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chappy

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About chappy

  • Rank
    Lance Corporal

core_pfieldgroups_3

  • Occupation
    ATC
  1. I'm using this approach to monitor the strength of Blufor/opfor in a specific area (one trigger for each) The force is mainly vehicles, combination of tanks and APCs, and some BRDMs for east. i can't seem to find a definitive list of types, and from what im seeing, the type of a unit is different to the parent class of the unit. Would that be a correct conclusion? for example i tried using "armored" counttype thislist <= 4 but the trigger fires immediately, presumably because none of the vehicles in the trigger area are consider 'armored' as a type,. but "tank" works, although im not sure it is counting the BRDMS/BMPs as well if i use that. so Q is is there a list of types? is there a master type i can use to cover all tanks/apcs/brdms at the same time.
  2. i probably wont get a response from murk but i'll post a Q anyway and leave it open for others to answer if he doesnt. Been using this quite a lot to control units spawning based on triggers. But i've come up against a problem (it would seem) with using it in conjunction with probability of presence. If the unit has a prob of presence, the script will work as intended when the units prob of presence = true. But as soon as the units prob of presence is false, the unit spawns immediately anyway irrespective of the script and not under its control. example: prob of presence set to 0, every time i start mission the unit spawns immediately. prob presence set to 100. every time mission start, the unit will conform to the trigger activation and spawn script. Thoughts? how is probability of presence (and the removal of the units that have a false return for presence via the editor) handled. And how is it affecting the script? ---------- Post added at 06:43 AM ---------- Previous post was at 04:46 AM ---------- oh well in the meantime i'm editting murks script (hope thats ok murk, credits to u still!) to include the probability of presence calculations. This means i leave all units as 100prob on the map, and instead include a new parameter in _this select 7 slot, a number 1-10 to define the probability of it actually spawning via the script. if anyone wants the revised version when i finish just let me know.,
  3. Ok, So i've used the format command in the past quite a lot to throw out a variable as a string and show it in sidechat or in a hint. no worries. I'm now trying to figure out how you go about using it to fill in part of the name of an object. i have a line in my script that i want to run trigger_c4 setVariable ["spawn",true,true]; the bit that i want to use format for is the 4, where that value can be whatever happens to be held in variable called area_charlie my best guess was something like. call compile format ["area_c%1 setvariable ["spawn",true,true]",area_charlie]; but no luck so far :(
  4. Ok fellas, who can help me out with DELETING or changing a briefing midway through a mission? i can get new diary records to pop up , but they just stack on top of the titles ive already got in there. I know that Death/JIP often can delete the notes/tasks but i want to be able to change briefings through an addaction menu system so the player can chooose different missions that come with complete brefings.
  5. yes, but you would have to edit the _runA2CO.cmd file if you open it in notepad you will see down the bottom under 'run' the commandline it uses, based on the registry entries it searches before hand. in there should be the -mod element, you will just need to amend that to include the mods you want.
  6. junctiona2intooa4me did NOT work . the folders were unaccessible and when i loaded the OA exe, armaII was NOT listed at all in the UI modmanager therefore, the junctionTHISmod4me.cmd was the only method to get the dta/addons/userconfig to work in the OA directory.
  7. edit ok looks like londonlads method works. so here it is, for those that want an understandable explanation of how to play CO with mods for steam ArmaII and steam OA First, IGNORE the _runA2CO cmd script IGNORE the junctionA2intoOA4me script go into your OA installation folder, and rename the 'keys' folder to keysoriginal or keysbackup or something (not sure if we need to do this but prudent anyway) using the junctionTHISmod4me.cmd script: go to start menu in windows, type 'run' into the search progs box, select the run program in the run program , browse to the folder in which the above junctionTHISmod4me.cmd has been extracted (i extracted mine into the main ArmaII folder) when you have this in the 'open' box, scroll to the end of the path and type in 'addons' (without the ' ' ) hit 'ok' and let the script run. Reopen the run program, and the open box should have the previousl line in it. go to the end of the line, remove 'addons' and ad each of the following, one at a time, running the script each time and re-opening the run program afterwards. keys userconfig dta then do the above again for any mod folders that you wish to be able to use . the addons, keys, userconfig and dta folders are the ones that will allow you to play CO at the same time as running mods. once youve done all of this, run the game as OA ONLY do not run it as combined ops
