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Posts posted by Morts
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P\CA\Island\Source\Terrain\[Files]
And yes they are both in the same folder
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Hi guys
I've been following Allie's tutorial for map making, i'm on the 4th pdf file where visitor is first used, I've made the pbl file including
class cfg { PNGfilename="TERRAIN.png"; squareSize=10.000000; originX=0; originY=0; minHeight=-150; maxHeight=900; };And opened it up in visitor, however nothing shows up, it's just as if a new project was started.
It says in the tutorial "If you not see this check the little buttons on the top bar , you probably neet to push some elevation button, just fool around with them." I must admit, this isn't helpful, i've pushed all of them, yet still nothing will appear of my map.
If anyone could explain maybe what i've done wrong, how I can make it work, etc. If there is not enough information, let me know and i'll try my best to improve what information there is.
Any help will be appreciated.
Cheers
Morts
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Yeah it is a problem when the unit has headgear on, but if it was made without it there would be no problem, you could choose between helmet, beret, bush hat all sorts.
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Very purdyOne thing I'd suggest that I remember back in the old PUKF infantry that gave the units a really great level of shine would be hidden selections to choose between beret and helmet, and then texture selection to allow different coloured beret/unit patches, that way you really throw open the possibilities of what one unit represents for different squads
Similarly it's a possible way to add variety to units in terms of personal gear of different kinds using some scripts to randomise it all for each person, or to allow players online to customise their look to suit them
It might be possible to do this in the config, where ACE lets you put earplugs etc in, in a config you could probably let the user choose the colour/texture and type of headgear/flash. Mind you, I have no clue about modding a whole project so it'll probably be me talking rubbish.
One thing that i think would be quite cool would be the ability to choose between webbing and assault vests, i love my webbing :D but i know alot of people like the look of assault vests.
EDIT, there was an infantry mod made that the helmets were actually glasses, so you could shoose the colour flash on your helemt through the profile, that was quite clever.
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Argh! We'll see what went wrong there.
I'll try reinstalling, again and give you more feedback, it might have been my error.
We have gotten some push-back on this. However - we cannot think of any easy way to add a sub-second method to access this. #1 would be a hotkey (which ACE takes all the good ones) or add it to the ACE action menu (but not everyone has ACE..) We'll see what else we can try to come up with. People *really* wanted a quick way, without having to open up their radio and turn the volume down, to shut people up.
Just to add a point, you have to control volume from the radio in reality, I understand it's a pain to do it in game, but for realism purposes its what is done.
Some people might not have the ability, but one way you could hot key it, is by pressing a button (Control/Alt) and using the volume control on the keyboard, it's quick and easy and you don't have to open the radio.
Hope this helps :)
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Sorry to say ladies, but the new update hasn't fixed my white box issue. :(
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I get the same problem and i have an ATI Radeon X1300 PRO, my guess was that it was a graphics card error, seeing as though my latest driver update was 2007.
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It will be handed over to a specific unit.
So the script would look lie this?
_guard = _this select 0; //_suspect setCaptive true; [suspect] joinSilent _guard;
I'll give it a test now
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Hey again, was wondering if it's possible to hand over the suspect, to another player or AI, so it gives an Addaction like "Hand Over" and the suspect leaves your group to join the other players?
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Right I put it in the init field of all of them and they do move to my position, they're not firing, although i'm guessing it's because i'm testing as a civillian. All seems to be good :D
Thankyou!
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That is in the Group Leaders init field, does it have to be in every members to make them chase, because the leader probably wont be the driver?
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For some reason it's still not working.
I've put the scripts in exactly like them, i arrest the suspect but the hunters don't move. Does the type of group matter, they are in vehicles does it make a difference?
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Okay the hunting isn't working the way i've got the script is:
_hunted = _this select 0; _hunter = _this select 1; while {{alive _suspect} count units _hunter >= 1 and {alive _suspect} count units _hunted >= 1 } do { _leader = leader _hunted; _leadpos = getpos leader _leader; _hunter move getpos _leader; sleep 30; };I'm not sure if that's exactly how it should be, i tried the default one as well and I've tried naming it differently but the pack1 don't want to hunt. They stay in there positions.
Also a little sub question, is it possible for the suspect to STAY in the "surrender" position instead of going in it then coming out when he walks?
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So using this in conjunction with the hunt.sqf will make the chasing group only chase when the suspect has been captured?
I would also have to delete pack 2?
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Wicked, thanks, that works all nice and fine.
Now for the hunting, the script that you wrote in the other thread, i gather it starts immediately, is there anyway to set it so that it only starts when the suspect has been captured.
Something like
set true = Arrest.sqf complete.
Whether that makes any sense or not i haven't got a clue, any help will be much appreciated.
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It doesn't seem to be working at all.
the unit i want to arrest is a russian officer. Name:Suspect. I've put all the script in and the init line but it's not working. What is catching my attention is foo.sqf. where has this script come from becuase i don't have it and i think that might be a reason why it isn't doing anything.
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The arrest script in the thread mentioned previously makes the suspect teleport away, and looks like this
// Grab a value for the suspect _suspect = _this select 0; // Remove all actions from the suspect _action = _suspect addAction["foo", "foo.sqf"]; while {_action >= 0} do { _suspect removeAction _action; _action = _action - 1; }; // Stop the current animation and surrender _suspect switchmove ""; _suspect playActionNow "Surrender"; sleep 3; // Alert the soldier hint "You send the suspect to holdover."; // "Teleport" the suspect to holdover, a GameLogic location pre-placed. _suspect setPos getPos logic1;Would i just need to delete the bit where it says teleport, so it looks like
// Grab a value for the suspect _suspect = _this select 0; // Remove all actions from the suspect _action = _suspect addAction["foo", "foo.sqf"]; while {_action >= 0} do { _suspect removeAction _action; _action = _action - 1; }; // Stop the current animation and surrender _suspect switchmove ""; _suspect playActionNow "Surrender"; sleep 3;But then how do i make the player join my group, or the group he was arrested by, on that point, does it require the section commander to arrest them?
Sorry if it sounds a bit nooby but i really dont have a clue about scripting, what is foo.sqf?
Cheers
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Hi guys,
I have only found one thread which really has a decent arrest script in it whihc is this one: http://forums.bistudio.com/showthread.php?t=82474
But it is for a specific scenario, i.e. if the man has the bomb you can arrest him, so how would I put an addaction just purely to arrest the person without any variables. I want to arrest him, so he surrenders then for him to join the group he was arrested by so that he can be transported.
Is it also possible to group a team of AI to this man and when he is arrested, said group hunt him down, and essentially kill the captors?
EDIT: How do i make a conversation go on through Direct Chat, on it's own, not through the conversation box.
Cheers
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You should really google up a word before writing it... no, we are no "codemonkeys".His question was if it is possible to make something like it is available in ACE or other mods, change keys via some userconfig or whatever file.
Xeno
Precisely, It saves squabbles in units over who wants it to be programmed to what key.
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With this, is it possible to change the button pressed client-side or does it have to be the one button for everyone in the mission it's used. Reason being, with Ace there are alot of keys taken up and different people have them all set differently, is it possible for the user to change it to his preference?
Cheers, Morts
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Much love for this. :D
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i dont get whats funny in the second pic??
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Oh cool thanks :D
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Oh okay :) So the names of the actions are r1 as well as the destinations??

Newbie :)
in ARMA 2 & OA : TERRAIN - (Visitor)
Posted
I think thats what you mean by the preferences.
Changed the folder arrangment now.