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Gaffa
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Another Helicopter Thread.
Gaffa replied to derringer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?t=78066 ;) -
ARMA II Patch 1.03 & Dedicated Server Released .
Gaffa replied to Placebo's topic in ARMA 2 & OA - GENERAL
Thank you. -
Add action for west only?
Gaffa replied to Gaffa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks SNKMAN, works a treat! :) Edit, both yours and Kylania's work a treat, but I think I'll use Kylania's as only west get the option to collect the documents. :) Thanks again! -
Add action for west only?
Gaffa replied to Gaffa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers guys. :) I will try both and see which one works the best. -
Hi, I'm trying to make a Team vs Team objective based mission. One of the objectives west have to steal some documents from the east camp. I have this is the init field for the evidence file... this addaction ["Collect Documents", "collect.sqf"] But both west and east can take the documents.... Any help appreciated :)
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Hi, I was just wondering if this was possible as I can't seem to find any topics regarding this. But I could of sworn I've seen it in missions... Anyway, I have the description.ext file working fine, however, any unit can choose any weapon... Would it be possible so say I have two squads, one sniper squad consisting or a sniper and spotter who can only choose certain weapons that I've set and another squad who is assault, and they also can only choose certain weapons? So basically both squad have there own gear select? Thanks
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Ah dammit, I always miss the smallest of things...... Thanks matey! :)
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Hi, I seem to be having trouble hiding markers in the mission briefing screen and ingame. I'm using the Urban Patrol Script, with enemies that I spawn into the mission later on. The first objective I have placed units in the mission editor but for the objectives thereafter they get spawned in via scripts + triggers. The problem I'm having is that all the markers that are going to be used for the UPS and spawning units are showing in the mission briefing and ingame. The markers for the first objective disappear once UPS has kicked in, but the others remain on show. In my init.sqf I'm using the following code that Kronzky has suggested but I'm having no luck... "p6" setMarkerPos [-(getMarkerPos "p6" select 0),-(getMarkerPos "p6" select 1)]; "p5" setMarkerPos [-(getMarkerPos "p5" select 0),-(getMarkerPos "p5" select 1)]; "p4" setMarkerPos [-(getMarkerPos "p4" select 0),-(getMarkerPos "p4" select 1)]; "p3" setMarkerPos [-(getMarkerPos "p3" select 0),-(getMarkerPos "p3" select 1)]; "p2" setMarkerPos [-(getMarkerPos "p2" select 0),-(getMarkerPos "p2" select 1)]; "p1" setMarkerPos [-(getMarkerPos "p1" select 0),-(getMarkerPos "p1" select 1)]; "pp4" setMarkerPos [-(getMarkerPos "pp4" select 0),-(getMarkerPos "pp4" select 1)]; "pp3" setMarkerPos [-(getMarkerPos "pp3" select 0),-(getMarkerPos "pp3" select 1)]; "pp2" setMarkerPos [-(getMarkerPos "pp2" select 0),-(getMarkerPos "pp2" select 1)]; "pp1" setMarkerPos [-(getMarkerPos "pp1" select 0),-(getMarkerPos "pp1" select 1)]; "ppp4" setMarkerPos [-(getMarkerPos "ppp4" select 0),-(getMarkerPos "ppp4" select 1)]; "ppp3" setMarkerPos [-(getMarkerPos "ppp3" select 0),-(getMarkerPos "ppp3" select 1)]; "ppp2" setMarkerPos [-(getMarkerPos "ppp2" select 0),-(getMarkerPos "ppp2" select 1)]; "ppp1" setMarkerPos [-(getMarkerPos "ppp1" select 0),-(getMarkerPos "ppp1" select 1)]; "pppp3" setMarkerPos [-(getMarkerPos "pppp3" select 0),-(getMarkerPos "pppp3" select 1)]; "pppp2" setMarkerPos [-(getMarkerPos "pppp2" select 0),-(getMarkerPos "pppp2" select 1)]; "pppp1" setMarkerPos [-(getMarkerPos "pppp1" select 0),-(getMarkerPos "pppp1" select 1)]; "ppppp9" setMarkerPos [-(getMarkerPos "ppppp9" select 0),-(getMarkerPos "ppppp9" select 1)]; "ppppp8" setMarkerPos [-(getMarkerPos "ppppp8" select 0),-(getMarkerPos "ppppp8" select 1)]; "ppppp7" setMarkerPos [-(getMarkerPos "ppppp7" select 0),-(getMarkerPos "ppppp7" select 1)]; "ppppp6" setMarkerPos [-(getMarkerPos "ppppp6" select 