  8. @london lad can you confirm for me that you have used the A2intoOA4me script, and have junction folders in OA for dta/userconfig/addons also, can you access these folders? because as i'm starting to see it, this script is the one that should allow you to use arma2 without actually using the CO script, instead launching through OA exe thus allowing UI modmanager to work, but for whatever reason, this aint happening.
  9. ok so having looked at it a bit more closely. It appears that the CO cmd script includes -mod in the run part of the script because of this, any mod folders that you've Junctioned in OA, are still not visible when running CO because -mod exists in the CO cmd script. I can get the mods to load by running the straight OA exe. I can get the game to load in CO, but i cannot get the 2 things to work concurrently. taken directly from dwardens OP, bolding is mine : yet the cmd script that you include on the OP includes the line. so clearly you cant use the cmd script, or use the drop down option in steam to run CO (because that also runs the cmd script) running the junction script including the run lines mklink /j "%_ARMA2OAPATH%\Addons" "_ARMA2PATH%\Addons" mklink /j "%_ARMA2OAPATH%\Dta" "_ARMA2PATH%\Dta" mklink /j "%_ARMA2OAPATH%\Keys" "_ARMA2PATH%\Keys" mklink /j "%_ARMA2OAPATH%\userconfig" "_ARMA2PATH%\userconfig" does create junctions to the dta, keys, userconfig and addons folders from arma2 into OA, but when running the OA exe, as that is the only other option available to get the Ui Modmanager, Arma2 is not visible in the expansions UI in the game. on a side note, if i try to access the dta/keys/userconfig/addons folders that have been placed in my OA main folder, i get an error telling me they refer to a location that is unavailable. I tried deleting them and remaking them by re-running the A2intoOA4me script in admin mode and it failed to run/create the folders. I ran it again NOT in admin mode, and it created the folders but again they are 'unavailable' My registry entries exist under the wow6432node entry for both a2 and oa
  10. Id just like to say this is pretty lame for a developer to say this. Not everyone is computer literate or able to script or code. 'No brainer' as you put it would be a working game that is seamlessly integrated when you purchase them as an 'expansion'. 'No brainer' would be a Ui-modmanager that WORKS without having to get onto the bi forums, find the relevent post with the relevent script that has been added as an afterthought, then read poorly written english from a rude developer on how to apply said scripts in order to make your expansion work the way it should have worked when you bought it in the first place. now, i also am unable to get my mods to show up in the games UI modmanager. I have run the cmd script '_junctionA2intoOA4me_Vista&Seven' i have then run the cmd script '_junctionTHISmod4me' several times with the @modfolder after it via the run program in windows start menu for each modfolder i wish to use. This has placed the junctioned folders in the OA install folder. I then run the game in CO mode via steam, and lo and behold, the mods do not show up in the UI Modmanager
  11. In order to run Combined ops for the A2/OA steam version combination via this launcher , the easy solution at the moment is to actually reference windows command script in your steam OA installation folder. the filename is: _runA2CO.cmd Then, with the box containing the above filepath checked in settings, go to the start tab, and 'start armaII:OA the launcher will then start the cmd script, that in turn will launch the combined arms version of the game . I've tested this and it works for dual A2/OA installs both purchased on steam
  12. chappy

    Wardak_WIP

    I wouldnt have a clue what the alternative is :) although i think someone did mention including the specific textures used in a single download rather than requiring a download of a generic pack that probably includes a lot of textures that arent used on the map.
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