.
  22. {HoD}Ferocious

    Task problem with multiplayer mode

    if the modules are not fully MP compatible should we just use things like setTaskState in the activation field? I've noticed this bug too. My "mission failed if civilians are killed" script works like 95% of the time and it's annoying.
  23. You have no choice but to link them unless you want your players to figure things out on their own. :) It doesn't matter where your guys on the map - the link distance is irrelevant, but it's important that they are linked. In fact, by the end of missions it should start to look pretty chaotic with blue sync lines going everywhere. If it needs to be associated with it - be it group link or synced - it doesn't matter where they are the computer needs to know who to talk to or who to call. Make sense? Modules are an important part of mission making so don't forget to "create diary record"s too and sync them to each player. In fact when in doubt just sync everything, lol. Kidding, but you should get the idea. The trick sometimes knowing when to group or when to sync but that just takes a little experience.
  24. (assuming your group is already on the map) First thing place an ammo box down and call it "ammo1" Now go to modules and select "create task" Go to Modules again and "create task state" - make it succeeded. Now make a trigger and put in the condition field: !alive ammo1 Now link (sync) everyone in your team to the task created (now everyone will have the task) Now sync the task created with the task state (succeeded) and then sync that to the trigger. voila. (off the top of my head I would sync the new task after the 3 ammo caches with all the ammo caches task states and your team so it pops up after the 3objs are complete. Something like that. I'd have to see to be sure). So what does this do? Well it says once the ammo cache is dead (!alive ammo1) the task created will be accomplished. do that three times (ammo1, ammo2, ammo3) and you have your objs. If you mission is linear keep them in a row, if your mission is a little more dynamic allow the player to do them in any order. (optional but recommended): for the task created, call it tsk1 then for the title keep it short something like destroy cache 1 then in the description put something like: Locate ammo cache located at <marker name = whateveryounamedyourmarker>#ongrid</marker> and destroy it.
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