TriggerHappy57
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ACE 1.5 Beta (Advanced Combat Environment)
TriggerHappy57 replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Issue 1: Im trying to add M240 belts to the Ace Rucks and its not working, I can add other items, mags, whatever just no M240 belts. Issue 2: Every time I preview my mission at the start I receive "Script ItemRadio not found" prompt, I never received this error in vanilla CA with the same script structure. Whatever it says its not finding obviously is not true because the script still adds the items to my soldier. I am using this in a .sqs script called in a units init field: [this] exec "us_ace_ag.sqs"; _unit = _this select 0 removeAllWeapons _unit removeAllItems _unit _unit addweapon "ItemRadio" _unit addweapon "ItemWatch" _unit addweapon "ItemMap" _unit addweapon "ItemCompass" _unit addweapon "ItemGPS" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "30Rnd_556x45_Stanag" _unit addMagazine "HandGrenade_West" _unit addMagazine "HandGrenade_West" _unit addMagazine "SmokeShell" _unit addMagazine "SmokeShell" _unit addWeapon "M4A1_AIM" _unit addWeapon "NVGoggles" _unit addWeapon "Binocular" _unit selectWeapon "M4A1_AIM" _unit addMagazine "ACE_Bandage" _unit addWeapon "ACE_VTAC_RUSH72" [_unit, "100Rnd_762x51_M240", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck [_unit, "30Rnd_556x45_Stanag", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck [_unit, "HandGrenade_West", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck Exit Am I doing something wrong? I hope this was the right place to post this.:confused: -
Chopper Stops/Aborts Landing Under Fire
TriggerHappy57 replied to TriggerHappy57's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
"So the "never fire" command alone isn't enough ?" I tried "never fire" combat behavior and it was not enough to prevent them from flying off. If the chopper starts to take damage then some other ai behavior triggers and they go into save myself mode. I also tried just using "this allowDamage false;" and that was not enough. So in conclusion both parameters "this allowDamage false;" and "never fire" were necessary. -
Chopper Stops/Aborts Landing Under Fire
TriggerHappy57 replied to TriggerHappy57's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The chopper is a MH6, no weapons. ********************************** I think I have found a somewhat klunky work around. In the init field of the chopper I entered: "this allowDamage false;" and set the combat mode to "never fire" and the chopper seems to continue landing and ignore enemy gunfire. The chopper is unfortunately invincible now but the pilot can still be killed. ********************************** Thanks for your guys' input. -
Chopper Stops/Aborts Landing Under Fire
TriggerHappy57 replied to TriggerHappy57's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I should clarify that the mission is TvT. If insurgents were ai that would probably work, but seeing as they would be players then I don't think this will work. -
Chopper Stops/Aborts Landing Under Fire
TriggerHappy57 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Noob mission editor here. Ran into a problem where i cant get a helicopter to land if it is hit with small arms rounds. My intent is to have the chopper land no matter what. Rundown: MH6 is named "goose1", it is set to careless. It follows move waypoints untill it arrives to a transport unload waypoint that is placed over an invisible helipad called "lz1". The transport unload waypoint on activation says goose1 land "lz1". The helicopter will land, unload and takeoff successfully. However if the choppers are under fire they will freeze in the air and no longer move. If i change the AI behavior to something other then careless the chopper no longer freezes mid-air but instead flys off randomly and does not land. If you guys could tell me or direct me to a solution on how to get these choppers to land even when under fire and not freeze of fly off it would be a great help. Here is a video of the problem I am having: <object width="640" height="385"><param name="movie" value="http://www.youtube.com/watch?v=lE8GuYNn9TM&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=lE8GuYNn9TM&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object> -
_________________________________________________ SYSTEM INFORMATION: Windows XP SP3 INTEL E8400 @ ~3.8 Ghz 2 GB DDR2 1066 Kingston HyperX EVGA 750i FTW Edition 2 x 8800GT 512 (G92) SLI [182.50 WHQL Drivers] 250 GB WD Caviar _________________________________________________ NORMAL SETTINGS: 1680 x 1050, 100% Fillrate _________________________________________________ _________________________________________________ MY SETTINGS: 1680 x 1050, 100% Fillrate Texture detail: Normal Video memory: Normal Anisotropic filtering: Very High Terrain detail: Normal Object detail: Very High Shadow detail: Normal Postprocess effects: None _________________________________________________ _________________________________________________
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Can the AI see through grass? Some testing.
TriggerHappy57 replied to datter's topic in ARMA 2 & OA - GENERAL
If I'm not mistaken, I believe that grass is not a "local effect" infact in ArmA 1 if you laid down in the grass you would indeed be hidden from another player. The only difference is that from a distance grass tiles are not drawn but the effect of being hidden is accomplished by the player being somewhat or fully submerged in the terrain. I don't see why that would be removed from ArmA II, but I do not own the full game yet. :j: -
ArmA II SLI Flickering Issue
TriggerHappy57 replied to TriggerHappy57's topic in ARMA 2 & OA - TROUBLESHOOTING
Thanks a lot mate. Changing the name to Crysis.exe seems to have remedied the problem, still some other issues but its playable now. :bounce3: -
Hello, I'm having an Issue with the ArmA II demo, almost identical to what ArmA I used to do previous to my current forceware drivers. Here is the way that my settings are currently configured. I have tried changing most of them but to no avail except disabling SLI, yet again like ArmA I. Ingame: NCP: VIDEO (I have posted a bit more information in the description on the YouTube video page.): <object width="560" height="340"><param name="movie" value="http://www.youtube.com/watch?v=najSGo_5kRI&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=najSGo_5kRI&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>