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RangerX3X

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Everything posted by RangerX3X

  1. I'm sure this has been posted by many others, but for me the game is basically unplayable now do to the LOD issues. I haven't played vanilla ArmA 2 in awhile so I will give that a shot, but if it is FUBAR'd as well I will be uninstalling the game and patching back prior to this disaster. Seriously BI, breaking doFire, several other things, and this God-foresaken LOD issue reaks of little to zero quality assurance testing. You should stop all work on your PMC pet project and fix the game you broke. I love this game, but hate this crap. Edit: Take a queue from the medical community - With regards to patching your games, first - DO NO HARM.
  2. Just trying to share some info I came across in testing a mission I am working on. I checked the Biki which did not address this as far as I could find, and a search on here using "unit" or "group" is overwhelming to say the least. Basically the deal is this: I have a three man BMP group standing guard outside their APC. Once a certain trigger condition is met, they jump in and become Heros of the Soviet Union...:butbut: In the group leaders initialization field I have the following code: EAPC2 = group this; {_x disableAI "MOVE"} forEach units EAPC2; {_x setUnitPos "MIDDLE"} forEach units EAPC2; this setpos [1961.6,3216.07,0]; this setDir 170 For the other two loons, I just have them setpos'd so they look all l33t and crap... NOTE: By the way, using setDir in this manner works perfectly. In the on activation field of my trigger I have the following code: EAPC2CMD moveInCommander EAPC2; EAPC2GNR moveInGunner EAPC2; EAPC2DRV moveInDriver EAPC2; EAPC2LOAD = true; hint "EAPC2LOAD" End result is no joy. The reason (at least one reason) is because the first five characters of the group name (EAPC2) is the same as the first five characters of the unit leader name (EAPC2CMD). If I simply change the group name one digit from EAPC2 to EAPC3 (or something other than EAPC2 entirely), the whole package works perfectly as intended. The fifth character in the group/unit name is killer.
  3. Thanks Dawg - bitten by the obvious right in front of me... :459:
  4. RangerX3X

    Picture Request

    Thanks a million!!! :ok:
  5. Hello all, I am in need of a screen print of the island Everon from the 2D editor view, preferably with a mission loaded showing units, waypoints, triggers, etc. This is needed for a project I am working on. I have editor screen shots from ArmA 1 & 2, but do not have my OFPCWC loaded on this rig. Thanks in advance to anyone who is able to assist in this request. :bounce3:
  6. I am going nuts - I have the player in my mission as a member of a group (not the group leader). I am trying to have a weapon selection through the description file so that the player can select a few other things before the start of the mission. This is the code that I have in the description file: class Weapons { class M1014 {count = 1;}; class M107 {count = 1;}; class Binocular {count = 1;}; }; class Magazines { class 8Rnd_B_Beneli_74Slug {count = 10;}; class 10Rnd_127x99_m107 {count = 5;}; }; It does not work - there are no other weapons to select from when I choose "Gear" in the briefing section before the mission starts. Thanks!! (Yes I have searched for a solution and have found none, even using the code that is on the wiki).
  7. doFire is broken now http://dev-heaven.net/issues/15082 :confused:
  8. Other note - kit selections only work if the player is a group leader. If the are a subordinate member of a group, it does not work.
  9. I don't get it - the Stryker mortar vehicle you can play as the gunner and fire shells HE far-medium-close settings but I cannot figure out how to have the AI fire like you can with the static mortars.
  10. Thanks - that worked. It should be noted though it requires a briefing.sqf and briefing.html in the mission folder though.
  11. Using a marker position does not work with smoke for some reason these days. Best thing to do is make the spot you want the smoke to be an object such as a road cone or something else, or if you don't want anything there use a game logic. For some of my para jumps I mark the front and back end of the DZ's like this: In the on activation field of a trigger: Smoke1 = "SmokeShellGreen" createVehicle getpos DZ1Start; Smoke2 = "SmokeShellRed" createVehicle getpos DZ1Finish; Then I place two game logics on the map and name them DZ1Start & DZ1Finish: Side: Game Logic Class: Locations Unit: Location
  12. For the chat - place the following in the on activation field of a trigger or a waypoint - [West, "HQ"] sideChat "Eagle One Seven Three, we have an extraction request at location Fi-67." The chat will appear from "Crossroad" - no need to have any unit actually named this. [West, "airbase"] sideChat "Crossroad - cannot comply." The chat will appear as "Firefly Base" - no need to have any unit actually named this. This is the simplest method to do this.
  13. Can anyone get a simple kit selection to work in ArmA or OA? If so, please post an example mission.
  14. Thank you for posting your own resolution to this issue - it is helpful.:cheers:
  15. Same for the Khe Sahn on Utes...walk the deck and you fall through in places.
  16. This does not work in regular ArmA 2 either.
  17. RangerX3X

