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Ronin[NR]

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Everything posted by Ronin[NR]

  1. Hi All, I've been working on a script to make searchlights... well, search :D. Ideal for those blackop style missions to add atmosphere. I searched the forum and couldn't find one. This is based on an old SQS script (Sorry, cant remember the author, you know who you are :)) to do the same thing, have just updated it to SQF. Real simple and easy thing, thought I'd post it here for peeps to use and comment on and hopefully improve if poss. I'd like to change the angle at which the light is searching, make it a little more close to the search light as opposed to searching the countryside :) This would involve vectors I believe, but, not sure how these work, wiki doesn't give any examples of how I should use them. if ( isServer ) then { searcher = "true"; while {searcher == "true"} do { _unit = _this select 0; _left = _this select 1; _right = _this select 2; _dir = getDir _unit; while {( alive _unit ) && ( _dir <= _right )} do { sleep 0.5; _dir = _dir+1; _unit setformdir _dir; }; sleep 2; while {( alive _unit ) && ( _dir >= _left )} do { sleep 0.5; _dir = _dir-1; _unit setformdir _dir; }; sleep 2; }; } else {}; This should work on locally hosted and dedicated servers. Only one limitation at the moment: The script uses GetDir. Now, because of the way this is set up, if you have a searchlight set at 0 azimuth and you want the light to search left to say 270, then right to 90, it won't work. If you flip this around however and set it to search left to 90 and right to 270, it would work okie. Also, if the light spots someone, it will lookat it, but then, continue to search. Kinda like 'Haha, found you, but, it doesn't matter that your a spec op and going to kill my friends, I'll just carry on searching' :D Would like a way for the light to stop searching when it does find an enemy. Anyways, hope you like. Example: Searchlight Example
  2. Would also like to know how this one plays out. Have changed the ammo-supply vehicle to a lynx and the airstrike to an AV-8, but stumped as too how we got different ammo boxes to drop. Anybody know how to do this?
  3. Virtual Store Grrrr! Deleted everything in their, everythings fixed, no more error on map start and no more issues with userconfig - Bally and gasmask now work Fantastic! Thanks Dood Yes manzilla, I was, thanks for the pointer and reply though
  4. *puts on flame retardant cloak* Am using the v1.0 stable release - I keep encountering the following error on every start up It happens every time I go into an editor map, every time I join a i/net server map, just everytime, its getting tedious. I used the updater previously, however, my squad is using the stable release for MP co-op games so as to not keep updating the server all the time (admin just can't be bothered, which is fair does, its his server :D) anywho, am wondering if theirs some residual files on my vista machine that are maybe causing this error. I deleted the six updater created addon folders from ACE, ACEX, ACEX_PLA and CBA to make way for the stable release downloable packs. Have tried un-installing and re-installing arma, but, no effect, d/loading the stable release from different sources, same effect. Also, user config thing is plaguing me, I am editing the userconfig\ace2\ace_user_config.hpp with my profile name, however, still not able to use gas masks and balaclavas, but, did work when I used the SiX updater configs I have searched through some pages of this thead, but, couldn't find anything specific to the above. If somebody could point me in the right direction or to the post that would resolve that'd be Great! Many thanks *btw, I love ACE, its sick ^^
  5. Oki, Having difficulty getting the M119s to fire. I have a group of 3 m252 81 mortars, synced to an Arty module (leader of the mortar group), Arty module is named m1 Target is named MarkOne (its not a marker, tis an enemy unit) //Edit I have a trigger that is grouped with an officer unit stood next to the mortar battery. The trigger is moved to logic mlog2 and after 40 seconds is moved back to mlog1, position of the officer, which activates the trigger again and the battery fires at the same location again. Arty.sqs if( isServer )then { ~10 [m1, getPosASL MarkOne, ["IMMEDIATE", "HE", 1, 10]] call BIS_ARTY_F_ExecuteTemplateMission; ~5 atrig1 setpos getpos mlog2; ~40 atrig1 setpos getpos mlog1; } else exitwith {}; exit Works fine. The battery will fire on its own and will continue to fire without intervention and will continue to do so unless (a) it is destroyed (b) runs out of ammo. with the ammo trucks present, am not sure how this would turn out. However, If I unsync the artillery module from the mortars and sync it instead to an identical group of M119s' (group of 3) - Moving all the necessary logics and what not involved. Nothing Happens. Do the M119s need anything special done to them in order to get them to fire in the same way? :confused: Any help would be greatly appreciated - many thanks Example Mission - http://rapidshare.com/files/323599389/arty_test.utes.rar.html This is an example of 2 mortar batteries that will automatically and continuously fire on the same position per battery. The same is not possible with an M119 battery and I can't figure out why. /Edit - Range! Seems the m119 has as long a range as the MLRS I have loaded a new example below that comes with an .SQF file called arty. All you need to do is create a battery, sync it with an Arty logic, name the logic whatever you want. Create an object (enemy soldier, static weapon, vehicle, whatever), name it whatever you want. The content of Arty.sqf: if ( isServer ) then { _battery = _this select 0; _target = _this select 1; _targetPos = getPosASL _target; _heTemplate = ["IMMEDIATE", "HE", 0, 10]; [_battery, false] call BIS_Arty_F_SetShellSpawn; if ([_battery, _targetPos, _heTemplate select 1] call BIS_ARTY_F_PosInRange) then { [_battery, _targetPos, _heTemplate] call BIS_ARTY_F_ExecuteTemplateMission; } else { Hint "Target out of Range!"; }; } exitWith {}; Create a trigger and for testing purposes set the activation to radio alpha. Then, in the onActivation field of the trigger call Arty.sqf file with the following: null = [name of your battery, name of target] execVM "arty.sqf"; The sqf uses non-spawn mode when firing its rounds. If your target is to far away or too close, you should get a hint message to let you know you battery is out of range. Example using Arty.sqf - http://rapidshare.com/files/325466068/Chen_arty_test.Chernarus.rar This doesn't use the SOM Module, is okie for locally hosted server, not sure on dedicated. If someone can test and post here, that'd be great!
  6. Thanks men, Gonna mess about in editor some, play with my new toy :D
  7. Whilst I agree, I ran into a slight issue - Went to log on mp servers this evening, and decided to update my mods as is so easy before jumping on thinking, yeah, thats a great idea as servers are probably up-to-date with latest version. Actually, my client was more up to date @ version 0.1.83 beta or something and all the servers I joined were 0.1.82 or something and it said that I needed to update with an extremely annoying ping sound and pop-up box to say I need to update. No, the servers I joining needed to update, I had the updated version of the mods I use ^^ Anyways, a word on updating, even in beta, can you please keep it to a minimum or save it and dump it in one go (Maybe once a week) otherwise client versions are going to be out of sync with mp server versions of mods it is running, untill the MP servers update the version of their mods, which will probably be tomorrow for me. And please can we make the ping notification sound more friendly, that thing was horrible :D Peace (loving the mod and the updater btw, great work!) :bounce3:
  8. This is Great, works really well. Is their any way to populate the cargo of the spawned convoy to add troops? If the convoy comes under fire, they will automatically dismount and start to fight, no? Great work btw, needed something like this, convoys are hard to produce in arma2, they just drive all over this place. This helps, alot :bounce3: Edit : Are, this got asked already, sorry :P
  9. Ronin[NR]

