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Lawman1965

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Posts posted by Lawman1965


  1. Hi folks, just found this thread.

    I'm not a coder and don't really understand much regarding this coding thing - but I do want to change the US units to the new BAF units. It's easy to change the units on the ground - but how do I get to recruit BAF AI units?

    Can someone please tell me which file to edit and exactly what I would need to do code wise to change them.

    Also, I'd like to be able to recruit more than 16 AI units - how do I do that.

    Any help will be appreciated.

    Rich


  2. Nice mission - one thing I dislike though - no respawn. Is it possible to add that as an option - to allow player and AI respawns?

    Also, the little info messages that pop up on your screen cause the player to loose mouse functions - critical in a firefight. They need disabling as they pop up on the right anyway.

    Rich


  3. Bon,

    I got it working - it was the class default that was killing it. But, I've noticed something that might be a bug or might be to do with trying to integrate with Domination.

    The Tank shells don't work! All the others strike where I want them to, I use ACE and have been using the Rangefinder. But the Tank artillery rounds just don't appear - and, I can't get a laser strike to work either.

    Rich


  4. I'm trying to integrate this into a Domination mission. I've added the code as per the instructions but the GUI isn't snowing up in the Action Menu.

    There is already a Game Logic called Server as per the instructions - could that be the problem.

    Also, there is already an artillery menu in the Domination game type - I wonder if that could also be causing a problem.

    I'm not getting any scripting errors when I load the game into multi-player so I'm guessing that the script code is added in correctly.

    Could anyone please assist? I have the Description and the init files that I could send for the scripting to be checked out as I'm not a coder by any stretch of the imagination.

    Cheers,

    Rich


  5. I simply can't get mando missile to work while playing with AI.

    If I fly the helo - AH64D - go into Hellfire camera and I put the crosshairs over the intended target, I press left mouse and the screen goes red, the target gets a highlight diamond and the sound beeps - I press right mouse button, the Hellfire leaps from the laucher and then....................goes some random direction and simply refuses to hit the tank/BMP or whatever I'm aiming the thing at.

    When in the monacle I try to get a lock on a target using the Tab key but I've yet to get a successful lock.....

    Plus, when I press the BIS default Keypad 0 key to zoom in I get some kind of camera. This pushes my mouse pointer out to the top right of my 2nd monitor and if I press a mouse button it drops me out of ArmA.

    I'm obviously doing something wrong but I can't figure out what.

    Anyone got a SIMPLE explanation of what I need to do to get this damn thing working right?

    Rich


  6. ace has an rucksok feature.You can put it whatever you want.And also you can carry an second gun by ace just gear menu So there is no need backpack option anymore.

    I know that - it's not my question - I don't like the ACE Backpack system as it does not allow the user to wear the backpack AND carry an SMAW or similar.

    Another thing that seems to be broken - none of the Engineer options appear in the Action Menu, repair/refuel, build Trench etc. Is that a prblem with ACE overriding something?

    Rich


  7. Xeno,

    This may have already been asked but 75 pages is a little bit much to read through.

    The ACE version seems to have broken the internal backpack - how do I activate it?

    When I go to the settings menu there is a huge list of mission settings that I can scroll through - what to I need to do to change some of those settings?

    Any help you can give will be appriciated,

    Rich


  8. Just bought a new PC - Vista Home Premium 32bit.

    Have 4gb RAM

    Nvidia 8800GTX

    Sound Blaster XFi

    When I click on the setup application on the DVD I saved it to (I have the German version from Morphicon) I keep getting the error

    not a valid win32 application

    I have tried to run in XP SP2 compatibilty.

    I have latest Nvidia drivers and have fully updated Vista.

    Anyone able to talk me through what I need to do?

    Rich


  9. Hey Guys,

    Did a fresh install of ArmA. 1.04 to 1.05 INTER to 1.08 to 1.09BETA.

    Get a message: This application has failed to start because IFC22.dll was not found. Re-installing the application may fix this problem.

    Anyone know how i could fix this?

    EDIT: Sorry was trying to start from betta file arma.exe instead of using the short cut in the root directory. Works now...My bad!

    I have this same issue. has anyone got an idea of whats causing it and what a resolution will be? I get the error even when running from the .exe in the beta folder.

    Rich


  10. I simply cannot get this mod to work.

    I have installed the NWD_TankFCS into Arma with the @ prefix and I have added the line into my ArmA icon etc.

    I have also downloaded the InitHandler mod and I have tried both adding to my addons folder AND creating a Mod folder.

    Is there something that we need to do to this InitHandler mod in order to get the TankFCS mod (and the scopefix/ballistics mods) to work?

    I am not running ANY tank mods.

