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kocrachon

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Everything posted by kocrachon

  1. Yeah its hit and miss though. It worked for 2 squad members of mine, but it cuased 3 of them to have to re-install from scratch (they both had the DLC from steam while hte other two didn't) Our server is waiting till steam puts out the patch, as am I.
  2. So what do I do in Domination where the vehicles are created mid way through the game? Is it possible to run a script server side that runs every minute or so, that checks for all helicopters, and applys this script to all helicopters? So that way every time I unlock one, or an AI one spawns and we shoot it down safely, it still applies the ruling to them?
  3. Both ideas are great, thanks guys. But my next question is, how do I call this script? As I said, I am using it on domination, and a lot of the aircraft are created upon doing missions.
  4. There is, but they communicate on Skype...
  5. Ah, thank you very much sir for the quick response, as well as the website, I will make sure to make use of it very well in the future.
  6. Quesiton... I noticed a lot of weapons have _UP at the end of the class name. For example.. ACE_M4A1_RCO2_GL ACE_M4A1_RCO2_GL_UP What is the difference between the two?
  7. So right now I am trying to launch the following script with this init in my soldiers. _soldier = this execVM "silenced.sqf" Here is the following script _soldier = _this select 0; removeallweapons _soldier; removeBackpack _soldier; _soldier addbackpack "US_Patrol_Pack_Specops_EP1"; clearMagazineCargo (unitBackpack _soldier); _soldier addweapon "NVGoggles"; _soldier addweapon "Binocular_Vector"; _soldier addmagazine "20Rnd_762x51_SB_SCAR"; _soldier addweapon "SCAR_H_STD_TWS_SD"; _soldier addmagazine "20Rnd_762x51_SB_SCAR"; _soldier addmagazine "20Rnd_762x51_SB_SCAR"; _soldier addmagazine "20Rnd_762x51_SB_SCAR"; _soldier addmagazine "20Rnd_762x51_SB_SCAR"; _soldier addmagazine "20Rnd_762x51_SB_SCAR"; _soldier addmagazine "20Rnd_762x51_SB_SCAR"; _soldier addmagazine "20Rnd_762x51_SB_SCAR"; _soldier addmagazine "20Rnd_762x51_SB_SCAR"; _soldier addmagazine "20Rnd_762x51_SB_SCAR"; _soldier addmagazine "PipeBomb"; _soldier addmagazine "15Rnd_9x19_M9SD"; _soldier addweapon "M9SD"; _soldier addmagazine "15Rnd_9x19_M9SD"; _soldier addmagazine "15Rnd_9x19_M9SD"; _soldier addmagazine "15Rnd_9x19_M9SD"; _soldier addmagazine "15Rnd_9x19_M9SD"; _soldier addmagazine "15Rnd_9x19_M9SD"; _soldier addmagazine "15Rnd_9x19_M9SD"; _soldier addmagazine "15Rnd_9x19_M9SD"; (unitBackpack _soldier) addMagazineCargo ["20Rnd_762x51_SB_SCAR",4]; (unitBackpack _soldier) addMagazineCargo ["15Rnd_9x19_M9SD",4]; Anyone know why its not working? I use to get it to work but I formatted my PC and I don't have the missions I used to use it with so I don't remember what I did differently.
  8. Thanks, that helped alot, that ended up fixing my issue.
  9. I was hoping some one could help me out with a reloading issue. I have a tank that I want to reload only a specific gun on, when I set off a trigger. How do I choose which one it is because when I add the magazine via addmagazine, it doesn't work. Thanks.
  10. I should specify more. I want to have it to where when I activate a trigger, it fills up the ammo to only the main turret, I want to leave the commander and loader guns empty.
  11. So right now i am working on a mission where we have to attack a town in a AH-64. I was hoping to have it to where ALICE would spawn all civilians with an init command that when any civilian is killed, it would say "You killed a civilian" and that is it. Thats it, and it would say it every time one was killed. Anyone able to help me out with that?
  12. Agreed, but it works at least.. I am sure you can make a script that does a better job of it for you, but this is the easiest and most fool proof way. 100% success.
  13. The best thing to do, is have all of the civilians start as blufor by attaching each civilian to a group with a blufor who outranks them (a private attached to a colonel). Then make the bluefor have a probility of pressence to 0. Then put in each init "this setcaptive true" and then the trigger set them all to "civilian5 setcaptive false"
  14. kocrachon

