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kocrachon

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Everything posted by kocrachon

  1. kocrachon

    Custom Action

    thanks, but the only reason I ask this s because the "eject cargo" option that the custom aircraf thas makes it where it drops the guys out one by one instead of launching them all out in a big circle.
  2. kocrachon

    V-22 Osprey Tilt Rotor

    I am having issues with it not landing either, and Im not using SLX, the only other mod I have right now is the ghillie suit mod and the Nimitz carrier mod.
  3. Ok, so I am trying to make a trigger that activates when a whole group of people enter a vehcile. The question is, how do I make a group, and how to do I make the trigger activate with the group? Like for example, if I named the group, S1, would the command work like this for the condition <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(Group S1) in Helicopter1 Or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">((Group S1) in Helicopter1) Thanks for the help
  4. kocrachon

    Constant Crashes

    So I am playing around and the game keeps locking up at random moments, often times when I am near the airport on the south island. I am running windows vista home 64 bit, I have it set to run on 3 gigs of ram, and I am running a ATi 4870. The windows thing pops up saying that the game has stoped responding and so forth and then closes my game. And it is very constant.
  5. kocrachon

    Can't Play, Terrible Launch Issues

    Hah, that worked perfectly, thanks! But the only issue is, is there any way to limit the ram the game uses with out the need to do this method? It really sucks having to restart my computer to just play arma..
  6. First off system specs. Q9450 Quad Core 8 Gigs of Ram Radeon 4870 Creative Xtreme Gamer All with latest drivers. Windows 64 bit vista home premium. I am at patch 1.14 So anyways as for the issue now. Every time I launch ArmA it sits at a black screen for a good 4-5 minutes. After which it loads up to the main screen, and things get worst from htere. Only half of the screen shows, and the half that shows is messed up. A picture of that is shown at the bottom. As I wait and it starts going through the sequence in the background, all of the soldiers that are walking around and so forth, are all just grey, solid grey. And the sky is non existent, its just black. So every thing that is an object is grey, and the background is black. It also constantly skips like a scratched CD, so it plays the music and the movie moves, then pauses, and goes, and pauses. I have done the memory max of 2048, didn't solve it, I did the RunFirst to make it run off of 1 core, still didn't work, so at this point I am wondering if anyone else has any ideas that might help. Here are pics.
  7. So I have been trying a bunch of old OFP scripts that allow me to call helicopters for extraction, and they are either overly hard or don't work right. Anyone able to help me out? All I am looking for is a script that sets it to where I call the helicopter on the Radio, and it flies to the area my guy is standing.
  8. So I am trying to make a sniper missions. And I was wondering if I could set a trigger that is enabled by the firing of a persons gun. Or even a specific gun at that? Basically what I am looking to do is if the sniper doesn't kill the officer in one shot, then the officer runs off into a car and drives away. So I want to make it to where the trigger of the player firing sets it off. Because he either kills him or he doesn't...
  9. kocrachon

    Firing My Gun Question...

    hmm, the only issue is that seems to go well beyond my expertise (which is really nothing) and I dont understand how it works very well...
  10. So A few months ago I saw a mod that was in development that was going to add Fast Rope / Rapel mod. I was wondering if anyone could point me in the right direction of its progress? Also is it MP compatible and is it complete? Ive been waiting for a good rapel mod /script that works in MP and it still seems dry even after being gone for about 3-4 months.
  11. So I have a helicopter landing and I have an infantryman whose task is to load up into that helicopter. The only issue is, he runs to where the helicopter is landing, and the helicopter has to abort its landing because the AI runs right under where it is suppose to land (an invisible helipad which is required for it to land where I need it to) Is there a way to make the AI not get in the way?
  12. So I added the GBUs from a Harrier onto an A-10, and in an awesome way it added them so that they also physically appeared... However it added 6 of them but only 5 of them are visually there, which conflicts with the fact that there are 6. Now I dont want to add a 6th slot to make one appear, but I want to make it so that the A-10 only has 5 of them. The issue I see right now is the fact that the Ammo name is 6Rnd_GBU12_AV8B, which means there is always going to be 6 rounds. Is there a way for me to make it to where there are only 5 of them? Like maybe add each GBU piece by piece? And I will also need to make it to where it will reload at the base with only 5. I dont want to take off with 5, use them, return to base, and rearm with six of them since that would destroy the purpose.
  13. kocrachon

    Mistyped string?

