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zwobot

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Everything posted by zwobot

  1. Do you know of any standalone invisible target addon?
  2. suppressFor works when the executing unit knowsAbout the target unit. - Just saw that you already used this command. The mos reliable way to make a unit fire at a certain location or area for a longer time is to use an invisible target addon. Unfortunately there is no such addon for Arma2 / OA (yet) as far as I'm aware of. If you have basic knowledge of model editing and config scripting it should not be too hard to port one of the invisible target addons from Arma to Arma2 (when you have the originator's permission of course). Also be aware of the engagement ranges of the weapon(s) used to suppress. 600m might be too far away.
  3. Since skipTime has local effects it should be executed on all clients in a multiplayer mission.
  4. The dynamic object compositions article in the Biki answers your questions.
  5. Depends on the situation. Could be that the released civilian wants to get back to his buddies quickly after having been released. On the other hand he/she might be a bit disoriented and clueless and just stand there... Follow up question: how does this feature connect with the ALICE module, i. e. are released civilians handed back to ALICE (I don't know if this is even possible). It would be nice to have it as optional setting if it wouldn't be too messy to keep track which group a civilian was detained from or would it be sufficient to only setVariable the original group of detained units on the unit itsself? I found the conversation system hard to get to grips with in the beginning. Once you understood how it works it is quite powerful and I think it is a pity that it is not working for Arma2 units anymore and that the default version was not thought through to the end, e. g. you cannot configure language skills of the units. So as Blufor Army unit you can not talk to Takistani civilians because they don't understand you. This could be fixed with a community made addon I reckon. Have you thought about a scripted version of your module which would not require an addon?
  6. Very intersting. Two questions: 1. Do released civilians re-join their original group they were in before arresting them? 2. (More of a feature request: ) would it be possible to use this module to fix the broken standard conversations (Location? Targets? Weather? ...) between player and AI?
  7. What do I have to do to be able to have the exact same conversation with the same unit multiple times?
  8. How can I use the Arma2 artillery interface in Operation Arrowhead? I prefer the Arma2 one because at least it requires a little bit of skill in contrast to the ridiculously easy to use point and click interface in OA... When I synch. a mortar or artillery unit with an artillery module in OA, I get the "Target artillery" action menu item as in Arma2 and the map resource appears after selecting it but the crosshairs do not show up in the map (in fact the map does not react to input at all).
  9. Thanks, but the interface shown in the video is exactly what I want to avoid...
  10. I don't understand what you are trying to achieve.
  11. The addon "Visual Building Pos" is very helpful in finding building positions. You can see the positions in the editor preview with hovering bubbles and copy the code to setPos a unit to the position for use in a unit's initialisation field for example.
  12. The first character in a unit's names must not be a digit.
  13. zwobot

    TacOps Server

    You mean like NOW? Sure...
  14. That must have been me, I'm really looking forward to the mortar fixes. Thank you :)
  15. Can someone elaborate on what exactly all the array elements in BIS_MENU_GroupCommunication do? Some are quite obvious but the rest :confused:
  16. Can AI crews in mortars engage with the mortar when I assign targets via the group commands? Unfortunately they do not fire the mortar but this probably is a Arma2 limitation rather then the mod's? As I found out here: http://www.thefewgoodmen.com/thefgmforum/showthread.php?7818-Simple-Mortar-Tutorial it is possible to order AI mortars to fire at a certain position with the command menu but why isn't this possible in I44? Can you (and do you want to) change the the configuration of the mortars for the next release to enable this feature?
  17. Sickboy, it would be helpful to actually recommend a specific XML editing tool. I prefer the CSV format as well since you don't have to do so much escaping of special characters - are the "appropriate" tools capable of automatically escaping special characters in the final XML for you?
  18. zwobot

    TacOps Server

    I have to check this thread more frequently, would like to play again with you guys. Why don't you announce your sessions in the shoutbox of our homepage too?
  19. You can join your whole group to a unit which is enemy to the the RESISTANCE side. When you kill this unit afterwards it won't shout "x return to formation" etc. This is almost the only way to do it, and it will only work if your mission setup is not too complex, e. g. if you want your RESISTANCE units to be friendly to WEST in the beginning and then have them be enemy to everyone - I think this will not be possible.
  20. The icons are defined in the unit's config, I don't think it is possible to dynamically assign icons depending on rank.
  21. Yeah, I know this wiggum. I meant it is not possible to have different groups depend on the same unit's probability of presence.
  22. Thanks Zonekiller for your late answer. I'm quite fed up with eventHandlers now and haven't got anymore motivation whatsoever to try to get it to work that way. The alternative solution I found is enough for my current requirements.
  23. Hi community in short: using publicVariable in my killed eventHandler script does not broadcast the respective variable when the human players are in different groups in Multiplayer. Please, can you help me figure out why it does not work? Long version: I want to count friendly and enemy casualties in a coop mission, reward points for kills and substract points for losses. Everything worked fine on a dedicated server when the players are inside the same group. However if the players were in different groups the casualty counter variable was not updated correctly despite using the publicVariable command, e. g. in my test there were 2 players on the server in different groups; both killed 1 enemy unit but for both players the Opfor casualty count showed only 1 kill. Find below some background information on how I call the scripts and the scripts themselves: init.sqf where the casualty counting variables are setup and the eventHandlers are added: killed.sqf called from the added killed eventHandlers
  24. As far as I remember you can only use wiggum's method for a single group. To continue wiggum's example, if you put alive myguy into the condition of presence line of a unit which is not in the same group as myguy it will have no effect on this unit. Please correct me if I'm wrong because I can't test it myself right now, but it was like that in Ofp.
  25. Hi Memphis I stopped using stringtable.xml because of the same problem with markers not showing up. I could never get it to work until I started using old fashioned stringtable.csv files with UTF-8 encoding. Sample stringtable.csv in UTF-8 encoding and marker links: LANGUAGE,English,German STR_hint,"This is a <marker name='name_of_the_marker'>markerlink</marker>","Dies ist ein <marker name='name_of_the_marker'>Link</marker>" I prefer the csv format over the xml anyway since the xml has quite a lot of overhead...
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