    Cant put in ear plugs

    So I already searched and cannot find out why this is not working. Here is where I have my config file.. D:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\userconfig\ace\ace_clientside_config This is what I have typed in it /*////////////////////////////////////////////// //CONFIG SETTING FOR : ACE 2 MOD - Changeable glasses ingame //-------------------- //FEATURES: Lets you choose different glasses //--------- //TO ENABLE: Please ADD your Player Profile Name //---------- //EXAMPLE: //-------- //class Identity //{ // name = "John Doe"; //}; // // // // ////////--E D I T below THIS LINE--//////////*/ class Identity { name = "Kocrachon"; }; Thats EXACTLY how my name looks in game. Yet I, nor any of my squad members, can get the gear to equip, and that sucks when you cant use ear plugs. Did something change since I last played?
  15. kocrachon

    Cant put in ear plugs

    Oh, sorry didn't know there was an ACE section now... I am running ACE 1.9 RC3
  16. Maybe some one can help me... I came back from not playing for a few months, and I am trying to unpbo some missions I need to work on and I can't for the life of me. I have tried so many... pbo view, it tells me "this doesn't appear to be an arma pbo"... I tried A2cPBO_UI but it doesn't seem to see the TABCTL32.OCX even though I attempted a regsvr32 on it... I cannot get eliteness to work because it tells me "ErrorString@DeFxy@@QAEPDE@Z could not be located in the dynamic link library DePbo.dll" I tried CPBO and it fails trying to extract it because of a block error in the header... I am running out of patience, can ANYONE help me... __________________
  17. So I am modifying a domination map. I am running into an issue where I am trying to add 2 more helicopters. So I added two, and they seem to function, but I am missing markers still. Here is what I have. This is what I have in iclient ["HR1",0,"chopper1",301,"n_air","ColorWhite","1","Lift One"], ["HR2",0,"chopper2",302,"n_air","ColorWhite","2","Lift Two"], ["HR3",0,"chopper3",303,"n_air","ColorWhite","3","Lift Three"], ["HR4",1,"chopper4",304,"n_air","ColorWhite","W","Wreck Lift"], ["HR5",2,"chopper5",305,"n_air","ColorWhite","5",""], ["HR6",2,"chopper6",306,"n_air","ColorWhite","6",""], ["HR7",0,"chopper7",307,"n_air","ColorWhite","7","Lift Four"], ["HR8",0,"chopper8",308,"n_air","ColorWhite","8","Lift Five"], ["HR9",2,"C130",309,"n_air","ColorWhite","C130",""],["HR10",2,"Hum1",310,"n_support","ColorGreen","H1",""], ["HR11",2,"Hum2",311,"n_support","ColorGreen","H2",""],["HR12",2,"Hum3",312,"n_support","ColorGreen","H3",""], ["HR13",3,"Hum4",313,"n_support","ColorGreen","H4",""] Here is my init if !(__OAVer) then { [[ch1,301,true],[ch2,302,true],[ch3,303,true],[ch4,304,true],[ch7,307,true],[ch8,308,true],[ch9,309,false,300],[ch10,310,false,180],[ch11,311,false,180],[ch12,312,false,180],[ch13,313,false,180]] execVM "x_server\x_helirespawn2.sqf"; } else { [[ch1,301,true],[ch2,302,true],[ch3,303,true],[ch4,304,true],[ch5,305,true],[ch6,306,true],[ch7,307,true],[ch8,308,true],[ch9,309,false,300],[ch10,310,false,180],[ch11,311,false,180],[ch12,312,false,180],[ch13,313,false,180]] execVM "x_server\x_helirespawn2.sqf"; }; } else { if (d_enemy_side == "EAST") then { [[ch1,301,true],[ch2,302,true],[ch3,303,false,1500],[ch4,304,false,1500],[ch5,305,false,600],[ch6,306,false,600]] execVM "x_server\x_helirespawn2.sqf"; } else { [[ch1,301,true],[ch2,302,true],[ch3,303,false,1500],[ch4,304,false,1500]] execVM "x_server\x_helirespawn2.sqf"; }; Ive googled and I have searched the forums and I cant figure out whats wrong...
  18. Maybe some one can help me... I came back from not playing for a few months, and I am trying to unpbo some missions I need to work on and I can't for the life of me. I have tried so many... pbo view, it tells me "this doesn't appear to be an arma pbo"... I tried A2cPBO_UI but it doesn't seem to see the TABCTL32.OCX even though I attempted a regsvr32 on it... I cannot get eliteness to work because it tells me "ErrorString@DeFxy@@QAEPDE@Z could not be located in the dynamic link library DePbo.dll" I tried CPBO and it fails trying to extract it because of a block error in the header... I am running out of patience, can ANYONE help me...
  19. kocrachon

    Can't for the life of me figure this out...