    Ah, thats what I was afraid of. Was just hoping that worked so I didn't have to define about 20 different groups, oh well =P Thanks
  14. So I am trying to use this string right here for trigger condition that makes a vehicle know if all of the living group members are in the vehicle (even if I haven't reported them as down) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">({ (not (_x in Stryker1)) and (alive _x) } count (units (group Team1))) == 0; However I get an error are the part (group Team1) saying this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> (#group Team1) type group, expected object the group that I am having do this has this in the init field on the squad leader <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Team1=group this So at this point I am slightly confused
  15. kocrachon

    Mistyped string?

    ({ (not (_x in Stryker1)) and (alive _x) } count (units Team1)) == 0; Ah the makes sense. Now if I were to do this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">({ (not (_x in Stryker1)) and (alive _x) } count (Group Soldier1)) == 0; Would it still work even if Soldier1 who is the group leader died? Or would the new group be named Soldier2 if the next in command was named Soldier2?
  16. kocrachon

    Make them open/close doors?

    And if you think through plenty of my old posts I have a tendency to thank people who dont tend to feel the need to act hostile twoards other posters. I did do the search function when it came for the doors. While I already had a post up I felt it wouldn't be a huge issue to include another question in because While I do understand the inflame part, I wasn't sure if it would be an action still or what. Because I was trying to do the action [inflamed, fire1}; in the trigger, but that was not working. Thus why I asked again... Second, thanks Loyalguard, but what would the action be in the waypoint or trigger to open or close the door? I am using the 1.02 editor update and I manually placed a building that has a door, and it only has one door. So mainly what I am wondering is once I do find the door whats the action command to make them close that door? Or is there a command to make the building close the door itself? Because if ther eis I can just set a trigger activated once the guy passes through the door way and have it close itself.
  17. So I looked through the actions list and saw stuff like making them light fires, stroke guns, and so forth. But is it possible to make AI units open and close doors?
  18. kocrachon

    Make them open/close doors?

    Also I know I asked a similar question already but the other method doesnt work.. How do I make a fireplace light itself? I want it to all of a sudden start on fire with out me needed to be there...
  19. So I am running the Ofpec Fastrope Script and for some reason it works fine for me and my AI but if I use it online, all of the other players just fall out and die. Heres the script if anyone can help me out.
  20. Basically I have 3 triggers I want to be completed before the final trigger goes Trigger1 Trigger2 Trigger3 I went the condition of the final trigger to be Trigger1 = true and so forth, but I cant seem to figure out how to come around to that.
  21. kocrachon

    Mutilple triggers problem

    Also, how do I make an AI light a fire on the unlit fire pit?
  22. So I did a forum search and only found the mention of it but no name or its location. But I read something about an Arma 3D mission editor... where on earth do I find this so called 3D editor? And does it work when I do map editing from the MP editor?
  23. Basically I want to make it to where a trigger goes off when a helicopter reaches a specific altitude. All I really need to know is how do I type that in the condition field? I want it to happen when the Blackhawk named Helo1 reaches an altitude of 50 because it is currently flying at an altitude of 20. I need to to fly straight up, then move forward (or else it hits a building).
  24. So I downloaded the PBO file Editor Version 1.02 that adds a bunch of stuff to the editor. However, all of the buildings and such (or at least a lot of them) Do not seem to be in english, is there any place to find them in english?
  25. So I am trying to make it so that when the leader of a convoy is destroyed, the whole convoy just stops and unloads. But for some reason all of the trucks keep going till they get back into formation, and THEN unload. I have tried all sorts of ways of stopping. I do commandstop, dostop, I delete the waypoint they are following, but they still go back into formation. How do I stop this? How can I make them stop on the spot.
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