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Grey Wolf

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Everything posted by Grey Wolf

  1. A while back a friend and I found a interesting glitch. Here was the results of the physics engine freaking out. Enjoy!
  2. Hi everyone, I made this script to allow for a small group of people to have large battles against the ai. With this you can recruit squads of infantry and vehicles and command them through the high command. There is a help file included in the mission just go to notes on the map for some more info on the squads and some tips for high command. Features: 1.) Recruit squads of infantry and vehicles (up to 3 squads) 2.) Command your squads with high command 3.) Reinforce your infantry squads. 4.) Vehicles are removed when they jump out because it is disabled. Squad Management Script Armaholic link: Squad Management
  3. I cant run buldozer in visitor 3. I replaced the shader files with the ones in Arma 2 but every time i run it i get the error: "Error compiling pixel shader PSSSSMSpecularAlpha:1" I noticed that when i try to run it the file "Shaders_DefPS.shdc" goes from 3,770kb to 0kb...
  4. Grey Wolf

    cant run buldozer

    Ok found out what it was from this post. http://forums.bistudio.com/showthread.php?t=99660
  5. Hi, I am currently running through the visitor island tutorial. I hit a problem when I tried to boot up buldozer from visitor 3. It says that shaders are not valid. So i went and extracted and copied the arma 2 bin shaders over. Well it still doesnt work and when i tried to run it the shader file, ders_DefPS.shdc, goes from 343 kb to 0kb. This then produces a new error in visitor which says: Error compiling pixel shader PSSSSMSpecularAlpha:1 Thanks for any help
  6. I think it is one of the few objects in the game that can not be destroyed. I had the same issue with the radio tower near Zelenogorsk.
  7. couldnt you just do a if statement? if(pts>=100){ _mhq respawnVehicle [0,0]; };
  8. Hope this helps. http://community.bistudio.com/wiki/respawnVehicle
  9. Do you have any other dialogs in your mission? It is in the SquadMenuDialog.hpp so if you don't have another dialog it for some reason isn't calling it...
  10. Is there a way to remove a unit from high command. Is there a opposite command to this one which adds a squad to HC? _leader hcsetgroup [_grp];
  11. This is basically setting the position of a object up by 10. (objectName setpos [x,y,z]) http://community.bistudio.com/wiki/setPos
  12. I am making a script to see if a vehicle is empty so that it can be deleted if it is disabled or the units in it are deleted via a menu. The problem i have ran into is that when i delete the squad via a menu the group is deleted but the vehicles remain. I checked to see what units and how many are still in the vehicle it shows that the whole crew is there and the units are for example [5A70400# 17573: USMC_SOLDIER_CREW.p3d] instead of 1-1-B:1. However, the vehicles are empty... isEmpty.sqf _veh = _this select 0; _units = crew _veh; while {alive _veh} do{ _count = count crew _veh; //player sidechat format["Count: %1",_count]; // after deleted via menu it still says there are crew in it. [@2341234 USMC_SOLDIER_CREW.p3d] something in the array //player sidechat format["Crew: %1",_units]; //after the guys eject they are still in the menu after being deleted via this script if(_count < 2) then{ sleep 120; _veh setvehicleammo 0; _veh setfuel 0; _veh setdamage 1; { _x setdamage 1; sleep 2; deletevehicle _x; }foreach _units; }; sleep 120; }; if(true) exitwith { sleep 600; deletevehicle _veh; }; Menu.sqf (delete section) _grp = lbCurSel LOC3_IDC_ListDBox; _t = array2 select _grp;//selects the selected item's actual group //removes empty squads from the list _i = array2 find _t; array2 set [_i, "a"]; array2 = array2 - ["a"]; { deleteVehicle _x; }foreach units _t; deleteGroup _t;
  13. Well... it didnt seem to work. I did notice that once i click the button to delete the unit it ignores any sleep statement i have in there and runs through it very quickly. { unassignvehicle _x; dogetout _x; player sidechat "out"; sleep 2; deleteVehicle _x; }foreach units _t; ---------- Post added at 07:05 PM ---------- Previous post was at 07:00 PM ---------- ok i fixed it, i had to take my delete and make a new script then have the button call it and it works great. Thanks for the help VictorFarbau.
  14. I just installed the tools today and noticed that P: is missing... All the tools are installed totally and work fine. I am currently running Windows 7 RC 64bit.
  15. Me and a friend were playing through the campaign yesterday. Everything was fine until one of us would die or the ai would. Then when we tried to reload the "save" it would work fine for him (the host) but i would always get a session lost error. If i tried to rejoin after i was a crow. Is there any way to fix this "MP Save Game" Issue?
  16. I have noticed that the team assignment and team menu for the ai is messed up. When you select the units to assign to a team that works fine but when you want to select say red team it switches you back to assign team. This makes it impossible to some of the stuff you could in ofp and arma 1. For example, red team sweep through the right side of the town while blue team sweeps through the left side of town. It really slows things down having to select all the f1-f12 keys instead of 9 9 then 1-5. This is very annoying when i am trying to have my squad work together like fire teams.
  17. Grey Wolf