    Its one of my own old missions. The only form of it I have is a PBO version I use to put on the dedicated server...
  20. So I used the original HALO script from original ArmA 2, and for some reason there is no longer a speedometer or altimeter or what ever its called that lets us know how fast we are moving or what the altitude is, so we have no idea when to open chutes... Anyone know of a script or something that adds one? [soldier1] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
  21. So I created a UAV, synchronized it with the UAV module, and the module to the player and to the UAV terminal. Everything works fine, I launch it and the UAV is in the air. But I have this issue where as its four designated way-points, it all of a sudden descends rapidly and crashes... here is what I have as its init field. For some reason it decides to just start heading towards the earth and crash... this setBehaviour "CARELESS"; this setCombatMode "GREEN";this flyInHeight 600; this setCaptive true; this forceSpeed 300;
  22. I have been setting up the artillery script with the modules. I have gotten it all to work fine all around. Except when I try to use the MLRS to do SARDAM attacks. But it doesn't work at all. It keeps telling me it outs of range, even though it fits in the circle. Anyone else have this issue? edit also, how do I reduce the time it takes for artillery to hit with out making it virtual?
  23. When ever you play the game via COOP online on a non dedicated server, when a player is playing as the infantry and is NOT the host, their gear changes will not save when the mission starts and will be back with the default gear. This causes issues because some times the default gear doesn't fit the mission objective. Such as taking out scuds but not giving you any ATs or satchels.
  24. So instead of always having to manually change the load out in the editor, I make a bunch of weapon scripts that set the inventory to a bunch of pre-loaded loadouts that I prefer. They work fine in the SP enviorment with the player and the AI, but once I try to use them online, the other players dont get their gear, where as I (the host) do. Perhaps I am not writing it correctly for the online environment? This is the init live I have for some of them... _soldier = [this] execVM "SFMedic.sqf"; _soldier = [this] execVM "riflemanat.sqf"; and here is an example script. _soldier = _this select 0; removeallweapons _soldier; clearMagazineCargo (unitBackpack _soldier); _soldier addweapon "NVGoggles"; _soldier addweapon "Binocular_Vector"; _soldier addmagazine "30Rnd_556x45_Stanag"; _soldier addweapon "SCAR_L_STD_Mk4CQT"; _soldier addmagazine "30Rnd_556x45_Stanag"; _soldier addmagazine "30Rnd_556x45_Stanag"; _soldier addmagazine "30Rnd_556x45_Stanag"; _soldier addmagazine "30Rnd_556x45_Stanag"; _soldier addmagazine "30Rnd_556x45_Stanag"; _soldier addmagazine "30Rnd_556x45_Stanag"; _soldier addmagazine "30Rnd_556x45_Stanag"; _soldier addmagazine "30Rnd_556x45_Stanag"; _soldier addmagazine "30Rnd_556x45_Stanag"; _soldier addmagazine "SmokeShell"; _soldier addmagazine "SmokeShell"; _soldier addmagazine "15Rnd_9x19_M9"; _soldier addweapon "M9"; _soldier addmagazine "15Rnd_9x19_M9"; _soldier addmagazine "15Rnd_9x19_M9"; _soldier addmagazine "15Rnd_9x19_M9"; _soldier addmagazine "15Rnd_9x19_M9"; _soldier addmagazine "15Rnd_9x19_M9"; _soldier addmagazine "15Rnd_9x19_M9"; _soldier addmagazine "15Rnd_9x19_M9"; (unitBackpack _soldier) addMagazineCargo ["30Rnd_556x45_Stanag",4]; (unitBackpack _soldier) addMagazineCargo ["15Rnd_9x19_M9",4];
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