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KrilionGD

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Everything posted by KrilionGD

  1. Ok, I have spent most of the night pouring over the Warfare missions that came with the game, included dePBO'ing Warfare2 pbo.. As far as I can tell there is not a single Airport in the warfare maps.. In ARMA-I you could place one by dropping a "WarefareBAirport" building and having it run the \scripts\server\Server_UpdateAirport.sqs the update_airport and client action_airport scripts are in the warfare2 pbo.. But nothing happens at my "WarfareBAirport" building... Any help would be greatly appreciated!!.. I am at a complete loss at this point.. What's the point of "Warfare" with out fixed wing aircraft.. Choppers are great and all.. but planes would be really nice... Many thanks for any assistance...
  2. KrilionGD

    Warfare = Airport

    Obviously there are no rules against being a jacka$$ .. :D ---------- Post added at 03:45 PM ---------- Previous post was at 03:39 PM ---------- Yeah it has changed quite a bit.. and I had read that some time ago.. but thanks for the thought..
  3. KrilionGD

    Warfare = Airport

    Eventually, someone will have an answer.. I hope...
  4. KrilionGD

    Warfare = Airport

    man, not even any suggestions.. that's very depressing...
  5. KrilionGD

    Warfare = Airport

    Wow.. I am impressed .. <chuckle> I asked a 'stumper' ...
  6. KrilionGD

    Warfare = Airport

    So.. No one knows anything about either issue?
  7. KrilionGD

    Warfare = Airport

    No ideas at all?
  8. KrilionGD

    Warfare = Airport

    Man, I guess I must ask the really hard questions...
  9. KrilionGD

    Warfare = Airport

    Also on another note about Warfare. Anyone know how to get around "Unserialized Object" if say you add the M113 to the heavy Factory script from the M113_Bis addon. It doesn't show up in the buy menu and the log gives the unserialized object msg..
  10. KrilionGD

    Warfare = Airport

    I thought sure one of these super geniuses here would know this <chuckle>
  11. KrilionGD

    Warfare = Airport

    No one in the "know" has any suggestions?
  12. KrilionGD

    Warfare = Airport

    In Theory YES, the WarfareBAiport building is capturable by either side. It was in OFP/Arma-I.. That's what the Server-UpdateAirport script in WAR/CTI does is determine who holds/owns the airstrip factory...
  13. hmmm that means the BIS template CTF is broken. They have "Take Flag" instead of "takeflag".. The latter does work!!
  14. Anyone have a thought on this? ---------- Post added at 10:05 PM ---------- Previous post was at 09:12 PM ---------- class Item1 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={8917.0107,213.99904,11655.723}; azimut=438.91199; id=7; side="EAST"; vehicle="RU_Soldier"; player="PLAY CDG"; leader=1; rank="COLONEL"; skill=0.60000002; text="R1"; }; }; class Waypoints { items=5; class Item0 { position[]={8781.5352,215.87788,11574.606}; combatMode="RED"; speed="NORMAL"; combat="AWARE"; expCond="(local this) and this != player and (this distance VlajkaUSA < 6)"; expActiv="this action [""TAKE FLAG"", VlajkaUSA]"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={8781.5,215.87337,11574.644}; type="HOLD"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={8804.7461,214.04544,11690.536}; speed="FULL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={8804.7744,214.04535,11690.532}; type="HOLD"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={8781.4629,215.86873,11574.606}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item1 { position[]={8781.5352,215.87788,11574.606}; age="ACTUAL"; id=3; side="EMPTY"; vehicle="FlagCarrierUSA"; lock="UNLOCKED"; skill=0.2; text="VlajkaUSA"; init="this setflagside west"; }; The AI will NEVER take the flag, just stands near the pole.
  15. KrilionGD

    illegal copys may degrade?

    I think several companies would disagree with you on that note, they have proven that "protection" does NOT effect weather a game sells or doesn't sell or weather a game gets cracked or not.. Look at Spore!, it was so bad for them the devs were telling paying customers to get a "fixed" or NoCD hack to get it to work.. As an example of a hugely popular and profitable game that had no protection at all which resulted in a nice savings price wise for its fans look no further than Ironclad/Stardock for SINS (SOSE).. An article from a dev at Stardock/SOSE on this very issue -> http://forums.sinsofasolarempire.com/post.aspx?postid=303512 I hate the brainwashing these companies try to shove on everyone that games HAVE to have DRM, Securerom and these hugely overly aggressive "Protection Schemes" that never actually work, Do NOT stop the games from being illegally copied and the only people they actually hinder are the legal users. It the exact same theory behind making guns illegal, it's been proven that creating laws and making guns illegal does absolutely nothing to keep guns out of the hands of criminals and only keeps the honest people from having them... I am in no means saying I agree with hacking or illegally copying software. I do however disagree with "protection" that is often buggy and rarely works as intended. It adds cost to what I have to pay for it takes time away from the devs focus on producing a great game. I also know enough about the industry to know that it is not the devs choice often as to weather a game has "protection" or not and is in the hands of the publishing house.. Sorry to rant, I just don't buy into the argument...
  16. KrilionGD

