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Platoon_Patton

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Everything posted by Platoon_Patton

  1. Platoon_Patton

    Final release of CAA1

    The error is situated in OAC_core config bin,line 15168 idd = -1; movingEnable = 0; duration = 3; name = "Splashscreen Bohemia"; controls[] = {"Picture","Text_BIS"}; class Picture: RscPicture { x = 0; y = 0; w = 1; h = 1; text = "\ca\ui\data\splash1_co.paa"; the map ca\ui.... doesnt excist... U have to change to: text="\ui\data\splash1_co.paaâ€; Also the startup parameter –nosplash makes the error disappear
  2. Platoon_Patton

    1.12 beta patch troubleshooting thread

    Same problem:ArmA updated to 1.08 I cant install beta 1.11 nor 1.12:it says I am on 1.05 When I use the 1.05 to 1.08 patch it says I am already on 1.08 Deutsche DVD version
  3. Platoon_Patton

    How do i reinstall the download version?

    The download links are personal,no chance Wolle can give them to you. Contact the customer support department: support.vente@metaboli.com with your order number,and the e-mail adress you used when you first purchased your game.
  4. Platoon_Patton

    Dialgos

    This is definately the work of Mandoble. He can be contacted on OFPEC
  5. Platoon_Patton

    Dialgos

    I cannot answer your questions because I havent got the time nor the passion anymore (like I had in OFP)to desperately find out how things work.Also the use of SQF and Displays requires U almost to be a programmer or equal (education i never had). Somehow its hard to understand why there isnt more info from official sources. Anyway,I had the same intrest like U have,as Displays seems more "userfriendly" then Dialogs as they dont interrupt the game,seems to have more options in shape/color..etc If its any good to you,"The Armory" uses alot of Displays,open up these missions and try to understand.
  6. Platoon_Patton

    Dialgos

    That's not true from what I can tell. I think UNN is right. U just explained the difference between Dialog and Display.
  7. Platoon_Patton

    You know when you have played too much ArmA

    If you check the dead bodies around a traffic accident to find out if someone maybe has a RPG.
  8. Platoon_Patton

    Respawn available, but not to ONE side?

    I did it like this: -Placed respawn_west on a small island. -Added killed EH to west that executes Kegetys Spectating script.
  9. Platoon_Patton

    Group engaged?

    Just did a very small test with CurrentCommand while AI was moving the return was "MOVE",as soon he spotted me it changed to "ATTACK" Donno if that can help ya
  10. Platoon_Patton

    Count dead civilians

    You only offered a part of the solution Kylesarnik: Your second trigger will fire and do what? So Fer was actually answering the whole question,and not at all trying to make u look bad. Anyway,IMHO that "thing" (BAS_f) is avoiding more trouble then it creates.
  11. Platoon_Patton

    Spawning A Bird aka seagull

    Put a player on the map,write in his init: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">bird = "hawk"createvehicle getpos player You will see a dead hawk on your feet. If you put this code in the initline of a GameLogic,you can then set your GL wherever U want,the bird will slowly fall to the ground. I tried with this code; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">bird = createVehicle ["hawk", getpos player, [], 0, "FLY"] but this crashes ArmA
  12. Platoon_Patton

    Eventhandler issue

    Thats an option Synide,but I am afraid it wont work on respawning vehicles... Mp,respawning vehicles and eventhandlers...,not simple. Nothing to test on here,so what happens: --1--:_vcl addEventHandler ["getin",{setViewDistance 3000;setTerrainGrid 25}]; Does this only run for he who got in or for everybody? --2--:_vcl addEventHandler ["getin",{_this exec "script.sqs"}]; script.sqs: _enterer = _this select 2 ?(player != _enterer):exit setViewDistance 3000;setTerrainGrid 25 exit Does this runs everywhere,alltho executed within server only scope?Or write this line above the ""if (!local Server) exitWith {};"" --3--:_vcl setVehicleInit "EH stuff here" Does this make your EH work on a respawned vehicle?
  13. Platoon_Patton

    Eventhandler issue

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (!local Server) exitWith {}; Means it runs on the server only.Donno,what is the return for "player" on a server? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vcl addEventHandler ["getin",{if(player==_this select 2) then {setViewDistance 3000;setTerrainGrid 25;}}]; Maybe try to run this code local?
  14. Platoon_Patton

    Flag Return

    Yes Jack, Thats one option,hard to explain as I dont have a clue how u set up your map,what scripts are already running,etc You might also consider another delay before u return the flag when your flagrunner is dead,so your friends can take it over... A good advice,grab a template (BAS_f or ECL MP) and learn, it will save U a lot of time.
  15. Platoon_Patton

    Flag Return

    setFlagOwner
  16. Platoon_Patton

    joinSilent?

    here is another one while ur at it ; v1.06:5148 - Added: functions lbSort, lbSortByValue Biki says 1.08
  17. Platoon_Patton

    joinSilent?

    Changelog 1.05 --> 1.06 :5140 - Added: function createMissionDisplay ; - Added: function joinSilent
  18. Platoon_Patton

    joinSilent?

    just tried it with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[unitOne, unitTwo] joinSilent player in a trigger and it works perfectly here...(1.07 beta beta ) No errors,no radio
  19. Platoon_Patton

    joinSilent?

    SQF?
  20. Platoon_Patton

    Check for a magazine?

    Search no longer,FIND it here Â
  21. Platoon_Patton

    Custom Weathers & Timing

    Just a sidenote: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">*-My init.sqs is this way: [] exec "server.sqs" This will launch your script everywhere,in combination with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? param1 == 6: 0 setfog (random 1); 0 setovercast (random 1); 0 setrain (random 1) you might end up with different weather for each client... unless thats no prob for your mission. (Because random will generate different values for each client)
  22. Supposing everybody can activate the trigger,but only once,U can do it like that: Let your trigger fire once,grab the man who did it with: hint format ["%1",(thislist select 0)] or hint format ["%1",name (thislist select 0)] or pass him to a script: on Act:[thislist select 0]exec "myscript.sqs"
  23. No need to get angry at triggerconditions But I still dont understand 100% what ur up to... So few more guesses: -U can give your special player a name,like SpecialGit TrigCond:This and Specialgit in thislist start ur script with: ?(player != Specialgit):exit
  24. Platoon_Patton

    Freelook Stuck!  ALT-Tapping Doesn't Work

    It also happens when U respawn after U were killed inside a vehicle. In this case its possible to fix the problem just by entering a vehicle and leaving it,alltho this is not that easy as its hard to reach the vehicle,due to the screwed control(the mouse controls your head instead of your weapon) And sometimes there is no other option then to disco and JIP...
  25. Try a trigger with these conditions: Local player and player in thislist Also player == player seems to have not much use,not sure what U mean with that? vehicle player == player is possible to find out if a player is in a vehicle or not.
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