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g-man-853

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Everything posted by g-man-853

  1. @Fer thank you, I'm still having trouble getting it to work though. I know your probably very busy but would it be O.k. if I sent you the whole mission folder?
  2. I am trying to get Norrins revive script working with the F2 - Mission Development Framework but am getting no joy. I was wondering if someone can help me out. I am using the latest version of both. description: revive_init: init: I get all the parameter options to select and the revive script is active because the welcome screen text from the revive_init appears when I preview the mission . But it just doesn't seem to work for me. If anybody could have look and see what I am doing wrong that would me much appreciated.
  3. g-man-853

    US Support

    I copied from #include "Dialogs\Common\DialogColorConstants.hpp" to the end and pasted it to the F2 description. Here is what my description.ext looks like: // ============================================================================================ // F2 - Mission Header // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) class Header { gameType = Coop; minPlayers = 1; maxPlayers = 13; }; // ============================================================================================ // F2 - Respawn Settings // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) respawn = 1; respawndelay = 3; // ============================================================================================ // F2 - Mission Conditions Selector // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) titleParam1 = $STR_f_ConditionsSelector_Title; valuesParam1[] = {21,22,24,25,26,27,29,30,1,2,4,5,31,32,34,35,36,37,39,40,6,7,9,10,11,12,14,15,16,17,19,20,99}; defValueParam1 = 1; textsParam1[] = {$STR_f_ConditionsSelector_Option21,$STR_f_ConditionsSelector_Option22,$STR_f_ConditionsSelector_Option24,$STR_f_ConditionsSelector_Option25,$STR_f_ConditionsSelector_Option26,$STR_f_ConditionsSelector_Option27,$STR_f_ConditionsSelector_Option29,$STR_f_ConditionsSelector_Option30,$STR_f_ConditionsSelector_Option01,$STR_f_ConditionsSelector_Option02,$STR_f_ConditionsSelector_Option04,$STR_f_ConditionsSelector_Option05,$STR_f_ConditionsSelector_Option31,$STR_f_ConditionsSelector_Option32,$STR_f_ConditionsSelector_Option34,$STR_f_ConditionsSelector_Option35,$STR_f_ConditionsSelector_Option36,$STR_f_ConditionsSelector_Option37,$STR_f_ConditionsSelector_Option39,$STR_f_ConditionsSelector_Option40,$STR_f_ConditionsSelector_Option06,$STR_f_ConditionsSelector_Option07,$STR_f_ConditionsSelector_Option09,$STR_f_ConditionsSelector_Option10,$STR_f_ConditionsSelector_Option11,$STR_f_ConditionsSelector_Option12,$STR_f_ConditionsSelector_Option14,$STR_f_ConditionsSelector_Option15,$STR_f_ConditionsSelector_Option16,$STR_f_ConditionsSelector_Option17,$STR_f_ConditionsSelector_Option19,$STR_f_ConditionsSelector_Option20,$STR_f_ConditionsSelector_Option99}; // ============================================================================================ // F2 - Kegetys Spectator Script // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) #include "f\common\f_spect\spectating.hpp" // ============================================================================================ // F2 - AI Skill Selector (coop) // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // titleParam2 = $STR_f_AISkillSelector_Title; // valuesParam2[] = {6,7,8,9,11,12,13,14,16,17,18,19,21,22,23,24,99}; // defValueParam2 = 6; // textsParam2[] = {$STR_f_AISkillSelector_Option06,$STR_f_AISkillSelector_Option07,$STR_f_AISkillSelector_Option08,$STR_f_AISkillSelector_Option09,$STR_f_AISkillSelector_Option11,$STR_f_AISkillSelector_Option12,$STR_f_AISkillSelector_Option13,$STR_f_AISkillSelector_Option14,$STR_f_AISkillSelector_Option16,$STR_f_AISkillSelector_Option17,$STR_f_AISkillSelector_Option18,$STR_f_AISkillSelector_Option19,$STR_f_AISkillSelector_Option21,$STR_f_AISkillSelector_Option22,$STR_f_AISkillSelector_Option23,$STR_f_AISkillSelector_Option24,$STR_f_AISkillSelector_Option25}; // ============================================================================================ // F2 - AI Skill Selector (A&D) // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // titleParam2 = $STR_f_AISkillSelector_Title_AD; // valuesParam2[] = {6,7,8,9,11,12,13,14,16,17,18,19,21,22,23,24,99}; // defValueParam2 = 6; // textsParam2[] = {$STR_f_AISkillSelector_Option06,$STR_f_AISkillSelector_Option07,$STR_f_AISkillSelector_Option08,$STR_f_AISkillSelector_Option09,$STR_f_AISkillSelector_Option11,$STR_f_AISkillSelector_Option12,$STR_f_AISkillSelector_Option13,$STR_f_AISkillSelector_Option14,$STR_f_AISkillSelector_Option16,$STR_f_AISkillSelector_Option17,$STR_f_AISkillSelector_Option18,$STR_f_AISkillSelector_Option19,$STR_f_AISkillSelector_Option21,$STR_f_AISkillSelector_Option22,$STR_f_AISkillSelector_Option23,$STR_f_AISkillSelector_Option24,$STR_f_AISkillSelector_Option25}; // ============================================================================================ // F2 - Gear Snippets // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) // #include "f\common\f_gearSnippets.hpp" // ============================================================================================ #include "Dialogs\Common\DialogColorConstants.hpp" #include "Dialogs\DialogColorScheme.hpp" #include "Dialogs\Common\DialogControlClasses.hpp" #include "Dialogs\Respawn_Dialog.hpp" #include "TVS\Tvs.hpp" // Tomahawk sounds class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {Explo_Large, incoming, Rocket_Away}; // Definition for each sound class Explo_Large { name = "Explo_Large"; // Name for mission editor sound[] = {\sound\Explo_Large.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; class incoming { name = "incoming"; // Name for mission editor sound[] = {\sound\incoming.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; class Rocket_Away { name = "Rocket_Away"; // Name for mission editor sound[] = {\sound\Rocket_Away.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; }; // description.ext settings for revive /////////////////////////////////////////////////////////////////////////////////////////// //respawn = "BASE"; //respawndelay = 4; //disabledAI = 0; //#include "revive_sqf\dialogs\config.cpp" #include "revive_sqf\dialogs\define.hpp" #include "revive_sqf\dialogs\rev_cam_dialog.hpp" #include "revive_sqf\dialogs\respawn_button_1.hpp" #include "revive_sqf\dialogs\respawn_button_2.hpp" #include "revive_sqf\dialogs\respawn_button_3.hpp" #include "revive_sqf\dialogs\respawn_button_4.hpp" #include "revive_sqf\dialogs\respawn_button_1b.hpp" #include "revive_sqf\dialogs\respawn_button_1c.hpp" #include "revive_sqf\dialogs\respawn_button_2b.hpp" #include "revive_sqf\dialogs\respawn_button_3b.hpp" #include "revive_sqf\dialogs\respawn_button_4b.hpp" #include "revive_sqf\dialogs\respawn_button_1map.hpp" #include "revive_sqf\dialogs\respawn_button_2map.hpp" #include "revive_sqf\dialogs\respawn_button_3map.hpp" #include "revive_sqf\dialogs\respawn_button_4map.hpp" #include "revive_sqf\dialogs\OK_map.hpp" #include "revive_sqf\dialogs\dead_cam_dialog.hpp" /////////////////////////////////////////////////////////////////////////////////////////// //titleParam1 = "Time"; //valuesParam1[] = {-6, 0, 8, 13}; //defValueParam1 = 0; //textsParam1[] = {"Morning", "Clear day", "Sundown", "Night"}; /////////////////////////////////////////////////////////////////////////////////////////// titleParam2 = "Number of Revives:"; valuesParam2[] = {2000,1000,20,10,7,5}; defValueParam2 = 7; textsParam2[] = {"No Revive","Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"}; /////////////////////////////////////////////////////////////////////////////////////////// I am also using Norrins revive script but I had the same problem before I added it. Also does anyone know if it is possible to have this in MP so it is role specific? e.g. Platoon commander is the only one with the support menu in his action menu and if he dies the next in command will take over and get the option.
  4. g-man-853

