Jezuro
BI Developer-
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Everything posted by Jezuro
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cant command the helicopter to move
Jezuro replied to Shooter McGavin's topic in ARMA 2 & OA - GENERAL
You can also use [spacebar] > Communication > Request Support, same as for any other support request. -
You probably have task waypoints disabled. Look for an orange marker in your map, it shows Shaftoe's position in the base.
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I'm not sure your post is clear enough, but if you mean the Manhattan mission and that you completed all your objectives except "Find evidence" there, you should try bringing the whole team to capt. Shaftoe.
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Greatly appreciated, this will help us locate and fix the problem though we couldn't reproduce it.
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Secops as such aren't used throughout the campaign.
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We're working on a reliable fix right now.
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Badlands: Script Bugs. Map Bugs. AI Bugs. (Videos, Pictures & Discriptions Inside)
Jezuro replied to BLSmith2112's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Thanks for tis exhausting report and sorry for those inconvenient issues. We're trying to reproduce these bugs right now as we've not experienced this situation so far. * dives back into scripts * -
Destroy the chDKZ base. **POSSIBLE SPOLIERS**
Jezuro replied to bigleo's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Artillery-related issue in this mission is being fixed. Sorry again for this problem. -
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If the scenario didn't play like this, it's again something we haven't been able to reproduce a will investigate it further. I can only advice to try to "Revert" this mission in the campaign menu, something might be wrong with your savegames.
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We've been unable to reproduce this bug so far. Please make sure you're not loading the game from an old-versioned save. In the meantime, we'll do our best to find a possible glitch in the code. * edit: The mission should end anyway after a timeout after starting the "laser show".
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First of all, we're trying to help with problems that players can actually deal with by themselves (the trunk, camo netting etc.) Other problems (= actual bugs) are being fixed. Please try to understand that not all issues posted here are real bugs, Arma II is very demanding and unforgiving sometimes and failing an objective doesn't mean a mission is unplayable. Delaying the Bear situation, on the other hand, is of course a serious problem and will be fixed ASAP. We're really sorry for this.I really don't want to drag betatesters into discussion, however.
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You probably mean the NAPA escort. Try the trunk.
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Actually, it does. It fires golden bullets that make the greedy Chedaki try catching them and thus effectively draws them into your line of fire. NOTE: Results may vary on different systems!
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Resistance was about guerilla fighting (part of which is stealing weapons and ammo), so keeping all the stolen equipment was neccessary. During Harvest Red operation, Razor transfer their loadouts between missions where it's logical (Into the Storm followed by Amphibious Assault is a good example).
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Satchel charges functionality is not affected by any elements specific for this mission. You should be able to plant / set timer / deactivate / touch them off the same way as in any other mission. I suggest you check the action you're performing when trying to touch the charges off.
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Tank Under Netting? Perhaps more accuratly tank under fabric of reality.
Jezuro replied to EBass's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Note that you should also have the task marker on it in the map. -
Boomerang now actually moves to engage the base without your order, the only thing missing is Cooper's "green light" sentence. Will be fixed soon.
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Play through First to Fight couple of times, you'll eventually hear it during the briefing ;)
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Conversation System
Jezuro replied to hawk66de's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For the player you need to use call for the script. player kbAddtopic["myTest", "myTest.bikb", "", {call compile preprocessFileLineNumbers "myTest.sqf"}]; -
Dynamic Transport Function
Jezuro replied to Provac's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You might want to add these lines as well just to be sure: h1 setVariable ["supPool", [bIS_cooper], TRUE]; h1 setVariable ["supPhase", 0, TRUE]; h1 setVariable ["onMission", objNull, TRUE]; h1 setVariable ["stuck", FALSE, TRUE]; The transport itself is described quite poorly in the scripts (the description may even be outdated, I'll try to fix that ASAP), so here's a quick explanation: TSS_vehicle_custom is the vehicle you want to use for the transportation (if you don't define this variable, some default choppers are spawned). TSS_allowed defines which position can be chosen by a player (pickup, unload or both) TSS_plannedLZ is used as the default position if player can choose ONLY pickup or unload. -
In the deep, dusty corners of our most ancient storage servers I found the .parchment file. Here's the transcription: Lean and mean, our job of life is fighting, lock n' load, we board and go, we're riding! Have good one and get some, son, we're fighting, iron will and overkill, demanding! Combat flow, from high to low, like lightning, mean as hell, the angels fell, keep fighting! Cut and slash and sneak and bash, sun's rising, more than that, we're bad and mad, surprising! Taking lives and sharping knives, dead silence, lean and mean, on TV screen, just violence! Dogs of War, our deeds are those of sinner, burning halls and tilting thrones, no winner! Flames of hell, we rose and fell, deliver, curse like hell and make them small and shiver! Maniac insomniac, and lighters, blood on hands and transcendence, Four Riders!
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Basic Briefing howto
Jezuro replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's why I didn't mention that in the first place isn't it? ;) -
You're talking about different missions here. Badlands: Dogs of War: A very interesting turn of events. You should be able to finish the mission after destroying the ChDKZ base though.
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A task waypoint is leading you there. If you have these WP's disabled, there is also a task marker in the map.