    fadeSound Problems

    Sometimes I make missions that do not involve Takistani's or the islands, and I make them in Arma 2 so as not to do anything that would require OA to play the missions when I release them. Yet another useless reply from someone who only wishes they could rise above forum troll status.
  18. I am unable to get fadeSound to work. http://community.bistudio.com/wiki/fadeSound If I use 5 fadeSound 0, the sound does not fade smoothly over 5 seconds, it simply is the normal volume for 5 seconds and then there is no sound at all. Increasing the value from 5 to a higher value does nothing - it simply allows normal sound for that value and then nothing - no smooth fade. fadeMusic works great for the game tracks, but the fadeSound being broken is causing me some issues in intro's. I searched the bug tracker and could not find anything relating to fadeSound. Any suggestions? Edit: Found this link in another post: http://dev-heaven.net/issues/show/2243 Apparently searching for "fade" or "fadesound" on that site does not produce any results because the issue is CLOSED. It is broken for ArmA 1.07 but works for OA. I testing this using 15 fadeSound 0 in: ArmA v. 1.07.71750 - broken OA v. 1.54.72888 - works Is this a game-breaking bug? Depends on who you are - if you are someone who just plays MP then you probably couldn't care less. If you are someone who designs missions and does elaborate intros/outros/cutscenes and only owns ArmA - you are screwed. Nice way to sell your new addon BI - stop working on the core game. Since when did you become EA?
  19. I am using the following code in the initialization field of the squad leader: {_x moveincargo WHELO1} foreach units group this; WSQD1 = group this; this setgroupId ["ALPHA SQUAD"] The squad leader is named Alpha. In the unit selection area the squad leader shows up as "ALPHA SQUAD 1" and the other group members are 2, 3, etc: But in the game the "ALPHA SQUAD" only shows up in when a unit is injured. If they are just saying something else, it only comes up as "1": This is for a single player mission - any help would be appreciated as the Biki subject is not providing the answer. Thanks!!
  20. RangerX3X

    [OA][SP] Strike Team

    Dude your mission is more polished than most I have downloaded this year, so take that as a compliment. Don't give up on the editor and making missions - that thing is the sole reason this community is still alive after all these years. Keep working at it and you will learn much as you go - it is extremely rewarding no matter what some tool like me tells you in a forum.
  21. Every time I try to land an AN2 plane full of Takistani's on Utes, when they come under fire from Marines on the ground the game freezes and then crashes to desktop. I can paradrop them fine with a script, but when I use transport unload as they are landing the game crashes every time.
  22. RangerX3X

    [OA][SP] Strike Team

    I gave your mission three tries then gave up on it. The opening sequence is pretty cool, and I won’t give it away here, but I was somewhat confused as to why there were no troops coming after my team after what took place. At any rate, you did not explain what the players role in your mission is, which is team leader. That will allow people who don’t care to lead a team to have the opportunity to not have to download your mission to find out. I don’t mind following or leading, so it was no big deal to me, but there are plenty of Amra single player users out there that do not care for being any form of a leader one bit. There is no documentation whatsoever on how to use the ULB. It didn’t matter what key I tried to press, the thing just sat there. Some information in the mission notes section on how to actually control this thing would have been nice (and may have kept me playing the mission). Also, I did not understand the enormous sandbag wall you had on the hill where we landed. All that does it lag the mission for lower end machines and adds really nothing to the mission itself. Perhaps if you explain how to use aspects of your mission instead of assuming that the player will know, you may get some more exposure to those who would bother to take the time to provide feedback. Not assuming you will say this, but responding that this or that is covered in the campaign is simple folly – many people buy this game for the editor sandbox and nothing else, having never played or completed a single scenario or campaign. Just food for thought when designing a mission using semi-exotic components.
  23. RangerX3X

    Ai thread

    Please remove the flashlights from the weapon loadout on all US Army AT soldiers - 1) It completely destroys the immersion of night missions & 2) It makes them an instant target. Also, AI AT soldiers will not engage the Takistani militia armor unit, the BTR-40 with the MG - they simply get mowed down and never fire their AT weapons at it.
  24. RangerX3X

    Mando Heliroute for ArmA2

    I am having a lot of difficulty using this with multiple helicopters and groups per helicopter. Basically I have 4 Chinook's with 2 squads per Chinook) and would like to use this with that set up, but I can only make it work with one helicopter and one group. Could someone please post a simple demo mission where 4 helo's go and pick up 8 squads and drop them off somewhere else?
  25. Armaholic mirror: - Operation Falcon Date: 02/23/2010 Version: 1.1 Required Addons: None Mission Description: You are a helicopter pilot on the deck of the USS Khe Sanh. You have three helicopters at your disposal: AH-1Z, AH-64D and a Mi24D (CDF with a CDF gunner). Each helicopter has an assigned gunner who will be automatically assigned to you when you enter the cockpit of your choice aircraft. Upon exiting a helicopter to choose another one, you will be assigned that helicopters gunner as your gunner and dis-assigned any other gunner you may have had previously grouped to you when entering a previous helicopter. Features: The player has at his disposal via the high-command feature 2 Marine rifle squads that are on the front of the USS Khe Sanh in MV-22 Osprey's awaiting your command to parachute (radio trigger alpha). Your job as the pilot is to eliminate all anti-air threats, not necessarily complete any objectives outright. This is best accomplished by approaching Utes at a stand-off distance and taking out any armor and anti-air units that come up on your radar. Once you are satisfied that the anit-air threat is reduced, call in the Marines who will land at the indicated DZ, at which point you can order them to objectives via the high-command function. Once in this role, you can either land and fight it out (unrealistic) or provide ground support by flying around 50-100 M off the deck (more realistic). Scripts used: USPS by JW Custom and an old eject script from Arma 1. Known Bugs: None at this time. As this is a beta, you most likely will play the mission differently than I and discover something amiss. Please report! Change Log: Version 1.0 Working briefing (placeholder for tasks at the moment will be completed later) Working overview Version 1.1 Added additional Navy personnel on deck Added two patrol boats Added MH-60 patrol Removed USPS Added specific patrol routes and combat responses by sector of responsibility Added some minor eye candy at airstrip Added OPFOR mortar detachment Added two UAZ AGS-30 coastal patrols Added OPFOR air patrol (Su-25) To Do List Develop MH-60 patrol into S&R Complete Briefing Complete Intro & Outro
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