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Gaffa

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Everything posted by Gaffa

  1. Hi all, I have 3rd person enabled on the server because a few members prefer using 3rd person in vehicles. But when it comes to DM/TDM missions I would like this disabled. Is there anyway to disable 3rd person with a script or through the description file for specific missions? Thanks
  2. http://forums.bistudio.com/showthread.php?t=78066 ;)
  3. 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!
  4. 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 :)
  5. Cheers guys. :) I will try both and see which one works the best.
  6. 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
  7. 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
  8. Ah dammit, I always miss the smallest of things...... Thanks matey! :)
  9. Sorry posted in wrong topic lol...
  10. Gaffa

    Game CTD

    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*
  11. Gaffa

    Game CTD

    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
  12. Hi, I'm not sure where to go with this but basically I have a trigger that gets activated when the whole squad leaves the trigger. However, I only want the trigger to activate if the remaining members of the squad are still alive. If I just group the group to the trigger and set it not present, the trigger will activate if the group leaves the trigger or dies. But I don't want it to activate if the group die. the group leader of the squad I have alpha1=group this but I can't find a way of putting this in the condition for the trigger. I've tried: this and alive group alpha1 (doesn't work) this and alive alpha1 (code doesn't chuck up any errors but nothing happens) Any ideas? Thanks
  13. 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.
  14. 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
  15. 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
  16. Hi, This script works great so far. However, would it be possible to add some code which deletes vehicles as well?
  17. Can you not just set it for each _unit? So... ?! (isServer): exit WestGrp01a = CreateGroup WEST; _leader = WestGrp01a createUnit ["USMC_Soldier_SL", [(getMarkerPos "obj01a") select 0,(getMarkerPos "obj01a") select 1,0], [], 3, "FORM"]; _leader setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1000]; _leader flyinheight 1000; _leader setvelocity [0,0,0]; [_leader] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; _unit = WestGrp01a createUnit ["USMC_Soldier_AR", [(getMarkerPos "obj01a") select 0,(getMarkerPos "obj01a") select 1,0], [], 3, "FORM"]; _unit setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1000]; _unit flyinheight 1000; _unit setvelocity [0,0,0]; [_unit] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; _unit = WestGrp01a createUnit ["USMC_Soldier", [(getMarkerPos "obj01a") select 0,(getMarkerPos "obj01a") select 1,0], [], 3, "FORM"]; _unit setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1000]; _unit flyinheight 1000; _unit setvelocity [0,0,0]; [_unit] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; _unit = WestGrp01a createUnit ["USMC_Soldier_LAT", [(getMarkerPos "obj01a") select 0,(getMarkerPos "obj01a") select 1,0], [], 3, "FORM"]; _unit setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1000]; _unit flyinheight 1000; _unit setvelocity [0,0,0]; [_unit] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; _leader = leader WestGrp01a; [_leader,"obj01","NOFOLLOW"] execVM "ups.sqf"; Wouldn't that work? ---------- Post added at 11:39 AM ---------- Previous post was at 11:36 AM ---------- Yes... _sideHQ = createCenter EAST; West setFriend [East,0]; East setFriend [West,0]; EastGrp01a = Creategroup EAST; _leader = EastGrp01a createUnit ["RU_Soldier_TL", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = EastGrp01a createUnit ["RU_Soldier_GL", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = EastGrp01a createUnit ["RU_Soldier_GL", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = EastGrp01a createUnit ["RU_Soldier_Medic", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = EastGrp01a createUnit ["RU_Soldier", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = EastGrp01a createUnit ["RU_Soldier", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = EastGrp01a createUnit ["RU_Soldier_Marksman", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = EastGrp01a createUnit ["RU_Soldier_MG", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = EastGrp01a createUnit ["RU_Soldier_MG", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = EastGrp01a createUnit ["RU_Soldier_Marksman", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _leader = leader EastGrp01a; wp1 = EastGrp01a addwaypoint [position wpe, 0]; wp1 setwaypointtype "MOVE"; wp1 setWaypointCombatMode "RED"; wp1 setWaypointFormation "LINE"; wp1 setWaypointSpeed "NORMAL"; wp1 setWaypointBehaviour "AWARE"; wp2 = EastGrp01a addwaypoint [position target, 0]; wp2 setwaypointtype "SAD"; wp2 setWaypointCombatMode "RED"; wp2 setWaypointFormation "LINE"; wp2 setWaypointSpeed "NORMAL"; wp2 setWaypointBehaviour "AWARE"; "se" is the marker where they spawn "wpe" is the first waypoint "target" is the second waypoint You can only use objects as waypoints, so use a invisible H and give it a name that you can refer to in your script.
  18. Hi, I seem to be having a problem spawning EAST units? If I try the above, it works fine without any problems... if(isServer) then { WestGrp01 = CreateGroup WEST; _leader = WestGrp01 createUnit ["USMC_Soldier_SL", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = WestGrp01 createUnit ["USMC_Soldier_AR", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = WestGrp01 createUnit ["USMC_Soldier", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = WestGrp01 createUnit ["USMC_Soldier_LAT", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _leader = leader WestGrp01; }; But when I do the exact same for EAST they wont spawn at all?? if(isServer) then { EastGrp01 = CreateGroup EAST; _leader = EastGrp01 createUnit ["RU_Soldier_SL", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = EastGrp01 createUnit ["RU_Soldier", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = EastGrp01 createUnit ["RU_Soldier", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _unit = EastGrp01 createUnit ["RU_Soldier", [(getMarkerPos "se") select 0,(getMarkerPos "se") select 1,0], [], 3, "FORM"]; _leader = leader EastGrp01; }; However, if I change CreateGroup EAST to CreateGroup WEST the Russian's spawn and they start killing each other?? I'm confused... "se" is the marker I want them to spawn at. ---------- Post added at 05:21 PM ---------- Previous post was at 03:35 PM ---------- NVM got it sorted... Added _sidehq createcenter east Seems to of worked
  19. I'm not sure if this has been mentioned, or if its just coincidence but I think there seems to be a problem with exporting missions to MP. The reason I say this is because allot of missions I've made then hosted on my own PC worked fine for me, but allot of other members in my clan seem to CTD quite a bit. Now after getting our dedicated server and hosting it off that, I CTD some times as well? One mission I made just involved planes, so I was taking each plane out one by one to see if it was a certain plane. But it crashed each time. I have started using the cpbo tool from ArmA1 to compress my missions to .PBO and everything seems to be fine now. No crashes for anyone. Another guy in my clan made a mission, exported it to MP and ask me to test it with him (he was hosting on he's PC). Me and another guy joined and both crashed and the same point. He then uploaded it to the server and it came up with an error related to he's ammo.sqf file. Now I know for a fact this wasn't the problem because I've used the same script in my missions and there's no crashes. I told him to send over the mission and I tried to extract it with the cpbo tool and even that crashed with "cpbo.exe has stopped working". Even though I can extract any other mission? I then got him to send the folder, I created the PBO with the cpbo tool, uploaded it to the server and it works! No crashes??? Like I said, this could be just a coincidence or I'm right and there seems to be a bug with the compression method used in ArmA2 to create PBO's? Anyone else had this problem?
  20. Suppose I could do that, but I swear I saw missions in ArmA1 with 3rd disabled within the mission?