    I have tried running the mod in both Regular and Veteran modes but still no joy.

    Is there anything that anyone can do to help me with this?

    Rich


  11. Excellent mission as before - but if you're like me and like to just play the mission on your own now and again, it's a little tough. The re-enforcements are a little too numerous and the radio tower is generally too far for a single player to reach. I found it very frustrating to keep killing SLA infantry and tanks only to find that there seemed to be even more around, despite keeping one of my AI in the zone (hidden) to stop enemy respawns. For a single player it's almost impossible to get to the radio tower - especially as the satchels aren't included for the private. That means that you have to start fighting and therefore triggering the dreaded re-enforcments before you even get the chance at the tower.

    I appreciate that this mission is aimed at mainly MP with many human players - but for those occaisions when there is only one human player then I think that an option to disable the radio towers and re-enforcements could be included into the options screen.

    Saying that though - I'll still keep playing this as it is about the best mission - either SP or MP that is around, simply nothing to beat it.

    Rich


  12. Does anyone else have issues with the characters not having weapons? It would appear to be an error with the M4 - I keep getting an error message about the Anim and the Sounds.

    When I start a mission none of the US guys that have M4's seem to have them.

    Any ideas?

    Rich


  13. I know that in windows pressing Alt and F4 at the same time shuts down a program - ArmA is no different.

    Could the dev team add a 'Are You Sure You Wish To Exit' dialogue box if they are pressed accidentally - I have the Alt key set to the default of free look and today I was using it to look around and I pressed F4 to find Number 4. As you may guess the damn game shut down. I'd been playing my own Evolution server for 3 days and was getting ready to clear Ortego when I made the stupid mistake banghead.gif.

    Please, please, please add the dialogue for idiots like me.

    Rich


  14. As per Stobbseys post - I can't see me playing the side missions and therefore can't see me playing v3 despite downloading it. I tend to start my own server - have some buddies play for a while but I then leave the server on and play it over a number of days, often on my own with a few AI. So, this makes it impossible to play and win.

    Saying that - I'm still going to h=give it a try and see what happens.

    Rich


  15. Here's a thought - I'm a member of the Armed Assault Interactive campaign. In that campaign we use a Mobile HQ, in other words a vehicle that is driven close to the action and that can then be used as a spawn point.

    In use, you spawn at your main base and then go to one of those map boards - you then have the option to 'Jump' to the MHQ (or have the option to go to others if they are out there).

    I've been reading this post and noticed that some were questioning the distances you need to travel sometimes - and the fact that many players don't like the huge walks. On organised servers this MHQ system would solve the problem of fighting in Pita, dying and then having to either drive all the way or fly one of the Helos there. You would have had to drive the MHQ there in the first place but then you would be able to spawn at it easily - this would add the added dimention that you would need to protect the MHQ from the roving Kamov and the odd AT trooper you came across thus making the game a little more challenging.

    Rich


  16. Might be an idea to join servers with more players if only a few people are on the server and your having trouble clearing a town. The SES server is very regularily full (30 people) and to be honest its too easy and quick to clear towns.

    Yeah, I agree, if thats what you want to do - play with different people on different days. However, I don't want to do that and I suspect that a lot of team players (I loathe the term 'clan' in a military sim like this - how many Real Life Military clans are there?) would rather play on their own servers using it as training and be able to play as a unit rather than a group of individuals that only want to run and jump into a tank at the first opportunity or fly the helo into the ground.

    @Stobbsy, as you said yourself there are quite a few childish players out there that are willing to spoil the gameplay, thats why I, and many like me, would rather play on closed servers with only a few buddies - hence why it would be a good idea to make the respawn an option - not remove it completely.

    Edit - if the respawn stays as it is I don't think I'll be playing on versions after 1.5a and thats a real shame as the mission is one of the best I've come across.

    Rich


  17. I've just tried v1.5m - some good changes there. One or two things I don't like:-

    1. No satchels for Private (i.e. at the start).

    2. Moving the radio tower in Paraiso

    3. The respawn of the AI. I read the last post and I agree, this could/should be an option in the initial screen in the same was as the Little Bird is an option. If there is only a couple of players in the server it is almost impossible to take a town and then move on. I just started my own server (I do often and leave it running for team mates) and I racked up over 500 points just trying to take Paraiso and Somato - I didn't manage to capture either..... banghead.gif .

    4. I understand that an Engineer class can build FARP's. If this is the case could you make the engineer class an AI recruitable?

    Those observations are from only a couple of hours play.

    One request - could the AI team either be increased, or a server option for the size of the AI team-mates?

    Other than the above I am dead impressed with the updates on the mission and have lots more to explore.

    RIch

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