    ArmA2 gives me seizures :(

    Being an Eppi myself of some 23 years. It's a urban myth that all eppi's are triggered by light.. I have a very high photo sensitive threshold.. only about 1/3rd of the eppi comminuity is light sensitive. The refresh rate of your screen could cause a seizure for sure, but it's pretty rare. I'd adjust your refresh rate as others have suggested. If you have no history of seizure activity, I'd go see neuro just to be on the safe side of things. @ the person above who said seizure kill people, thats extremely extremely rare.. and even then it is generaly secondary to the epileptic event not casual.. @the ftard that asked if he foamed at the mouth and to utube it.. grow up, step away from the pc and ask daddy if you can have your allowence this week.. Back to the original poster... You'll get a much much better responce and aid in you query by posting on one of these sites. http://www.epilepsyfoundation.org/ http://www.epilepsy.com/ great groups of people there and I am sure some of them would be more than willing to offer some actual usable advice...
  17. Hey all, I have been playing around with missions since OFP.. I am very excited about ARMA II.. I have a small problem and I have been pulling my hair out.. I have the Full Version 1.02 not the demo.. I unPBO'd SoborWarfare in order to use as a base to create my own Warfare maps. Mainly I wanted to adjust the starting funds as well as move the engagement area around so we could play in difrent locations around the map. Everything went smashing! It's so nice to just be able to move startingregion0 around wheer you want to play at and size it how you like and BAM! instant warfare map. Tho I did notice you need to keep it above 1500x1500 or it complains about Initial Bases too close together.. but that was no big deal.. Now to my problem... I thought everything wa fantastic till I started testing my new maps.. Everything works fine "Except" when you capture a town and click on "Manage City" from the dialog at the main town Capture fort/depot.. if you click on "Manage City" about 4 out of 5 times the pop up dialog goes all freaky with "XXXXXXX"'s and odd colors and there is NO way at all to close or unfocus the diolog. After about 20sec another dialog pops up that says' "Variable '_display' does not support serialization. Call 'disableserialization' in the current scrip (Maybe 'ca\ui\scripts\uiEditMod.sqf') if you need to use it." You can close the warning msg but the original dialog still can not be close and you can not do anything in the game or even close the game. You have to tab out of the game and 'end task'.. This is a crusher and breaks everything, so any input would be very helpfull.. Thank you for the time...
  18. You have to build up enough resources and be commander to build those buildings. Once the buildings are built, you can get tanks and helos.. Captured towns increase your resources as long as you protect the supply trucks...
  19. Yes, I ment leave only BIS_WF_InitRegion0 and size it to taste and placement location. As to money. in InitMission.sqf use BIS_WF_Common SetVariable ["customInitCommonScript","Init_Common.sqf"]; in Init_Common.sqf use eastPlayerStartingFunds = 5000; westPlayerStartingFunds = 5000; ResistancePlayerStartingFunds = 5000; //Change default starting funds for players and AIs. for [{_count = 0},{_count < 32},{_count = _count + 1}] do { //Player starting funds. Call Compile Format["EastPlayer%1Funds = eastPlayerStartingFunds",_count + 1]; Call Compile Format["WestPlayer%1Funds = westPlayerStartingFunds",_count + 1]; Call Compile Format["ResistancePlayer%1Funds = resistancePlayerStartingFunds",_count + 1]; //AI starting funds. Call Compile Format["EastAI%1Funds = eastPlayerStartingFunds",_count + 1]; Call Compile Format["WestAI%1Funds = westPlayerStartingFunds",_count + 1]; Call Compile Format["ResistanceAI%1Funds = resistancePlayerStartingFunds",_count + 1]; }; EastAICommanderFunds = 5000; WestAICommanderFunds = 5000; ResistanceAICommanderFunds = 5000; EastCommanderFunds = 5000; WestCommanderFunds = 5000; ResistanceCommanderFunds = 5000; EastSupplies = 1000; WestSupplies = 1000; ResistanceSupplies = 1000; change the numerical values to suite
  20. I have built a nice little Coop mission. Defend and Hold at Devil's Castle. All seems to work pretty well. I have one or two small issues I can't figure out. A) I have the following in my description.ext respawn = "group"; respawndelay = 5; respawnDialog = false; Works great except for one small thing. When you die, it plays a music track and does a camera fly by, this is alright except... it continues to play the music for the rest of the mission. How can I turn that off. Too hard to hear the enemy footsteps with the music playing. B) onLoadMission = "2ID TACTICAL - D E F E N D - H O L D - X1"; This was showing up while loading the mission and it suddenly stopped. Any ideas why that might be?
  21. for some reason it did not like have; onLoadMission = "2ID TACTICAL - D E F E N D -&- H O L D - X1"; once I put it back to; onLoadMission = "2ID TACTICAL - D E F E N D - H O L D - X1"; it was working again... I'm clueless <chuckle> ---------- Post added at 04:04 PM ---------- Previous post was at 02:49 PM ---------- ok.. still no luck on the music.. I created a onPlayerRespawnOtherUnit.sqf which contains; 0 fadeMusic 0.0; titleText ["Debug test for fire", "PLAIN"]; no luck, the music still plays on and on, the script is firing tho ... ---------- Post added at 04:14 PM ---------- Previous post was at 04:04 PM ---------- I take that back, the onPlayerRespawnOtherUnit.sqf is NOT firing.. :(
  22. yeah, use super powers as a base to build from. If you want a smaller play area. remove all the stating areas marker except the first one 'startingregion0', then size it to your desires.
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