AdmiralKarlDonuts
Member-
Content Count
397 -
Joined
-
Last visited
-
Medals
Community Reputation
0 NeutralAbout AdmiralKarlDonuts
-
Rank
Staff Sergeant
-
How to name a bot?
AdmiralKarlDonuts replied to Redfield-77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Boom. I didn't realize that was all compiled or I would have posted it the first time. -
How to name a bot?
AdmiralKarlDonuts replied to Redfield-77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's the SetIdentity command. The description.ext file in the mission folder is where you punch in the specifics. See here. So, in the unit's init box use: Guy1 setidentity "billybob", and then in the cfgidenties section of the description.ext you actually fill in the options for billybob. I haven't messed with it in a long time but if I remember correctly you can just punch in a name and all the rest will be randomized as normal. For clarity it looks like this class CfgIdentities { class billybob { name="Billy Bob"; face="Face20"; glasses="None"; speaker="Dan"; pitch=1.1; }; }; Where the face, glasses, speaker, etc can probably be left out unless you want to customize those, too. Be warned that the voices, etc, in the Biki are for OFP and Arma 1. Dunno when they'll add the arma2 voices and glasses. -
2nd floor
AdmiralKarlDonuts replied to THEBLITZ6794's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You mean placing a static MG in the editor, or ordering one of your men up there in-game? To do it in the editor, place the tower bunker on your map. Now place a static M2, for example, on top of that. In the 'init' box of the M2, type this: this setpos [getpos this select 0, getpos this select 1, 2.7] If I remember right 2.7 is the height you'll need, but you'll have to enter the game yourself, climb up and look to see if it's sitting there or floating a bit off the floor. In english that code says: set the position of this thing at [this thing's x-coordinate, this thing's y coordinate, and 2.7 meters off the ground] x is east-west, y is north-south, and the third one is actually the z, or height, coordinate. So the code leaves it where it is in 2d but lifts it up 2.7 meters in 3d. Like I said, play with that 2.7 to get it where you want it. You'll also need to jiggle it's position by dragging the icon around in the editor to get it exactly where you want it. -
Basic Briefing howto
AdmiralKarlDonuts replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You missed a ";" at the end of the second line. I think that should do it. -
Aircraft waypoints
AdmiralKarlDonuts replied to breeze's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Specifics, please...that's far too vague for anyone to be able to diagnose your problem. What kind of waypoints are they? Are there enemies in the area that are spooking the pilot? What behavior (safe/aware/danger/etc) are the pilots set to? Also, what map are you on? What airfield are you trying to use? -
help with map editing stuff
AdmiralKarlDonuts replied to WoodenSpoons's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Right, you had it set up correctly from the start but weren't putting the description.ext file in the mission folder. That was your problem. Honestly that's step 1, putting the file in the right place. -
Basic Briefing howto
AdmiralKarlDonuts replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I found this last night: http://forums.bistudio.com/showpost.php?p=1355756&postcount=11 -
ARMA 2 Fails As PvP Game...What Happened?
AdmiralKarlDonuts replied to Sniperman1's topic in ARMA 2 & OA - MULTIPLAYER
Then you're playing the wrong game. The whole point of releasing the game with an editor is to encourage "everyone and his mother" to create their own stuff. Make your own mission if you're not satisfied with what the community creates. BIS does not release 'map packs' or anything like that. They never have, dating back to 2001. A few new ones might have shipped with the expansion packs but they intentionally left it to us to create MP content. -
DANGER compared to AWARE modes.
AdmiralKarlDonuts replied to topeira's topic in ARMA 2 & OA - GENERAL
You could make yourself a squad leader and play with the settings yourself in the editor to find out more about the various states. DANGER means they will move slowly and usually go prone when stationary. New in Arma 2 is bounding overwatch...some move while others cover. They have no problems following but if you stand up and run full-speed for a good distance you will leave them behind. AWARE means they stand fully upright and run at the normal pace. If they engage enemies they temporarily go into DANGER mode but when the threat is dealt with they revert back to AWARE. Doesn't seem to be any difference between urban and open areas. -
Basic Briefing howto
AdmiralKarlDonuts replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For clarity's sake I'll point something out that I didn't realize because I'm stoopid: Even though briefing.html no longer contains any information used in the actual briefing, if you don't have at least a template of it in your missions folder, the pre-mission briefing won't display. I was testing out the new tasks and notes system and creating a mission that would sorta serve as a template for later use. I put all that stuff in and I figured I'd put a placeholder gear selection in just to have all this stuff ready to roll when I need it for a real mission. I figured that if briefing.html only contains the de-briefings, I could take care of it last. I fill out the description.ext, hold Shift + "Preview" and I'm standing on the map...hmmmm. I pasted the briefing template from the OP in, tried again, and voila, there was the pre-mission briefing and gear selection. So, even though briefing.html doesn't have anything to do with the briefing anymore, it must be in there for the briefing/gear selection/tasks/etc. to show up. Hopefully that saves somebody a few minutes of head-scratching. And for new players, hold shift and click "preview" in the editor to see your briefing in-game. -
Things I don't understand because this game is terrible at explaining anything
AdmiralKarlDonuts replied to KorJax's topic in ARMA 2 & OA - MULTIPLAYER
The phrasing was intentional :cool: -
Things I don't understand because this game is terrible at explaining anything
AdmiralKarlDonuts replied to KorJax's topic in ARMA 2 & OA - MULTIPLAYER
The squad that knows how to play will stick together. Random n00bs who do not know how to play together will not. It's that simple. Rambo = bad player. Equipment does not a Rambo make. -
Things I don't understand because this game is terrible at explaining anything
AdmiralKarlDonuts replied to KorJax's topic in ARMA 2 & OA - MULTIPLAYER
My point was really that you can handle any weapons you want and that they weren't locked by class like those other games. Whether or not you're helping your team by doing that is another matter. And this 'so-called realistic' game is much better in that regard than, say, BF2, where if you have an AT weapon you're given no body armor and a BB gun to defend yourself with. What's wrong with M136 + M16A4 Acog? Nothing, because that's what real Marines carry. Certainly not all of them do but it's not like they can't. -
Things I don't understand because this game is terrible at explaining anything
AdmiralKarlDonuts replied to KorJax's topic in ARMA 2 & OA - MULTIPLAYER
Admittedly it's been a while since I played Berzerk or Evolution, but don't they have briefings that explain everything? As explained there is no BF2 role switching, what you join the server as is what you are. However that only matters for medics (they get medic abilities), snipers (they get ghillie suits) and specops types (they are stealthier by default). Weapons are not restricted by 'class.' If you start as a rifleman feel free to pick up an M240, a sniper rifle, or a SMAW. -
Hostile Civilians
AdmiralKarlDonuts replied to Recoilless's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep, this is the easiest way to do it. Of course it also means they will be gunned down by Marines or CDF as soon as they are spotted. Unless you use setCaptive on them to prevent that.