0),-(getMarkerPos "ppppp6" select 1)]; "ppppp5" setMarkerPos [-(getMarkerPos "ppppp5" select 0),-(getMarkerPos "ppppp5" select 1)]; "ppppp4" setMarkerPos [-(getMarkerPos "ppppp4" select 0),-(getMarkerPos "ppppp4" select 1)]; "ppppp3" setMarkerPos [-(getMarkerPos "ppppp3" select 0),-(getMarkerPos "ppppp3" select 1)]; "ppppp2" setMarkerPos [-(getMarkerPos "ppppp2" select 0),-(getMarkerPos "ppppp2" select 1)]; "ppppp1" setMarkerPos [-(getMarkerPos "ppppp1" select 0),-(getMarkerPos "ppppp1" select 1)]; Now the markers "p6" setMarkerPos [-(getMarkerPos "p6" select 0),-(getMarkerPos "p6" select 1)]; "p5" setMarkerPos [-(getMarkerPos "p5" select 0),-(getMarkerPos "p5" select 1)]; "p4" setMarkerPos [-(getMarkerPos "p4" select 0),-(getMarkerPos "p4" select 1)]; "p3" setMarkerPos [-(getMarkerPos "p3" select 0),-(getMarkerPos "p3" select 1)]; "p2" setMarkerPos [-(getMarkerPos "p2" select 0),-(getMarkerPos "p2" select 1)]; "p1" setMarkerPos [-(getMarkerPos "p1" select 0),-(getMarkerPos "p1" select 1)]; Are the first objective. They show at start up but disappear once UPS starts, however all the other markers wont hide :confused: Any help appreciated, thanks
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Basic Briefing howto
Gaffa replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry posted in wrong topic lol... -
Quad Core 6600 OC 2.70ghz 4gb memory 8800GTX Well I've just updated to the latest drivers 190.38 and I haven't had a crash so far! *Touches wood*
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Hi, My game is constantly crashing now within 10-30mins of play. It has been crashing for some time and I've tried most things but they don't seem to be working... Like driver updates or roll backs etc... I got this from the RPT file, and it was my latest CTD: ======================================================= ------------------------------------------------------- Exception code: C0000005 ACCESS_VIOLATION at 006A2F97 Version 1.02.58134 Fault address: 006A2F97 01:002A1F97 D:\Program files\Bohemia Interactive\ArmA 2\arma2.exe file: co30_Domination_1_00A2T10_West_R (__CUR_MP) world: Chernarus Prev. code bytes: EC 51 51 56 8B 75 08 8B 4E 04 85 C9 74 07 8B 01 Fault code bytes: FF 50 40 EB 02 B0 01 84 C0 0F 85 87 00 00 00 68 Registers: EAX:00000000 EBX:025AEAAC ECX:24746000 EDX:4E1E2DE0 ESI:247469A8 EDI:00BBB3BC CS:EIP:0023:006A2F97 SS:ESP:002B:025AEA6C EBP:025AEA78 DS:002B ES:002B FS:0053 GS:002B Flags:00010206 ======================================================= note: Minidump has been generated into the file C:\Users\Administrator\AppData\Local\ArmA 2\arma2.mdmp I have no idea what that is going on about, so if someone can translate that into English and let me know if they can see the problem I'd be grateful. I have also pack up the RPT, mdmp and bidmp: http://rapidshare.com/files/260307979/crashreports.rar If I can finally fix these CTD's I'd be grateful. Thanks
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I'm getting continuous crashing after about 10-30mins of play and its really getting on my tits now. Here's the link for my RPT, mdmp and bidmp file... http://rapidshare.com/files/260307979/crashreports.rar Can someone please tell me what is going on. Thanks.
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Hi, I'm trying to find a script to remove any destroyed vehicle on the battlefield. None of the vehicles are in the mission when it starts, they all get spawned into it. I've tried searching but I can't find anything other than vehicle respawning which is not what I'm after... Thanks
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Group Spawn Trigger
Gaffa replied to doomanchu's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
With the script I gave you above, save it as test.sqf Ok you have the "se" marker. Then place a invisible H and name it "wpe" which can be found under objects. Now create a trigger with the following... Condition: True (This can be whatever you like but will use true for testing) On Act: [] exec "test.sqf" Make sure you have the following at the top of the script... _sideHQ = createCenter EAST; West setFriend [East,0]; East setFriend [West,0]; And it should work fine -
Hi, This script works great so far. However, would it be possible to add some code which deletes vehicles as well?