  21. Basically I want the trigger to activate when all remaining units from alpha1 have left the trigger. I'm creating a trigger over a camp with a group of 2 units who are POWS. Now when alpha1 (or all remaining units) leaves the trigger I want it to activate which will then complete a task. Sorry if its hard to understand I'm a bit tired lol... ---------- Post added at 09:24 PM ---------- Previous post was at 08:52 PM ---------- I don't think this works. :( If I shoot one of the two guys it activates the trigger? - If one unit dies and the other unit leaves the trigger, it should activate - If both units leave the trigger and are still alive it should activate - If both units die, the trigger shouldn't activate
  22. Hi all, I'm having a problem with this mission I'm making and its really getting on my tits... Basically you get inserted via halo and then have to search the airbase for evidence. You have 2 evidence files to find, launch codes, some photos and a key for the generals yacht. The tasks themselves work fine, its just whenever I pick up an evidence file, on my screen it comes up "task accomplished" but it doesn't come up for the other players on the server. Here's my briefing: player createDiaryRecord ["Diary", ["Yacht: Locate Yacht keys then bring the Yacht home!", "It is going to be hard finding the keys for the Yacht. However, the General has been seen carrying a valuable suitcase. As the Russians won't be expecting us, it is possible the General may have placed the suitcase somewhere safe at the Airbase. Search the suitcase and who knows what you may find!"]]; player createDiaryRecord ["Diary", ["Mission: Locate and Secure Intel", "Search the airbase and secure all four pieces of Intel. Your insertion will be via halo. Make sure you land a safe distance from the base!"]]; tskEvidence5 = player createSimpleTask ["Find Yacht keys."]; tskEvidence4 = player createSimpleTask ["Find Blueprints."]; tskEvidence3 = player createSimpleTask ["Find Photos."]; tskEvidence2 = player createSimpleTask ["Find Map."]; tskEvidence1 = player createSimpleTask ["Find Codes."]; tskEvidence5 setSimpleTaskDescription ["Steal the Generals Yacht which contains vital evidence!", "Find Yacht keys", "Yacht"]; tskEvidence4 setSimpleTaskDescription ["Search the airbase for prototype blueprints", "Secure Blueprints", "Blueprints"]; tskEvidence3 setSimpleTaskDescription ["Search the airbase for the photographs", "Secure Photos", "Photos" ]; tskEvidence2 setSimpleTaskDescription ["Search airbase for a map which will give us the whereabouts of a secret camp", "Secure Map", "Map"]; tskEvidence1 setSimpleTaskDescription ["Search the airbase for launch codes", "Secure Codes", "Codes"]; tskEvidence5 setSimpleTaskDestination (getMarkerPos "obj5"); tskEvidence4 setSimpleTaskDestination (getMarkerPos "obj4"); tskEvidence3 setSimpleTaskDestination (getMarkerPos "obj3"); tskEvidence2 setSimpleTaskDestination (getMarkerPos "obj2"); tskEvidence1 setSimpleTaskDestination (getMarkerPos "obj1"); In each evidence file object I have this in the init field: this addaction ["Collect Codes", "collect.sqf"]; this addaction ["Collect Photos", "collect2.sqf"]; this addaction ["Collect Map", "collect3.sqf"]; this addaction ["Collect Blueprints", "collect4.sqf"]; this addaction ["Search suitcase", "collect5.sqf"]; Each collect.sqf looks like this: deletevehicle evi1; tskEvidence1 setTaskState "SUCCEEDED"; [objNull, ObjNull, tskEvidence1, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; deletevehicle evi2; tskEvidence2 setTaskState "SUCCEEDED"; [objNull, ObjNull, tskEvidence2, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; deletevehicle evi3; tskEvidence3 setTaskState "SUCCEEDED"; [objNull, ObjNull, tskEvidence3, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; deletevehicle evi4; tskEvidence4 setTaskState "SUCCEEDED"; [objNull, ObjNull, tskEvidence4, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; tskEvidence5 setTaskState "SUCCEEDED"; [objNull, ObjNull, tskEvidence5, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; Any ideas will be appreciated.
  23. That seems to of worked matey :) Thanks for all the help! ;)
  24. How would I activate the trigger? In the evidence file I put... this addaction ["collect evidence" "?"]; Also what about the condition for the trigger? Obviously I want the trigger to activate once they click on collect evidence. The on act I'll try... deletevehicle evi4; tskEvidence4 setTaskState "SUCCEEDED"; nul = [objNull, ObjNull, tskEvidence4, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
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