    Resistance Units

    These are Great! like them lots, thanks for your efforts m8 Any chance you could list the class names, trying to spawn these units under DaC, and if I missed them in the readme, then am sorry many thanx
  10. Ronin[NR]

    1.08 Troubleshooting thread.

    No joy as yet - I have had a response from Securom Support however, after creating and forwarding a 'Launch Analysis' to them. Please see below:- Hello, Thank you for your e-mail. We have consulted our programers about your case. We will come back to you as soon as possible. We appreciate your patience and hope to have a resolution soon. Best regards, SecuROM Support Team SecuROM on the web: http://www.securom.com or via e-mail: support@securom.com *** Please include the subject line exactly as written above including your ticket number in all communications to ensure proper handling *** What will come of it, I'll post the result ^^ Not sure if people are aware of how to create the 'Launch Analysis' file. If you do already, apologies as am posting for those who don't. Right-Click your desktop shortcut or Arma.exe. Click 'Launch Analysis' Press accept and after 30 - 40 secs, a file named 'AnalysisLog.sr0' will be placed into your C: dir. Rar or zip that up an send it over to the above address' with a description as to what the problem is. Spec :- AMD Athlon 64 X2 4200+ DualCore Processor, Asus M2N-SLIDeluxe MotherBoard, Sparkle Nvidia Geforce 8500 GT Microsoft Direct X 9.0C
  11. Ronin[NR]