    US Support

    Hi I'm using the Reinforcements script with the F2 mission template. The problem I am having is with the dialogs: #include "Dialogs\Common\DialogColorConstants.hpp" #include "Dialogs\DialogColorScheme.hpp" #include "Dialogs\Common\DialogControlClasses.hpp" #include "Dialogs\Respawn_Dialog.hpp" #include "TVS\Tvs.hpp" When I try and load the mission I will CTD and get an error message: "revive_sqf\dialogs\config.cpp, line 75: .CfgSounds: Member already defined.", "Dialogs\Respawn_Dialog.hpp, line 0: .SPWN_Button: Undefined base class 'RscShortcutButton'", "Dialogs\Common\DialogControlClasses.hpp, line 44: .RscText: Member already defined." one for each dialog. If I comment out these dialogs in the description.ext the mission will load up but I get errors like "Resource SPWN_RespawnDialog not found" when I try to Deploy a base. It may be something simple but I'm not to clued up with Dialog and hpp stuff. I will mess around with it see if I can sort out the problem if I succeed I'll post here.
  5. g-man-853

    US Support

    lucilk this is absolutely brilliant. I am using this for a coop mission that I am currently working on. It has all the stuff I wanted to have in my mission plus more. It works fine for me on single player I will test it on multi player and post my results and solutions if any. Don't shoot me if this is a silly question but would it work if you assigned the scripts to a unit name and instead of player? Also when you request support would it be possible click on the map where you want it rather than the support comes to the area that you are in. This would be handy as in my mission the commander will be operating from the fire base most of the time. Good job
  6. Great look forward to seeing it:). If I find out how to make the kill register or bind the key I will post the solution here.
  7. Thank you Inkompetent I'll have a go with that. I shall post back my results.
  8. Excellent that would be good. I don't suppose you have any pointers or links that may help me achieve this.
  9. Would it be better and easier to write a script where a certain role ie. EOD can approach the device with out triggering it. This will be simulating a counter measure device carried by that role. I'm just firing ideas at you guys with the know how. I'm not so clued up when it comes to scripting:confused: I am learning however.
  10. I am having the same problem tested it with "co30_Domination_1_00A2T10_West.Chernarus" C-130j Initialization:res=[this] execVM "c130cargo.sqf";handle = [this, 120] execVM "x_scripts\x_vehirespawn2.sqf"
  11. Hi all, Does anyone know if there is a way of deactivating the IED. for example: If an engineer approaches device in a prone position the device will deactivate. something to think about:)
  12. g-man-853

    [UGAF] United Global Armed Force

    We now have two ArmA 2 servers running. Keep an eye out on our upcoming events calendar for organised mission timings. We are also working on personalised missions.
  13. Squad name - United Global Armed Force (UGAF) Timezone/location - GMT - UK based (members from UK ,EU,CAN and USA) Squad gamemode preference - coop & pvp Contact email - gman@ugaf.co.uk Website address - www.ugaf.co.uk
  14. UGAF is a new unit based in the UK. We are looking for mature members 16+ who enjoy playing ArmA. We are looking for experienced and new players who work well in squads. UGAF plans to have two ArmA servers and two ArmA 2 servers by the end of July 2009. We have one ArmA server currently running ACE 1.09. Please sign in and post server suggestions in our forum. We would like to know what you would like on the servers. Visit us: UGAF Homepage
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