    Ragdoll

    what they could do is something similar to Turok (the new one) where the bodies are ragdoll for a certain amount of time then they become static objects in what ever position they were last in. This may stop the lag issue and make the deaths more realistic looking. However they also could get in some odd positions in turok at least.
  18. Ok, i need help with this, i am trying to pull out what ever it is from the FDF mod that allows you to place satchel charges on vehicles and detonate them. I have been looking over the config.cpp file and cant find what it is that allows you to do that. So can some one help me and tell me what it is that allows you to attach satchel charges to vehicles?
  19. Grey Wolf

    Arma restarting pc

    I dont know what error it is but arma just seems to some times randomly restart my computer, lately it is doing it mostly when i am in mp changing weapons. it just started doing this after the 1.08 patch... My system is asus amd 64bit 3800 geforce 6600 1 gig of ram
  20. Grey Wolf

    Arma restarting pc

    omg.... this is really pissing me off.... tonight in the past hour its done it about 6 times... i still get no blue screen or any thing.. all that happens is that the sound keeps repeating and goes really high pitched and the screen goes black even when i have automatic restart disabled.... this is REALLY pissing me off!!!!!!
  21. Grey Wolf

    Arma restarting pc

    ok i unchecked the automatic restart thing and the game crashed again, this time my screen went black and my speakers had a high pitch wine to them and nothing was working.... there was no blue screen or any thing. and i dont understand how its a temperature problem when this is the only game this problem occurs in....
  22. Grey Wolf

    Arma restarting pc

    there is no blue screen.... it just restarts like some one just hit the reset button... its done it about 10 times in the past 3 hours... i know it has to be something in arma because no other game does this. its also been happening to another one of my friends, some times both of our pc's crash at the same time.... and its really starting to aggravate me ...
  23. Grey Wolf

    Need help with car bomb.

    Thanks chipper, and i guess ill talk with ya this weekend.
  24. Grey Wolf

    Need help with car bomb.

    well i have narrowed it down to the cfg ammo area and here is what i think it is that allows you do attach satchles to vehicles but i still dont totally know what it is that does it... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class TimeBomb : Default { hit=700;indirectHit=700;indirectHitRange=7; minRange=0;minRangeProbab=0.95; midRange=5;midRangeProbab=0.90; maxRange=10;maxRangeProbab=0.00; model=satchel.p3d; cost=2000; simulation=shotTimeBomb; simulationStep=0.1; soundEngine[]={,0,1}; soundFly[]={"\finmod\Sounds\Guns\beep.wss",0.000050,1}; //FDF - Goeth 11.6.2004 soundHit1[]={"\finmod\Sounds\Impact\satchel_expl_1.wss",100.000008,1}; soundHit2[]={"\finmod\Sounds\Impact\satchel_expl_2.wss",100.000008,1}; soundHit3[]={"\finmod\Sounds\Impact\satchel_expl_3.wss",100.000008,1}; soundHitArmor1[]={"\finmod\Sounds\Impact\satchel_expl_3.wss",100.000008,1}; soundHitArmor2[]={"\finmod\Sounds\Impact\satchel_expl_2.wss",100.000008,1}; soundHitMan1[]={"\finmod\Sounds\Impact\satchel_expl_1.wss",100.000008,1}; soundHitMan2[]={"\finmod\Sounds\Impact\satchel_expl_2.wss",100.000008,1}; soundHitBuilding1[]={"\finmod\Sounds\Impact\satchel_expl_1.wss",100.000008,1}; soundHitBuilding2[]={"\finmod\Sounds\Impact\satchel_expl_2.wss",100.000008,1}; hitGround[]={soundHit1,0.33, soundHit2,0.33, soundHit3,0.33}; hitArmor[]={soundHitArmor1,0.5, soundHitArmor2,0.5}; hitMan[]={soundHitMan1,0.5, soundHitMan2,0.5}; hitBuilding[]={soundHitBuilding1,0.5, soundHitBuilding2,0.5}; visibleFire=0; // how much is visible when this weapon is fired audibleFire=0; visibleFireTime=0; // how long is it visible }; class PipeBomb : TimeBomb { simulation=shotPipeBomb; }; // FDF - Kegetys 23.4.2003 18:12 // Vehicle bomb class FDFPipeBomb : TimeBomb { simulation=shotShell; }; class FDFPipeBombSound : TimeBomb { hit=0;indirectHit=0;indirectHitRange=0; simulation=shotShell; }; I want to make a custom config.cpp file with just the attach satchle edit thing in it. I hope this cleared up about what i need help on...
  25. Grey Wolf

    Need help with car bomb.

    well... i am trying to make a "mini mod" out of it. I want it to work exactly like it does in the FDF mod but with out all the other addons and changes.
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