    1.08 Troubleshooting thread.

    @ Torni - I don't launch using a launcher problem, thanks for the suggestion, but, to be honest, the game should run using the desktop icon provided as is. Also, I have not altered my clean installation in anyway, I have no 3rd party addons installed and the desktop icon is as installed which I haven't modified in anyway since my clean install Thanks
  12. Ronin[NR]

    1.08 Troubleshooting thread.

    Been following this thread since I got home, it seems quite a few of the Euro UK 505 DvD version peeps (including me) are having trouble even booting the game up now since installing the patch. A few other people have said the same as I am to re-iterate now:- Arma v1.04 - 505 Euro Version - Boots up, can play no problems. Arma Patch v1.04 to v1.05 - Boots up, can play no problems. Arma patch v1.05 to v1.08 - A story to tell about this one. When starting Arma from a desktop shortcut, the hourglass appears for a couple of seconds on the arrow cursor, then, with previous versions, you would see a spinning disk in its place, the DvD drive starts to spin up, then you see the checkboxes and all is rosey, game starts and your presented with splash screens and eventually the menu. But, what is happening instead, the hourglass appears, then disappears, the cd starts to spin up, for 5 seconds, then dies and spins down again. Arma appears in running processes' for a couple of seconds also, about the same time as the hourglass stays visual. No securom spinny disc, no check boxes - nadda, just completely irresponsive, as if the cheeky PC is ignoring me I have tried Sickboys OpenAL Suggestion, even the 7001 Securom suggestion, both to no avail. I understand that security needs to be upgraded and such, but, it is a serious problem when an update of security from a 3rd party impacts the consumer in such a way. I am referring to securom through process of elimination - Could be completely wrong, however, running through the steps above, it seems tht securom isn't registering something properly, thus preventing the game from launching at all. I have already sent an analysis log file to securom, who advised that it was incomplete and I would need to send another, which I haven't done as yet, but will do after completing this post. I really, really like this game, and is a shame I am having such issues with it, would like to experience the new version as soon as possible, so any info or update would be greatly appreciated. Many thanks *Edit* PC Spec:- AMD Athlon 64 X2 4200+ DualCore Processor, Asus M2N-SLIDeluxe MotherBoard, Sparkle Nvidia Geforce 8500 GT (Soon to go SLI ^^ ) 1 GB DDR2 (Yes, I need more, after another 2 Gb when pay-day comes, but, previous versions still managed to at least boot-up and I don't beleive this relates to the current issue being experienced.)
  13. Hi All, Happy new Year. I was wondering, are their any placeable streetlamps/lights in Arma? I've been searching, but I can't seem to find any, surely these can't have been left out? If they have, please could we have some placeable lights in the 505 english version please Or could somebody educate porr little me to the contary. Thanks
  14. Ronin[NR]

    Street Lights/Lamps

    Thanks m8, but I'm running the editor update from Sick boys eu mod and still can't find. I dont think its in here, could be wrong.
  15. Heya ppl.. I could do with a little Help with an Idea that I have and would like to implement. I have 2 MP groups - Alpha and Bravo - Alpha is a 9-man Ranger team, and Bravo is a 4 man recon team. I have a small communications outpost, patrolled by a small enemy unit, with an officer @ the Outpost. When the attack starts, The officer will start to make a run for it (gets in jeep and Flees). Their are a couple of things I would like to be able to do. First off, If the officer manages to get in the Jeep, and the jeep is damaged (Shoot out Tyres), How would I get him to abandon the Jeep and start to run on foot? Secondly, If I find a solution to the above, How would I give the ability for any member of both Alpha and Bravo squads to capture the officer while hes on foot, so he can spill the beans with Intel which can be used (Which I got Covered) I know how to do this for a specific member of a group, but I want anybody to b able to capture this Guy and give him a good kicking  MP stuff like this is abit difficult for my Dumbass to fathom heh  As always, your help would be much Appreciated.. Thanx in Advance.
  16. Oh tht is Just Sweet Thank you so much Crash Dome - Will Send it to you when I finished the mission, or maybe you can join us for a game on our Server some time... C soon m88 and Thanx again..
  17. I can script, pretty novice stuff and not very well, but I know alittle... Could you provide an example of how to implement what your saying please? I'm assuming the action would be added to the officer and then the Playable Guy would be able to select this action once he gets within the action radius, consequently executing the surrender script, What I can't figure out though is how OFP is gonna know who has activated either the trigger or the action command and have the officer follow this person in an MP environment... And another thing I having difficutly with, If the officer is killed by a human player(accidently ), I don't want the surrender to take place, I have tried:- ?!alive rebeloff1:goto "exit" *rest of the script tht would take place if officer still alive* #exit exit Is this right? If not, could somebody clarify this for me please.. Also, How do i check if the officer is in the jeep, so tht if the surrender script is activated, either by West present trigger of Action command, he will get out of the jeep and then carry out the rest of the surrender script... And Thank you soo much for your input, Much appreciated - Thank you..
  18. I'll try and make it abit more clear... I making the mission MP and need to have any unit from both Groups - Alpha and Bravo - to be able to have this officer follow them to the holding area. The distance thing won't work because I am not specifing a single unit who will capture this Guy. The officer is called rebeloff1 and I have a west present trigger tracking the officer, so tht if any west guy gets near him he will surrender, But..I have no idea of how to get the officer (rebeloff1) to follow the captor (Playable Dude who activates the trigger), be him from either Alpha or Bravo Squad...
  19. Thank you for your Quick and informative Reply... The above solution is a really good idea and it would work - But would it work for MP players? I do have a small trigger, activated by West tht is effectively stuck onto the Officer, so tht any west player who gets within 2 metres of the officer, would activate the trigger. What I need to know is How do I activate this script with an action command? From this I would then like to script the officer with anims so tht he cowardly tells his captore Information we require. After this, has been done, I would then like this officer to follow the captor to a pre-arranged holding point for extraction. Can this be done?
  20. Ronin[NR]

    HVAM v1.50a & v1.50b

    Not tried this yet - Sounds pretty kool though... Is it MP Compatible? And if not are their plans to make it so? Thanx again for you work You Guys rool
  21. Ronin[NR]

    Blackblood's desert grunts

    OMG - These look sooo Good - Can't wait for the release on these, especially with the release of the revamped Afghanistan map - Perfect units for behind Enemy Lines Ops S&D
  22. Ronin[NR]

    CAT's Afghanistan Revisited

    Hey Guys... Really like the revisited Afghan Island, love the size and textures doesn't really matter for me, am well happy with how it is - thanx ag_smith - You Rox  I like the Streetlamps too illuminating the Towns @ Night, they look very nice... Q - Can I place streetlamps on the map and illuminate them from the editor?   If so, How? And where do I find them? Thanx for this great island, like it lots Â
  23. Ronin[NR]

    Y2K3 Version 7.3

    Heya Guys! @Pappy - Is Y2K3 mod MP compatible on a Win32 or linux dedicated server? Edit - Never mind - Question was answered a while back..
  24. Ronin[NR]

    Marine assault pack

    Okie,Thanx Benu - Is this gonna b made ECP Compatible then? Would really appreciate it if you could... Also,been reading back a little bit - How comes their is a Desert Medic fixed? Wouldn't it b an idea to just fix the original Medic and just have tht one instead of 2 Desert Medics - 1 tht works,while the other doesn't.. Isn't tht kinda pointless?
  25. Ronin[NR]

    Marine assault pack

    Ahh okie - Is their a plan to make the patch (per say) compatible with ECP? Not tht I don't appreciate the work and effort you have put into this - (AI Firing Javelin is gonna b way kool - )Its just tht I don't wanna install this and find tht my beloved marines don't work with ECP or OFP throws up errors and stuff.. If I'm wrong - Plz slap me with a Rubber Chicken and tell me 2 shut up
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